chessie_types/
utils.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
/*
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at https://mozilla.org/MPL/2.0/.
 */

use std::path::Path;

use anyhow::{bail, Result};

use super::{Bitboard, Color, Rank, Square, XoShiRo};

/// FEN string for the starting position of chess.
pub const FEN_STARTPOS: &str = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";

/// A popular FEN string for debugging move generation.
pub const FEN_KIWIPETE: &str =
    "r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1";

/// Maximum possible number of moves in a given chess position.
///
/// Found [here](<https://www.chessprogramming.org/Chess_Position#cite_note-4>)
pub const MAX_NUM_MOVES: usize = 218;

/// Number of possible combinations of castling rights.
///
/// Used for Zobrist hashing.
pub const NUM_CASTLING_RIGHTS: usize = 16;

/// Deltas for the movement of the Queen.
pub const QUEEN_DELTAS: [(i8, i8); 8] = [
    /* Rook */
    (1, 0),
    (0, -1),
    (-1, 0),
    (0, 1),
    /* Bishop */
    (1, 1),
    (1, -1),
    (-1, -1),
    (-1, 1),
];

/// Deltas for the movement of the Rook.
pub const ROOK_DELTAS: [(i8, i8); 4] = [
    QUEEN_DELTAS[0],
    QUEEN_DELTAS[1],
    QUEEN_DELTAS[2],
    QUEEN_DELTAS[3],
];

/// Deltas for the movement of the Bishop.
pub const BISHOP_DELTAS: [(i8, i8); 4] = [
    QUEEN_DELTAS[4],
    QUEEN_DELTAS[5],
    QUEEN_DELTAS[6],
    QUEEN_DELTAS[7],
];

/// Deltas for the movement of the Knight.
pub const KNIGHT_DELTAS: [(i8, i8); 8] = [
    (1, 2),
    (1, -2),
    (2, 1),
    (2, -1),
    (-1, 2),
    (-1, -2),
    (-2, 1),
    (-2, -1),
];

/// Generates `.dat` files for ray tables.
///
/// See the `ray_containing` and `ray_between` functions in the `chessie` crate for more details.
pub fn generate_ray_table_datfiles<P: AsRef<Path>>(outdir: P) -> std::io::Result<()> {
    // 64 * 64 * 8 = 32,768
    // 2D Bitboard array being cast to u8 (8 u8 in a u64)

    // Generate the blobs
    let ray_between_exclusive: [u8; 32_768] =
        unsafe { std::mem::transmute(generate_ray_between_table()) };
    let ray_containing: [u8; 32_768] =
        unsafe { std::mem::transmute(generate_ray_containing_table()) };

    // Write the blobs
    let path = |name| Path::new(outdir.as_ref()).join(name);

    std::fs::write(path("ray_between.dat"), ray_between_exclusive)?;
    std::fs::write(path("ray_containing.dat"), ray_containing)?;

    Ok(())
}

fn generate_ray_between_table() -> [[Bitboard; Square::COUNT]; Square::COUNT] {
    let mut rays = [[Bitboard::EMPTY_BOARD; Square::COUNT]; Square::COUNT];

    for from in Square::iter() {
        for (df, dr) in QUEEN_DELTAS {
            let mut ray = Bitboard::default(); // Do not include `from`
            let mut to = from;
            while let Some(shifted) = to.offset(df, dr) {
                ray.set(shifted);
                to = shifted;
                rays[from][to] = ray ^ to.bitboard(); // Do not include `to`
            }
        }
    }

    rays
}

fn generate_ray_containing_table() -> [[Bitboard; Square::COUNT]; Square::COUNT] {
    let mut rays = [[Bitboard::EMPTY_BOARD; Square::COUNT]; Square::COUNT];

    for from in Square::iter() {
        let fr = from.rank();
        let ff = from.file();
        for to in Square::iter() {
            let tr = to.rank();
            let tf = to.file();
            if from == to {
                rays[from][to] = Bitboard::from_square(from);
            } else if fr == tr {
                rays[from][to] = Bitboard::from_rank(fr);
            } else if ff == tf {
                rays[from][to] = Bitboard::from_file(ff);
            } else {
                // To check if these lie on a diagonal, compute (y1 - y2) / (x1 - x2)
                let file_diff = from.file().inner() as i32 - to.file().inner() as i32;
                let rank_diff = from.rank().inner() as i32 - to.rank().inner() as i32;

