本文整理汇总了C#中Portfish.Position.do_move方法的典型用法代码示例。如果您正苦于以下问题:C# Position.do_move方法的具体用法?C# Position.do_move怎么用?C# Position.do_move使用的例子?那么恭喜您, 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Portfish.Position
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在下文中一共展示了Position.do_move方法的12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: move_to_san
/// move_to_san() takes a position and a legal Move as input and returns its
/// short algebraic notation representation.
internal static string move_to_san(Position pos, int m)
{
if (m == MoveC.MOVE_NONE)
{
return "(none)";
}
if (m == MoveC.MOVE_NULL)
{
return "(null)";
}
Debug.Assert(pos.move_is_legal(m));
Bitboard others, b;
Color us = pos.sideToMove;
var san = new StringBuilder();
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = pos.piece_on(from);
PieceType pt = type_of(pc);
if (type_of_move(m) == MoveTypeC.CASTLING)
{
san.Append(to > from ? "O-O" : "O-O-O");
}
else
{
if (pt != PieceTypeC.PAWN)
{
san.Append(PieceToChar[ColorC.WHITE][pt]); // Upper case
// Disambiguation if we have more then one piece of type 'pt' that can
// reach 'to' with a legal move.
others = b = (pos.attacks_from_PS(pc, to) & pos.pieces_PTC(pt, us)) ^ (ulong)from;
while (others != 0)
{
Move move = make_move(pop_lsb(ref b), to);
if (!pos.pl_move_is_legal(move, pos.pinned_pieces()))
{
others ^= (ulong)from_sq(move);
}
}
if (others != 0)
{
if ((others & file_bb_S(from)) == 0)
{
san.Append(file_to_char(file_of(from)));
}
else if ((others & rank_bb_S(from)) == 0)
{
san.Append(rank_to_char(rank_of(from)));
}
else
{
san.Append(square_to_string(from));
}
}
}
else if (pos.is_capture(m))
{
san.Append(file_to_char(file_of(from)));
}
if (pos.is_capture(m))
{
san.Append('x');
}
san.Append(square_to_string(to));
if (type_of_move(m) == MoveTypeC.PROMOTION)
{
san.Append('=');
san.Append(PieceToChar[ColorC.WHITE][promotion_type(m)]);
}
}
var ci = CheckInfoBroker.GetObject();
ci.CreateCheckInfo(pos);
if (pos.move_gives_check(m, ci))
{
var st = new StateInfo();
pos.do_move(m, st);
var mlist = MListBroker.GetObject();
mlist.pos = 0;
Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
san.Append(mlist.pos > 0 ? "+" : "#");
MListBroker.Free();
pos.undo_move(m);
}
CheckInfoBroker.Free();
return san.ToString();
}
示例2: move_to_san
/// move_to_san() takes a position and a move as input, where it is assumed
/// that the move is a legal move for the position. The return value is
/// a string containing the move in short algebraic notation.
internal static string move_to_san(Position pos, Move m)
{
if (m == MoveC.MOVE_NONE)
return "(none)";
if (m == MoveC.MOVE_NULL)
return "(null)";
Debug.Assert(is_ok_M(m));
Bitboard attackers;
bool ambiguousMove, ambiguousFile, ambiguousRank;
Square sq, from = from_sq(m);
Square to = to_sq(m);
PieceType pt = type_of(pos.piece_moved(m));
StringBuilder san = new StringBuilder();
if (is_castle(m))
san.Append((to_sq(m) < from_sq(m) ? "O-O-O" : "O-O"));
else
{
if (pt != PieceTypeC.PAWN)
{
san.Append(piece_type_to_char(pt).ToString());
// Disambiguation if we have more then one piece with destination 'to'
// note that for pawns is not needed because starting file is explicit.
