本文整理汇总了C#中Position.legal方法的典型用法代码示例。如果您正苦于以下问题:C# Position.legal方法的具体用法?C# Position.legal怎么用?C# Position.legal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Position
的用法示例。
在下文中一共展示了Position.legal方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: qsearch
//.........这里部分代码省略.........
while ((move = mp.next_move(false)) != Move.MOVE_NONE)
{
Debug.Assert(Move.is_ok(move));
var givesCheck = Move.type_of(move) == MoveType.NORMAL && ci.dcCandidates == 0
? Bitboard.AndWithSquare(ci.checkSquares[Piece.type_of(pos.piece_on(Move.from_sq(move)))], Move.to_sq(move))!=0
: pos.gives_check(move, ci);
// Futility pruning
if (!InCheck
&& !givesCheck
&& futilityBase > -Value.VALUE_KNOWN_WIN
&& !pos.advanced_pawn_push(move))
{
Debug.Assert(Move.type_of(move) != MoveType.ENPASSANT); // Due to !pos.advanced_pawn_push
var futilityValue = futilityBase + Value.PieceValue[(int) Phase.EG][pos.piece_on(Move.to_sq(move))];
if (futilityValue <= alpha)
{
bestValue = Value.Create(Math.Max(bestValue, futilityValue));
continue;
}
if (futilityBase <= alpha && pos.see(move) <= Value.VALUE_ZERO)
{
bestValue = Value.Create(Math.Max(bestValue, futilityBase));
continue;
}
}
// Detect non-capture evasions that are candidates to be pruned
var evasionPrunable = InCheck
&& bestValue > Value.VALUE_MATED_IN_MAX_PLY
&& !pos.capture(move);
// Don't search moves with negative SEE values
if ((!InCheck || evasionPrunable)
&& Move.type_of(move) != MoveType.PROMOTION
&& pos.see_sign(move) < Value.VALUE_ZERO)
continue;
// Speculative prefetch as early as possible
//prefetch(TT.first_entry(pos.key_after(move)));
// Check for legality just before making the move
if (!pos.legal(move, ci.pinned))
continue;
ss[ss.current].currentMove = move;
// Make and search the move
pos.do_move(move, new StateInfo(), givesCheck);
var value = givesCheck
? -qsearch(NT, true, pos, new StackArrayWrapper(ss.table, ss.current + 1), -beta, -alpha,
depth - Depth.ONE_PLY)
: -qsearch(NT, false, pos, new StackArrayWrapper(ss.table, ss.current + 1), -beta, -alpha,
depth - Depth.ONE_PLY);
pos.undo_move(move);
Debug.Assert(value > -Value.VALUE_INFINITE && value < Value.VALUE_INFINITE);
// Check for new best move
if (value <= bestValue) continue;
bestValue = value;
if (value > alpha)
{
if (PvNode) // Update pv even in fail-high case
update_pv(currentStack.pv, move, nextStack.pv);
if (PvNode && value < beta) // Update alpha here! Always alpha < beta
{
alpha = value;
bestMove = move;
}
else // Fail high
{
tte.save(posKey, value_to_tt(value, currentPly), Bound.BOUND_LOWER,
ttDepth, move, currentStack.staticEval, TranspositionTable.generation());
return value;
}
}
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate.
if (InCheck && bestValue == -Value.VALUE_INFINITE)
return Value.mated_in(currentPly); // Plies to mate from the root
tte.save(posKey, value_to_tt(bestValue, currentPly),
PvNode && bestValue > oldAlpha ? Bound.BOUND_EXACT : Bound.BOUND_UPPER,
ttDepth, bestMove, ss[ss.current].staticEval, TranspositionTable.generation());
Debug.Assert(bestValue > -Value.VALUE_INFINITE && bestValue < Value.VALUE_INFINITE);
return bestValue;
}
示例2: search
//.........这里部分代码省略.........
// Do verification search at high depths
stack.skipEarlyPruning = true;
var v = depth - R < Depth.ONE_PLY
? qsearch(NodeType.NonPV, false, pos, ss, beta - 1, beta, Depth.DEPTH_ZERO)
: search(NodeType.NonPV, false, pos, ss, beta - 1, beta, depth - R, false);
stack.skipEarlyPruning = false;
if (v >= beta)
return nullValue;
}
}
// Step 9. ProbCut (skipped when in check)
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
if (!PvNode
&& depth >= 5*Depth.ONE_PLY_C
&& Math.Abs(beta) < Value.VALUE_MATE_IN_MAX_PLY)
{
var rbeta = Value.Create(Math.Min(beta + 200, Value.VALUE_INFINITE));
var rdepth = depth - 4*Depth.ONE_PLY;
Debug.Assert(rdepth >= Depth.ONE_PLY_C);
Debug.Assert(stackMinus1.currentMove != Move.MOVE_NONE);
Debug.Assert(stackMinus1.currentMove != Move.MOVE_NULL);
var mp2 = new MovePicker(pos, ttMove, History, CounterMovesHistory,
Value.PieceValue[(int) Phase.MG][pos.captured_piece_type()]);
var ci2 = new CheckInfo(pos);
while ((move = mp2.next_move(false)) != Move.MOVE_NONE)
if (pos.legal(move, ci2.pinned))
{
stack.currentMove = move;
pos.do_move(move, st, pos.gives_check(move, ci2));
value =
-search(NodeType.NonPV, false, pos, new StackArrayWrapper(ss.table, ss.current + 1), -rbeta,
-rbeta + 1, rdepth, !cutNode);
pos.undo_move(move);
if (value >= rbeta)
return value;
}
}
// Step 10. Internal iterative deepening (skipped when in check)
if (depth >= (PvNode ? 5*Depth.ONE_PLY_C : 8*Depth.ONE_PLY_C)
&& ttMove == 0
&& (PvNode || stack.staticEval + 256 >= beta))
{
var d = depth - 2*Depth.ONE_PLY - (PvNode ? Depth.DEPTH_ZERO : depth/4);
stack.skipEarlyPruning = true;
search(PvNode ? NodeType.PV : NodeType.NonPV, false, pos, ss, alpha, beta, d, true);
stack.skipEarlyPruning = false;
tte = TranspositionTable.probe(posKey, out ttHit);
ttMove = ttHit ? tte.move() : Move.MOVE_NONE;
}
moves_loop: // When in check and at SpNode search starts from here
var prevMoveSq = Move.to_sq(stackMinus1.currentMove);
var countermove = Countermoves.table[pos.piece_on(prevMoveSq), prevMoveSq];
var mp = new MovePicker(pos, ttMove, depth, History, CounterMovesHistory, countermove, ss);
示例3: generate_LEGAL
/// generate
/// LEGAL generates all the legal moves in the given position
private static ExtMoveArrayWrapper generate_LEGAL(Position pos, ExtMoveArrayWrapper moveList)
{
var pinned = pos.pinned_pieces(pos.side_to_move());
var ksq = pos.square(PieceType.KING, pos.side_to_move());
var cur = moveList.current;
moveList = pos.checkers() != 0
? generate(GenType.EVASIONS, pos, moveList)
: generate(GenType.NON_EVASIONS, pos, moveList);
while (cur != moveList.current)
{
if ((pinned != 0 || Move.from_sq(moveList[cur]) == ksq || Move.type_of(moveList[cur]) == MoveType.ENPASSANT)
&& !pos.legal(moveList[cur], pinned))
{
for (var idx = cur; idx < moveList.current; idx++)
{
moveList.table[idx] = moveList.table[idx + 1];
}
--moveList;
}
else
{
++cur;
}
}
return moveList;
}