                // Checked division
                let diff = if rank_diff != 0 {
                    file_diff / rank_diff
                } else {
                    0
                };

                if diff == 1 {
                    rays[from][to] |= from.bitboard();
                    // I'm too lazy to figure out the proper math, so I'm just going to cast rays in the diagonals
                    let mut tmp = from;
                    // First ray goes Northeast
                    while let Some(shifted) = tmp.offset(1, 1) {
                        rays[from][to] |= shifted.bitboard();
                        tmp = shifted;
                    }
                    tmp = from;
                    // Second ray goes Southwest
                    // I'm intentionally not resetting tmp here, so that the square for `from` gets OR'd in
                    while let Some(shifted) = tmp.offset(-1, -1) {
                        rays[from][to] |= shifted.bitboard();
                        tmp = shifted;
                    }
                } else if diff == -1 {
                    rays[from][to] |= from.bitboard();
                    // Do it again, in the Northwest / Southeast directions
                    let mut tmp = from;
                    while let Some(shifted) = tmp.offset(-1, 1) {
                        rays[from][to] |= shifted.bitboard();
                        tmp = shifted;
                    }
                    tmp = from;
                    while let Some(shifted) = tmp.offset(1, -1) {
                        rays[from][to] |= shifted.bitboard();
                        tmp = shifted;
                    }
                }
            }
        }
    }

    rays
}

/// Generates the default mobility for each of the pieces of standard chess, and writes the mobility to new files created in `outdir`.
///
/// This will produce the following 9 files located in `outdir`:
///
/// ```text
/// rook_mobility.blob
/// bishop_mobility.blob
/// knight_mobility.blob
/// king_mobility.blob
/// white_pawn_push_mobility.blob
/// black_pawn_push_mobility.blob
/// white_pawn_attack_mobility.blob
/// black_pawn_attack_mobility.blob
/// ```
///
/// You can use `include_bytes!()` to read from these blobs like so:
/// ```compile_fail
/// const KNIGHT_MOVES: [Bitboard; 64] = unsafe { std::mem::transmute(*include_bytes!("<outdir>/knight_mobility.blob")) };
/// ```
pub fn generate_piece_attack_datfiles<P: AsRef<Path>>(outdir: P) -> std::io::Result<()> {
    // Generate the blobs
    let bishop: [u8; 512] = unsafe { std::mem::transmute(generate_bishop_mobility()) };
    let rook: [u8; 512] = unsafe { std::mem::transmute(generate_rook_mobility()) };
    let knight: [u8; 512] = unsafe { std::mem::transmute(generate_knight_mobility()) };
    let king: [u8; 512] = unsafe { std::mem::transmute(generate_king_mobility()) };
    let wpp: [u8; 512] = unsafe { std::mem::transmute(generate_pawn_pushes(Color::White)) };
    let bpp: [u8; 512] = unsafe { std::mem::transmute(generate_pawn_pushes(Color::Black)) };
    let wpa: [u8; 512] = unsafe { std::mem::transmute(generate_pawn_attacks(Color::White)) };
    let bpa: [u8; 512] = unsafe { std::mem::transmute(generate_pawn_attacks(Color::Black)) };