attackers = pos.attackers_to(to) & pos.pieces_PTC(pt, pos.sideToMove);
xor_bit(ref attackers, from);
ambiguousMove = ambiguousFile = ambiguousRank = false;
while (attackers != 0)
{
sq = pop_1st_bit(ref attackers);
// Pinned pieces are not included in the possible sub-set
if (!pos.pl_move_is_legal(make_move(sq, to), pos.pinned_pieces()))
continue;
if (file_of(sq) == file_of(from))
ambiguousFile = true;
if (rank_of(sq) == rank_of(from))
ambiguousRank = true;
ambiguousMove = true;
}
if (ambiguousMove)
{
if (!ambiguousFile)
san.Append(file_to_char(file_of(from)));
else if (!ambiguousRank)
san.Append(rank_to_char(rank_of(from)));
else
san.Append(square_to_string(from));
}
}
if (pos.is_capture(m))
{
if (pt == PieceTypeC.PAWN)
san.Append(file_to_char(file_of(from)));
san.Append('x');
}
san.Append(square_to_string(to));
if (is_promotion(m))
{
san.Append('=');
san.Append(piece_type_to_char(promotion_type(m)));
}
}
CheckInfo ci = CheckInfoBroker.GetObject();
ci.CreateCheckInfo(pos);
if (pos.move_gives_check(m, ci))
{
StateInfo st = new StateInfo();
pos.do_move(m, st);
MList mlist = MListBroker.GetObject(); mlist.pos = 0;
Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
san.Append(mlist.pos > 0 ? "+" : "#");
MListBroker.Free();
pos.undo_move(m);
}
CheckInfoBroker.Free();
return san.ToString();
}
示例3: set_position
// set_position() is called when engine receives the "position" UCI
// command. The function sets up the position described in the given
// fen string ("fen") or the starting position ("startpos") and then
// makes the moves given in the following move list ("moves").
internal static void set_position(Position pos, Stack<string> stack)
{
Move m;
string token, fen = string.Empty;
token = stack.Pop();
if (token == "startpos")
{
fen = StartFEN;
if (stack.Count > 0) { token = stack.Pop(); } // Consume "moves" token if any
}
else if (token == "fen")
while ((stack.Count > 0) && (token = stack.Pop()) != "moves")
fen += token + " ";
else
return;
pos.from_fen(fen, bool.Parse(OptionMap.Instance["UCI_Chess960"].v), Threads.main_thread());
// Parse move list (if any)
while ((stack.Count > 0) && (m = Utils.move_from_uci(pos, token = stack.Pop())) != MoveC.MOVE_NONE)
{
pos.do_move(m, StateRingBuf[SetupStatePos]);
// Increment pointer to StateRingBuf circular buffer
SetupStatePos = (SetupStatePos + 1) % 102;
}
}
示例4: search
//.........这里部分代码省略.........
return beta - 1;
}
}
}
// Step 9. ProbCut (is omitted in PV nodes)
// 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 && !inCheck
&& excludedMove == MoveC.MOVE_NONE
&& depth >= RazorDepth + DepthC.ONE_PLY
&& (ss[ssPos].skipNullMove == 0)
&& Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY)
{
Value rbeta = beta + 200;
Depth rdepth = depth - DepthC.ONE_PLY - 3 * DepthC.ONE_PLY;
Debug.Assert(rdepth >= DepthC.ONE_PLY);
Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NONE);
Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NULL);
MovePicker mp2 = MovePickerBroker.GetObject();
mp2.MovePickerC(pos, ttMove, H, pos.captured_piece_type());
CheckInfo ci2 = CheckInfoBroker.GetObject();
ci2.CreateCheckInfo(pos);
while ((move = mp2.next_move()) != MoveC.MOVE_NONE)
{
if (pos.pl_move_is_legal(move, ci2.pinned))
{
ss[ssPos].currentMove = move;
if (st == null) { st = StateInfoBroker.GetObject(); }
pos.do_move(move, st, ci2, pos.move_gives_check(move, ci2));
value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -rbeta, -rbeta + 1, rdepth);
pos.undo_move(move);
if (value >= rbeta)
{
if (st != null) { st.previous = null; StateInfoBroker.Free(); }
CheckInfoBroker.Free();
MovePickerBroker.Free(mp2);
MovesSearchedBroker.Free();
return value;
}
}
}
CheckInfoBroker.Free();
MovePickerBroker.Free(mp2);
}
// Step 10. Internal iterative deepening
if (ttMove == MoveC.MOVE_NONE
&& depth >= IIDDepth[PvNode ? 1 : 0]
&& (PvNode || (!inCheck && ss[ssPos].eval + IIDMargin >= beta)))
{
Depth d = (PvNode ? depth - 2 * DepthC.ONE_PLY : depth / 2);
ss[ssPos].skipNullMove = 1;
search(PvNode ? NodeTypeC.PV : NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, d);
ss[ssPos].skipNullMove = 0;
tteHasValue = TT.probe(posKey, ref ttePos, out tte);
ttMove = (tteHasValue) ? tte.move() : MoveC.MOVE_NONE;
}
else
示例5: extract_pv_from_tt
/// RootMove::extract_pv_from_tt() builds a PV by adding moves from the TT table.
