本文整理汇总了C#中Portfish.Position.pawn_key方法的典型用法代码示例。如果您正苦于以下问题:C# Position.pawn_key方法的具体用法?C# Position.pawn_key怎么用?C# Position.pawn_key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
的用法示例。
在下文中一共展示了Position.pawn_key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: uci_loop
/// Wait for a command from the user, parse this text string as an UCI command,
/// and call the appropriate functions. Also intercepts EOF from stdin to ensure
/// that we exit gracefully if the GUI dies unexpectedly. In addition to the UCI
/// commands, the function also supports a few debug commands.
internal static void uci_loop(string args)
{
for (int i = 0; i < 102; i++)
{
StateRingBuf[i] = new StateInfo();
}
Position pos = new Position(StartFEN, false, Threads.main_thread()); // The root position
string cmd, token = string.Empty;
while (token != "quit")
{
if (args.Length > 0)
{
cmd = args;
}
else if (String.IsNullOrEmpty(cmd = Plug.ReadLine())) // Block here waiting for input
{
cmd = "quit";
}
Stack<string> stack = Utils.CreateStack(cmd);
token = stack.Pop();
if (token == "quit" || token == "stop")
{
Search.SignalsStop = true;
Threads.wait_for_search_finished(); // Cannot quit while threads are running
}
else if (token == "ponderhit")
{
// The opponent has played the expected move. GUI sends "ponderhit" if
// we were told to ponder on the same move the opponent has played. We
// should continue searching but switching from pondering to normal search.
Search.Limits.ponder = false;
if (Search.SignalsStopOnPonderhit)
{
Search.SignalsStop = true;
Threads.main_thread().wake_up(); // Could be sleeping
}
}
else if (token == "go")
{
go(pos, stack);
}
else if (token == "ucinewgame")
{ /* Avoid returning "Unknown command" */ }
else if (token == "isready")
{
Plug.Write("readyok");
Plug.Write(Constants.endl);
}
else if (token == "position")
{
set_position(pos, stack);
}
else if (token == "setoption")
{
set_option(stack);
}
else if (token == "validmoves")
{
Search.validmoves(pos, stack);
}
else if (token == "d")
{
pos.print(0);
}
else if (token == "flip")
{
pos.flip();
}
else if (token == "eval")
{
Plug.Write(Evaluate.trace(pos));
Plug.Write(Constants.endl);
}
else if (token == "bench")
{
Benchmark.benchmark(pos, stack);
}
else if (token == "key")
{
Plug.Write("key: ");
Plug.Write(String.Format("{0:X}", pos.key()));
Plug.Write("\nmaterial key: ");
Plug.Write(pos.material_key().ToString());
Plug.Write("\npawn key: ");
Plug.Write(pos.pawn_key().ToString());
Plug.Write(Constants.endl);
}
else if (token == "uci")
{
Plug.Write("id name "); Plug.Write(Utils.engine_info(true));
Plug.Write("\n"); Plug.Write(OptionMap.Instance.ToString());
//.........这里部分代码省略.........
示例2: probe
/// PawnTable::pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in an hash table, so we don't have to recompute everything when the same
/// pawn structure occurs again.
internal void probe(Position pos, out PawnEntry e)
{
Key key = pos.pawn_key();
e = entries[((UInt32)key) & Constants.PawnTableMask];
// If pi.key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
if (e.key == key) return;
// Initialize PawnInfo entry
e.key = key;
e.passedPawnsWHITE = e.passedPawnsBLACK = 0;
e.kingSquaresWHITE = e.kingSquaresBLACK = SquareC.SQ_NONE;
e.halfOpenFilesWHITE = e.halfOpenFilesBLACK = 0xFF;
// Calculate pawn attacks
Bitboard wPawns = pos.pieces_PTC(PieceTypeC.PAWN, ColorC.WHITE);
Bitboard bPawns = pos.pieces_PTC(PieceTypeC.PAWN, ColorC.BLACK);
e.pawnAttacksWHITE = ((wPawns & ~Constants.FileHBB) << 9) | ((wPawns & ~Constants.FileABB) << 7);
e.pawnAttacksBLACK = ((bPawns & ~Constants.FileHBB) >> 7) | ((bPawns & ~Constants.FileABB) >> 9);
// Evaluate pawns for both colors and weight the result
e.value = evaluate_pawns(ColorC.WHITE, pos, wPawns, bPawns, e)
- evaluate_pawns(ColorC.BLACK, pos, bPawns, wPawns, e);
e.value = Utils.apply_weight(e.value, PawnStructureWeight);
return;
}
示例3: loop
/// Wait for a command from the user, parse this text string as an UCI command,
/// and call the appropriate functions. Also intercepts EOF from stdin to ensure
/// that we exit gracefully if the GUI dies unexpectedly. In addition to the UCI
/// commands, the function also supports a few debug commands.
internal static void loop(string args)
{
for (var i = 0; i < 102; i++)
{
StateRingBuf[i] = new StateInfo();
}
var pos = new Position(StartFEN, false, Threads.main_thread()); // The root position
string cmd, token = string.Empty;
while (token != "quit")
{
if (args.Length > 0)
{
cmd = args;
}
else if (string.IsNullOrEmpty(cmd = Plug.ReadLine())) // Block here waiting for input
{
cmd = "quit";
}
var stack = Utils.CreateStack(cmd);
token = stack.Pop();
if (token == "quit" || token == "stop" || token == "ponderhit")
{
// GUI sends 'ponderhit' to tell us to ponder on the same move the
// opponent has played. In case Signals.stopOnPonderhit is set we are
// waiting for 'ponderhit' to stop the search (for instance because we
// already ran out of time), otherwise we should continue searching but
// switching from pondering to normal search.
if (token != "ponderhit" || Search.SignalsStopOnPonderhit)
{
Search.SignalsStop = true;
Threads.main_thread().notify_one(); // Could be sleeping
}
else
{
Search.Limits.ponder = false;
}
}
else if (token == "go")
{
go(pos, stack);
}
else if (token == "ucinewgame")
{
TT.clear();
}
else if (token == "isready")
{
Plug.Write("readyok");
Plug.Write(Constants.endl);
}
else if (token == "position")
{
set_position(pos, stack);
}
else if (token == "setoption")
{
set_option(stack);
}
else if (token == "validmoves")
{
Search.validmoves(pos, stack);
}
else if (token == "d")
{
pos.print(0);
}
else if (token == "flip")
{
pos.flip();
}
else if (token == "eval")
{
Plug.Write(Evaluate.trace(pos));
Plug.Write(Constants.endl);
}
else if (token == "bench")
{
Benchmark.benchmark(pos, stack);
}
else if (token == "key")
{
Plug.Write("key: ");
Plug.Write(string.Format("{0:X}", pos.key()));
Plug.Write("\nmaterial key: ");
Plug.Write(pos.material_key().ToString());
Plug.Write("\npawn key: ");
Plug.Write(pos.pawn_key().ToString());
Plug.Write(Constants.endl);
}
else if (token == "uci")
{
//.........这里部分代码省略.........