    // Write the blobs
    let path = |name| Path::new(outdir.as_ref()).join(name);
    std::fs::write(path("bishop_attacks.dat"), bishop)?;
    std::fs::write(path("rook_attacks.dat"), rook)?;
    std::fs::write(path("knight_attacks.dat"), knight)?;
    std::fs::write(path("king_attacks.dat"), king)?;
    std::fs::write(path("white_pawn_pushes.dat"), wpp)?;
    std::fs::write(path("black_pawn_pushes.dat"), bpp)?;
    std::fs::write(path("white_pawn_attacks.dat"), wpa)?;
    std::fs::write(path("black_pawn_attacks.dat"), bpa)?;

    Ok(())
}

/// Generates the default push mobility for Pawns.
///
/// Pawns, by default, may push forward by one, except when pushing from their starting rank (rank 2 for White, rank 7 for Black), in which case they may push forward by two.
fn generate_pawn_pushes(color: Color) -> [Bitboard; 64] {
    let mut boards = [Bitboard::default(); Square::COUNT];
    for square in Square::iter() {
        let bb = Bitboard::from_square(square);

        if square.rank() == Rank::second(color) {
            boards[square] = bb.forward_by(color, 1) | bb.forward_by(color, 2);
        } else {
            boards[square] = bb.forward_by(color, 1);
        }
    }
    boards
}

/// Generates the default attack mobility for Pawns.
///
/// Pawns, by default, may capture diagonally forward by one.
fn generate_pawn_attacks(color: Color) -> [Bitboard; 64] {
    let mut boards = [Bitboard::default(); Square::COUNT];
    for square in Square::iter() {
        let bb = Bitboard::from_square(square);

        boards[square] = bb.forward_by(color, 1).east() | bb.forward_by(color, 1).west();
    }
    boards
}

/// Generates the moves from every location for the "Leaper" pieces.
/// Leapers may "leap" or "jump" to a square a specified distance away.
///
/// In standard chess, the Leapers are the King and Knight.
fn generate_leaper_mobility(deltas: &[(i8, i8)]) -> [Bitboard; Square::COUNT] {
    // Represents all locations this piece can reach from that square/index.
    let mut mobility = [Bitboard::default(); Square::COUNT];

    for square in Square::iter() {
        // All reachable locations from `square`.
        // This is empty because we cannot "move to" the square where we are currently.
        let mut movement = Bitboard::default();

        // Loop over every pair of deltas
        for (df, dr) in deltas {
            // If shifting this location by the delta results in a valid position, add it to the movement mask.
            if let Some(shifted) = square.offset(*df, *dr) {
                movement.set(shifted);
            }
        }

        // Store the mobility from this square.
        mobility[square] = movement;
    }

    mobility
}

/// Generates the moves from every location for the "Rider" pieces.
/// Riders may "ride" or "slide" an unlimited number of squares in a direction.
///
/// In standard chess, the Riders are the Rook, Bishop, and Queen.
fn generate_rider_mobility(deltas: &[(i8, i8)]) -> [Bitboard; Square::COUNT] {
    // Represents all locations this piece can reach from that square/index.
    let mut mobility = [Bitboard::default(); Square::COUNT];

    for square in Square::iter() {
        // All reachable locations from `square`.
        // This is empty because we cannot "move to" the square where we are currently.
        let mut movement = Bitboard::default();

        // Loop over every pair of deltas
        for (df, dr) in deltas {
            // Create a "ray" that represents movement in this direction.
            let mut ray = square;

            // Shift the ray and append it's movement, until we reach the end of the board.
            while let Some(shifted) = ray.offset(*df, *dr) {
                movement.set(shifted);
                ray = shifted;
            }
        }

        // Store the mobility from this square.
        mobility[square] = movement;
    }

    mobility
}

/// Generates the default mobility for the King.
#[inline(always)]
fn generate_king_mobility() -> [Bitboard; 64] {
    generate_leaper_mobility(&QUEEN_DELTAS)
}

/// Generates the default mobility for the Knight.
#[inline(always)]
fn generate_knight_mobility() -> [Bitboard; 64] {
    generate_leaper_mobility(&KNIGHT_DELTAS)
}