/// We consider also failing high nodes and not only BOUND_EXACT nodes so to
/// allow to always have a ponder move even when we fail high at root, and a
/// long PV to print that is important for position analysis.
internal void extract_pv_from_tt(Position pos)
{
StateInfoArray sia = StateInfoArrayBroker.GetObject();
int stPos = 0;
TTEntry tte;
int ply = 1;
Move m = pv[0];
Debug.Assert(m != MoveC.MOVE_NONE && pos.is_pseudo_legal(m));
pv.Clear();
pv.Add(m);
pos.do_move(m, sia.state[stPos++]);
UInt32 ttePos = 0;
while (TT.probe(pos.key(), ref ttePos, out tte)
&& (m = tte.move()) != MoveC.MOVE_NONE // Local copy, TT entry could change
&& pos.is_pseudo_legal(m)
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
&& ply < Constants.MAX_PLY
&& (!pos.is_draw(false) || ply < 2))
{
pv.Add(m);
pos.do_move(m, sia.state[stPos++]);
ply++;
}
pv.Add(MoveC.MOVE_NONE);
do pos.undo_move(pv[--ply]); while (ply != 0);
StateInfoArrayBroker.Free();
}
示例6: qsearch
//.........这里部分代码省略.........
&& enoughMaterial
&& ((move & (3 << 14)) != (1 << 14))
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ Position.PieceValueEndgame[pos.board[move & 0x3F]]
+ (((move & (3 << 14)) == (2 << 14)) ? Constants.PawnValueEndgame : ValueC.VALUE_ZERO);
if (futilityValue < beta)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
}
// Prune moves with negative or equal SEE
if (futilityBase < beta
&& depth < DepthC.DEPTH_ZERO
&& pos.see(move, false) <= 0)
continue;
}
// Detect non-capture evasions that are candidate to be pruned
evasionPrunable = !PvNode
&& inCheck
&& bestValue > ValueC.VALUE_MATED_IN_MAX_PLY
&& !(((pos.board[move & 0x3F] != PieceC.NO_PIECE) && !((move & (3 << 14)) == (3 << 14))) || ((move & (3 << 14)) == (2 << 14)))
&& ((pos.st.castleRights & (CastleRightC.WHITE_ANY << (pos.sideToMove << 1))) == 0);
// Don't search moves with negative SEE values
if (!PvNode
&& move != ttMove
&& (!inCheck || evasionPrunable)
&& (move & (3 << 14)) != (1 << 14)
&& pos.see(move, true) < 0)
continue;
// Don't search useless checks
if (!PvNode
&& !inCheck
&& givesCheck
&& move != ttMove
&& !(((move & (3 << 14)) != 0) ? ((move & (3 << 14)) != (3 << 14)) : (pos.board[move & 0x3F] != PieceC.NO_PIECE))
&& ss[ssPos].eval + Constants.PawnValueMidgame / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
continue;
// Check for legality only before to do the move
if (!pos.pl_move_is_legal(move, ci.pinned))
continue;
ss[ssPos].currentMove = move;
// Make and search the move
if (st == null) { st = StateInfoBroker.GetObject(); }
pos.do_move(move, st, ci, givesCheck);
value = -qsearch(NT, pos, ss, ssPos + 1, -beta, -alpha, depth - DepthC.ONE_PLY);
pos.undo_move(move);
Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
bestMove = move;
if (PvNode
&& value > alpha
&& value < beta) // We want always alpha < beta
alpha = 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 == -ValueC.VALUE_INFINITE)
{
if (st != null) { st.previous = null; StateInfoBroker.Free(); }
CheckInfoBroker.Free();
MovePickerBroker.Free(mp);
return Utils.mated_in(ss[ssPos].ply); // Plies to mate from the root
}
// Update transposition table
move = bestValue <= oldAlpha ? MoveC.MOVE_NONE : bestMove;
bt = bestValue <= oldAlpha ? Bound.BOUND_UPPER
: bestValue >= beta ? Bound.BOUND_LOWER : Bound.BOUND_EXACT;
TT.store(pos.key(), value_to_tt(bestValue, ss[ssPos].ply), bt, ttDepth, move, ss[ssPos].eval, evalMargin);
Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && bestValue < ValueC.VALUE_INFINITE);
if (st != null) { st.previous = null; StateInfoBroker.Free(); }
CheckInfoBroker.Free();
MovePickerBroker.Free(mp);
return bestValue;
}
示例7: perft
/// Search::perft() is our utility to verify move generation. All the leaf nodes
/// up to the given depth are generated and counted and the sum returned.
