Пример #1
0
 def _clear(self):
     self.piece_bbs = {}
     for pc in piece.all():
         self.piece_bbs[pc] = 0L
     self.color_bbs = {}
     self.color_bbs[0] = 0L
     self.color_bbs[1] = 0L
     self.squares = {}
     for sq in square.all():
         self.squares[sq] = 0L
     self.castle = castle.parse('KQkq')
     self.enp = square.sq()
     self.halfmove_clock = 0
     self.move_num = 1
Пример #2
0
 def _clear(self):
     self.piece_bbs = {}
     for pc in piece.all():
         self.piece_bbs[pc] = 0L
     self.color_bbs = {}
     self.color_bbs[0] = 0L
     self.color_bbs[1] = 0L
     self.squares = {}
     for sq in square.all():
         self.squares[sq] = 0L
     self.castle = castle.parse('KQkq')
     self.enp = square.sq()
     self.halfmove_clock = 0
     self.move_num = 1
Пример #3
0
    with open('attacks.pickle') as f:
        ATTACKS, MASK, OCC_ATTACKS = pickle.load(f)
else:
    ATTACKS = {}
    ATTACKS[piece.BISHOP] = {}
    ATTACKS[piece.ROOK] = {}
    ATTACKS[piece.KING] = {}
    ATTACKS[piece.KNIGHT] = {}
    MASK = {}
    MASK[piece.BISHOP] = {}
    MASK[piece.ROOK] = {}
    OCC_ATTACKS = {}
    OCC_ATTACKS[piece.BISHOP] = {}
    OCC_ATTACKS[piece.ROOK] = {}

    for sq in square.all():
        rank = square.BIT_RANKS[square.rank(sq)]
        file = square.BIT_FILES[square.file(sq)]
        a1h8 = square.BIT_A1H8[square.a1h8(sq)]
        a8h1 = square.BIT_A8H1[square.a8h1(sq)]

        ATTACKS[piece.BISHOP][sq] = a1h8 | a8h1
        MASK[piece.BISHOP][sq] = (
            (a1h8 & ~bitboard.msb(a1h8) & ~bitboard.lsb(a1h8)) |
            (a8h1 & ~bitboard.msb(a8h1) & ~bitboard.lsb(a8h1)))
        ATTACKS[piece.ROOK][sq] = rank | file
        MASK[piece.ROOK][sq] = (
            (rank & ~bitboard.msb(rank) & ~bitboard.lsb(rank)) |
            (file & ~bitboard.msb(file) & ~bitboard.lsb(file)))
        OCC_ATTACKS[piece.BISHOP][sq] = _occ_attack_table(sq, piece.BISHOP)
        OCC_ATTACKS[piece.ROOK][sq] = _occ_attack_table(sq, piece.ROOK)
Пример #4
0
                            self.num_captures += 1
                            self.num_en_passant += 1
                        elif prm == piece.KING:
                            self.num_castles += 1
                        else:
                            self.num_promotions += 1

                    if movegen.king_attacked(self, self.color):
                        self.num_checks += 1
                        if self._game_over():
                            self.num_mates += 1
            self.unmake_move()
        return nodes

# NOTE(vish): insert constants into locals
for sq in square.all():
    locals()[square.str(sq)] = sq

for pc in piece.all():
    locals()[piece.str(pc)] = pc

#fen = 'r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1'
fen = '8/2p5/3p4/KP5r/1R3p1k/8/4P1P1/8 w - - 0 1'
p1 = Position(fen)
print piece.str(p1.squares[square.sq('a8')])
import time
import prettytable
pt = prettytable.PrettyTable()
pt.field_names = ['Depth', 'Nodes', 'Captures', 'E.p.', 'Castles',
                  'Promotions', 'Checks', 'Mates', 'Time']
pt.align = 'l'