/// Generates the default mobility for the Rook.
#[inline(always)]
fn generate_rook_mobility() -> [Bitboard; Square::COUNT] {
    generate_rider_mobility(&ROOK_DELTAS)
}

/// Generates the default mobility for the Bishop.
#[inline(always)]
fn generate_bishop_mobility() -> [Bitboard; Square::COUNT] {
    generate_rider_mobility(&BISHOP_DELTAS)
}

/*
/// Generates the default mobility for the Queen.
fn generate_queen_mobility() -> [Bitboard; Square::COUNT] {
    generate_rider_mobility(&QUEEN_DELTAS)
}

/// Generates the default mobility for the Dragon (Queen + Knight).
fn generate_dragon_mobility() -> [Bitboard; Square::COUNT] {
    let mut dragon = generate_rider_mobility(&QUEEN_DELTAS);
    let knight = generate_leaper_mobility(&KNIGHT_DELTAS);

    for square in Square::iter() {
        dragon[square] |= knight[square];
    }

    dragon
}
 */

/// Generate magics for the Bishop and Rook and store them in `<outdir>/rook_magics.rs` and `<outdir>/bishop_magics.rs`.
pub fn generate_magics<P: AsRef<Path>>(outdir: P) -> std::io::Result<()> {
    let rook_magics = find_and_write_magics(&ROOK_DELTAS, "ROOK");
    let rook_magic_path = Path::new(outdir.as_ref()).join("rook_magics.rs");
    std::fs::write(rook_magic_path, rook_magics)?;

    let bishop_magics = find_and_write_magics(&BISHOP_DELTAS, "BISHOP");
    let bishop_magic_path = Path::new(outdir.as_ref()).join("bishop_magics.rs");
    std::fs::write(bishop_magic_path, bishop_magics)?;

    Ok(())
}

/// Find all magics for the provided piece and format them as a `String` to be written to a file.
fn find_and_write_magics(deltas: &[(i8, i8)], piece_name: &str) -> String {
    let mut s = format!(
        "pub const {piece_name}_MAGICS: &[MagicBitboardData; {}] = &[\n",
        Square::COUNT
    );

    let mut table_size = 0;

    for square in Square::iter() {
        let index_bits = compute_blockers(deltas, square).population();
        let (entry, table) = find_magic(deltas, square, index_bits);

        s += format!(
            "  MagicBitboardData {{ blockers: 0x{:016X}, magic: 0x{:016X}, shift: {}, offset: {} }},\n",
            entry.blockers, entry.magic, entry.shift, table_size
        )
        .as_str();

        table_size += table.len();
    }

    s += "];\n";
    s += format!("pub const {piece_name}_TABLE_SIZE: usize = {table_size};").as_str();

    s
}

#[derive(Debug, Default, Clone, Copy)]
struct MagicBitboardData {
    blockers: Bitboard,
    magic: u64,
    shift: u8,
}

/// Obtain the appropriate index into a magic bitboard table for the given blocker bitboard.
fn magic_index(data: &MagicBitboardData, blockers: Bitboard) -> usize {
    let blockers = blockers & data.blockers;
    let hash = blockers.inner().wrapping_mul(data.magic);
    (hash >> data.shift) as usize
}

/// Computes a [`Bitboard`] of containing all possible blocker squares for a sliding
/// piece (whose movement is defined by `deltas`) at `square`.
///
/// This is the same as computing the default movement for a sliding piece at `square`
/// and XOR'ing to remove the squares on the edges of the board.
fn compute_blockers(deltas: &[(i8, i8)], square: Square) -> Bitboard {
    let mut blockers = Bitboard::EMPTY_BOARD;

    // Loop over the directions this piece can move
    for (df, dr) in deltas {
        // Start with the present square
        let mut ray = square;
        // If we can continue moving in this direction, add it to the blockers bitboard
        // The order here matters- we don't care about the edges of the board.
        while let Some(shifted) = ray.offset(*df, *dr) {
            blockers |= ray.bitboard();
            ray = shifted;
        }
    }