internal static Int64 perft(Position pos, Depth depth)
{
StateInfo st = new StateInfo();
Int64 cnt = 0;
MList mlist = MListBroker.GetObject(); mlist.pos = 0;
Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
// At the last ply just return the number of moves (leaf nodes)
if (depth == DepthC.ONE_PLY)
{
int retval = mlist.pos;
MListBroker.Free();
return retval;
}
CheckInfo ci = CheckInfoBroker.GetObject();
ci.CreateCheckInfo(pos);
for (int i = 0; i < mlist.pos; ++i)
{
MoveStack ms = mlist.moves[i];
pos.do_move(ms.move, st, ci, pos.move_gives_check(ms.move, ci));
cnt += perft(pos, depth - DepthC.ONE_PLY);
pos.undo_move(ms.move);
}
CheckInfoBroker.Free();
MListBroker.Free();
return cnt;
}
示例8: insert_pv_in_tt
// insert_pv_in_tt() is called at the end of a search iteration, and inserts
// the PV back into the TT. This makes sure the old PV moves are searched
// first, even if the old TT entries have been overwritten.
internal void insert_pv_in_tt(Position pos)
{
StateInfoArray sia = StateInfoArrayBroker.GetObject();
int stPos = 0;
TTEntry tte;
bool tteHasValue;
Key k;
Value v, m = ValueC.VALUE_NONE;
int ply = 0;
UInt32 ttePos = 0;
Debug.Assert(pv[ply] != MoveC.MOVE_NONE && pos.is_pseudo_legal(pv[ply]));
do
{
k = pos.key();
tteHasValue = TT.probe(k, ref ttePos, out tte);
// Don't overwrite existing correct entries
if ((!tteHasValue) || tte.move() != pv[ply])
{
v = (pos.in_check() ? ValueC.VALUE_NONE : Evaluate.do_evaluate(false, pos, ref m));
TT.store(k, ValueC.VALUE_NONE, Bound.BOUND_NONE, DepthC.DEPTH_NONE, pv[ply], v, m);
}
pos.do_move(pv[ply], sia.state[stPos++]);
} while (pv[++ply] != MoveC.MOVE_NONE);
do pos.undo_move(pv[--ply]); while (ply != 0);
StateInfoArrayBroker.Free();
}
示例9: search
//.........这里部分代码省略.........
return beta - 1;
}
}
}
// Step 9. ProbCut (is omitted in PV nodes)
// 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 && !inCheck && excludedMove == MoveC.MOVE_NONE && depth >= 4 * DepthC.ONE_PLY + DepthC.ONE_PLY
&& (ss[ssPos].skipNullMove == 0) && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY)
{
var rbeta = beta + 200;
var rdepth = depth - DepthC.ONE_PLY - 3 * DepthC.ONE_PLY;
Debug.Assert(rdepth >= DepthC.ONE_PLY);
Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NONE);
Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NULL);
var mp2 = MovePickerBroker.GetObject();
mp2.MovePickerC(pos, ttMove, H, pos.captured_piece_type());
var ci2 = CheckInfoBroker.GetObject();
ci2.CreateCheckInfo(pos);
while ((move = mp2.next_move()) != MoveC.MOVE_NONE)
{
if (pos.pl_move_is_legal(move, ci2.pinned))
{
ss[ssPos].currentMove = move;
if (st == null)
{
st = StateInfoBroker.GetObject();
}
pos.do_move(move, st, ci2, pos.move_gives_check(move, ci2));
value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -rbeta, -rbeta + 1, rdepth);
pos.undo_move(move);
if (value >= rbeta)
{
if (st != null)
{
st.previous = null;
StateInfoBroker.Free();
}
CheckInfoBroker.Free();
MovePickerBroker.Free(mp2);
MovesSearchedBroker.Free();
return value;
}
}
}
CheckInfoBroker.Free();
MovePickerBroker.Free(mp2);
}
// Step 10. Internal iterative deepening
if (ttMove == MoveC.MOVE_NONE && depth >= (PvNode ? 5 * DepthC.ONE_PLY : 8 * DepthC.ONE_PLY)
&& (PvNode || (!inCheck && ss[ssPos].staticEval + 256 >= beta)))
{
var d = (PvNode ? depth - 2 * DepthC.ONE_PLY : depth / 2);
ss[ssPos].skipNullMove = 1;
search(PvNode ? NodeTypeC.PV : NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, d);
ss[ssPos].skipNullMove = 0;
tteHasValue = TT.probe(posKey, ref ttePos, out tte);
示例10: qsearch
//.........这里部分代码省略.........