    // The starting square cannot be a blocker
    blockers ^ square.bitboard()
}

/// Computes a [`Bitboard`] of containing all squares that can be attacked by a
/// sliding piece (whose movement is defined by `deltas`) at `square`, taking into
/// account occupied squares through `blockers`.
///
/// The computed [`Bitboard`] will allow the slider at `square` to move to the first
/// blocked square in `blockers`, so filtering out friendly pieces should be handled
/// elsewhere.
fn compute_blocked_attacks(deltas: &[(i8, i8)], square: Square, blockers: Bitboard) -> Bitboard {
    let mut attacks = Bitboard::EMPTY_BOARD;

    // Loop over the directions this piece can move
    for (df, dr) in deltas {
        let mut ray = square;

        // Loop until we encounter the first occupied square
        while !blockers.intersects(ray) {
            // If we have not moved off the edge of the board, add this square to the attack bitboard
            if let Some(shifted) = ray.offset(*df, *dr) {
                ray = shifted;
                attacks |= ray.bitboard();
            } else {
                // If we HAVE moved off the edge of the board, we can exit the loop and check the next delta
                break;
            }
        }
    }

    attacks
}

/// Finds a valid magic for `square`.
fn find_magic(
    deltas: &[(i8, i8)],
    square: Square,
    index_bits: u8,
) -> (MagicBitboardData, Vec<Bitboard>) {
    let blockers = compute_blockers(deltas, square);
    let shift = 64 - index_bits;

    let mut prng = XoShiRo::new(); // Using this so we don't need `rand`
    loop {
        // Only a few bits are needed, so generate a random number with only a few bits set
        let magic = prng.get_next() & prng.get_next() & prng.get_next();

        let magic_data = MagicBitboardData {
            blockers,
            magic,
            shift,
        };

        if let Ok(table) = try_magic(deltas, square, &magic_data) {
            return (magic_data, table);
        }
    }
}

/// Attempts to use the provided magic to generate valid movegen for all possible blockers.
fn try_magic(
    deltas: &[(i8, i8)],
    square: Square,
    magic_data: &MagicBitboardData,
) -> Result<Vec<Bitboard>> {
    let index_bits = 64 - magic_data.shift;
    let mut table = vec![Bitboard::EMPTY_BOARD; 1 << index_bits];

    // We need to check if the table will be valid for every possible configuration of blockers
    for blockers in magic_data.blockers.subsets() {
        let attacks = compute_blocked_attacks(deltas, square, blockers);
        let entry = &mut table[magic_index(magic_data, blockers)];

        // If the entry is empty, we can fill it
        if entry.is_empty() {
            *entry = attacks;
        } else if *entry != attacks {
            // Two entries map to the same slot; hash collision
            bail!("Hash collision between {entry} and {attacks}");
        }
    }

    Ok(table)
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::ROOK_DELTAS;

    #[test]
    fn test_compute_blockers_bitboard() {
        let rook_e4_blockers = compute_blockers(&ROOK_DELTAS, Square::E4);
        assert_eq!(
            rook_e4_blockers.to_string(),
            ". . . . . . . . 
. . . . X . . . 
. . . . X . . . 
. . . . X . . . 
. X X X . X X . 
. . . . X . . . 
. . . . X . . . 
. . . . . . . . 
"
        );
    }

    #[test]
    fn test_compute_moves_bitboard() {
        // Rook at E4.
        // Blockers at E1, C4, F4, E7.
        let blockers = Bitboard(4503600231350288);
        let moves = compute_blocked_attacks(&ROOK_DELTAS, Square::E4, blockers);
        assert_eq!(
            moves.to_string(),
            ". . . . . . . . 
. . . . X . . . 
. . . . X . . . 
. . . . X . . . 
. . X X . X . . 
. . . . X . . . 
. . . . X . . . 
. . . . X . . . 
"
        );
    }
}