&& move != ttMove
&& (!InCheck || evasionPrunable)
&& Utils.type_of_move(move) != MoveTypeC.PROMOTION
&& pos.see(move, true) < 0)
{
continue;
}
// Don't search useless checks
if (!PvNode
&& !InCheck
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
&& ss[ssPos].staticEval + Constants.PawnValueMidgame / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
{
continue;
}
// Check for legality only before to do the move
if (!pos.pl_move_is_legal(move, ci.pinned))
{
continue;
}
ss[ssPos].currentMove = move;
// Make and search the move
if (st == null)
{
st = StateInfoBroker.GetObject();
}
pos.do_move(move, st, ci, givesCheck);
value = -qsearch(NT, givesCheck, pos, ss, ssPos + 1, -beta, -alpha, depth - DepthC.ONE_PLY);
pos.undo_move(move);
Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);
// Check for new best move
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
if (PvNode && value < beta) // Update alpha here! Always alpha < beta
{
alpha = value;
bestMove = move;
}
else // Fail high
{
TT.store(posKey, value_to_tt(value, ss[ssPos].ply), Bound.BOUND_LOWER,
ttDepth, move, ss[ssPos].staticEval, ss[ssPos].evalMargin);
if (st != null)
{
st.previous = null;
StateInfoBroker.Free();
}
CheckInfoBroker.Free();
MovePickerBroker.Free(mp);
return value;
}
}
示例11: insert_pv_in_tt
// insert_pv_in_tt() is called at the end of a search iteration, and inserts
// the PV back into the TT. This makes sure the old PV moves are searched
// first, even if the old TT entries have been overwritten.
internal void insert_pv_in_tt(Position pos)
{
var sia = StateInfoArrayBroker.GetObject();
var stPos = 0;
TTEntry tte;
bool tteHasValue;
int v, m = 0;
var ply = 0;
uint ttePos = 0;
do
{
tteHasValue = TT.probe(pos.key(), ref ttePos, out tte);
if ((!tteHasValue) || tte.move() != this.pv[ply]) // Don't overwrite existing correct entries
{
if (pos.in_check())
{
v = m = ValueC.VALUE_NONE;
}
else
{
v = Evaluate.do_evaluate(false, pos, ref m);
}
TT.store(pos.key(), ValueC.VALUE_NONE, Bound.BOUND_NONE, DepthC.DEPTH_NONE, this.pv[ply], v, m);
}
Debug.Assert(pos.move_is_legal(pv[ply]));
pos.do_move(this.pv[ply++], sia.state[stPos++]);
}
while (this.pv[ply] != MoveC.MOVE_NONE);
while (ply != 0)
{
pos.undo_move(this.pv[--ply]);
}
StateInfoArrayBroker.Free();
}
示例12: extract_pv_from_tt
/// RootMove::extract_pv_from_tt() builds a PV by adding moves from the TT table.
/// We consider also failing high nodes and not only BOUND_EXACT nodes so to
/// allow to always have a ponder move even when we fail high at root, and a
/// long PV to print that is important for position analysis.
internal void extract_pv_from_tt(Position pos)
{
var sia = StateInfoArrayBroker.GetObject();
var stPos = 0;
TTEntry tte;
bool tteHasValue;
var ply = 0;
var m = this.pv[0];
this.pv.Clear();
uint ttePos = 0;
do
{
this.pv.Add(m);
Debug.Assert(pos.move_is_legal(pv[ply]));
pos.do_move(pv[ply++], sia.state[stPos++]);
tteHasValue = TT.probe(pos.key(), ref ttePos, out tte);
} while (tteHasValue
&& pos.is_pseudo_legal(m = tte.move()) // Local copy, TT could change
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
&& ply < Constants.MAX_PLY
&& (!pos.is_draw(false) || ply < 2));
;
this.pv.Add(MoveC.MOVE_NONE); // Must be zero-terminating
while (ply != 0)
{
pos.undo_move(this.pv[--ply]);
}
StateInfoArrayBroker.Free();
}