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+/*
+This Chess AI comes from here
+https://github.com/glinscott/Garbochess-JS
+
+Copyright (c) 2011 Gary Linscott
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
+1. Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+2. Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+3. The name of the author may not be used to endorse or promote products
+ derived from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
+IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
+OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
+IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
+INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
+NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+// Perf TODO:
+// Merge material updating with psq values
+// Put move scoring inline in generator
+// Remove need for fliptable in psq tables. Access them by color
+// Optimize pawn move generation
+
+// Non-perf todo:
+// Checks in first q?
+// Pawn eval.
+// Better king evaluation
+// Better move sorting in PV nodes (especially root)
+
+
+// ECMAScript 5 strict mode
+/* jshint globalstrict: true*/
+/* jslint newcap: true */
+/* global postMessage, self */
+"use strict";
+
+var g_debug = false;
+var g_timeout = 40;
+var g_maxply = 99;
+var worker = false;
+try {
+ // not sure this will work on any browser
+ // and since it's just for debug,
+ // a try catch should be good enough
+ if ( self.constructor.name === "DedicatedWorkerContext") {
+ worker = true;
+ }
+} catch(e) {}
+
+debug ("worker = "+worker);
+
+function GetFen() {
+ var result = "";
+ for (var row = 0; row < 8; row++) {
+ if (row !== 0) {
+ result += '/';
+ }
+ var empty = 0;
+ for (var col = 0; col < 8; col++) {
+ var piece = g_board[((row + 2) << 4) + col + 4];
+ if (piece === 0) {
+ empty++;
+ } else {
+ if (empty !== 0) {
+ result += empty;
+ }
+ empty = 0;
+
+ var pieceChar = [" ", "p", "n", "b", "r", "q", "k", " "][(piece & 0x7)];
+ result += ((piece & colorWhite) !== 0) ? pieceChar.toUpperCase() : pieceChar;
+ }
+ }
+ if (empty !== 0) {
+ result += empty;
+ }
+ }
+
+ result += g_toMove == colorWhite ? " w" : " b";
+ result += " ";
+ if (g_castleRights === 0) {
+ result += "-";
+ }
+ else {
+ if ((g_castleRights & 1) !== 0)
+ result += "K";
+ if ((g_castleRights & 2) !== 0)
+ result += "Q";
+ if ((g_castleRights & 4) !== 0)
+ result += "k";
+ if ((g_castleRights & 8) !== 0)
+ result += "q";
+ }
+
+ result += " ";
+
+ if (g_enPassentSquare == -1) {
+ result += '-';
+ }
+ else {
+ result += FormatSquare(g_enPassentSquare);
+ }
+
+ return result;
+}
+
+
+function GetMoveSAN(move, validMoves) {
+ var from = move & 0xFF;
+ var to = (move >> 8) & 0xFF;
+
+ if (move & moveflagCastleKing) return "O-O";
+ if (move & moveflagCastleQueen) return "O-O-O";
+
+ var pieceType = g_board[from] & 0x7;
+ var result = ["", "", "N", "B", "R", "Q", "K", ""][pieceType];
+
+ var dupe = false, rowDiff = true, colDiff = true;
+ if (validMoves === undefined) {
+ validMoves = GenerateValidMoves();
+ }
+ for (var i = 0; i < validMoves.length; i++) {
+ var moveFrom = validMoves[i] & 0xFF;
+ var moveTo = (validMoves[i] >> 8) & 0xFF;
+ if (moveFrom != from &&
+ moveTo == to &&
+ (g_board[moveFrom] & 0x7) == pieceType) {
+ dupe = true;
+ if ((moveFrom & 0xF0) == (from & 0xF0)) {
+ rowDiff = false;
+ }
+ if ((moveFrom & 0x0F) == (from & 0x0F)) {
+ colDiff = false;
+ }
+ }
+ }
+
+ if (dupe) {
+ if (colDiff) {
+ result += FormatSquare(from).charAt(0);
+ } else if (rowDiff) {
+ result += FormatSquare(from).charAt(1);
+ } else {
+ result += FormatSquare(from);
+ }
+ } else if (pieceType === piecePawn && (g_board[to] !== 0 || (move & moveflagEPC))) {
+ result += FormatSquare(from).charAt(0);
+ }
+
+ if (g_board[to] !== 0 || (move & moveflagEPC)) {
+ result += "x";
+ }
+
+ result += FormatSquare(to);
+
+ if (move & moveflagPromotion) {
+ if (move & moveflagPromoteBishop) result += "=B";
+ else if (move & moveflagPromoteKnight) result += "=N";
+ else if (move & moveflagPromoteQueen) result += "=Q";
+ else result += "=R";
+ }
+
+ MakeMove(move);
+ if (g_inCheck) {
+ result += GenerateValidMoves().length === 0 ? "#" : "+";
+ }
+ UnmakeMove(move);
+
+ return result;
+}
+
+function FormatSquare(square) {
+ var letters = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h'];
+ return letters[(square & 0xF) - 4] + ((9 - (square >> 4)) + 1);
+}
+
+function FormatMove(move) {
+ var result = FormatSquare(move & 0xFF) + FormatSquare((move >> 8) & 0xFF);
+ if (move & moveflagPromotion) {
+ if (move & moveflagPromoteBishop) result += "b";
+ else if (move & moveflagPromoteKnight) result += "n";
+ else if (move & moveflagPromoteQueen) result += "q";
+ else result += "r";
+ }
+ return result;
+}
+
+function GetMoveFromString(moveString) {
+ var moves = GenerateValidMoves();
+ for (var i = 0; i < moves.length; i++) {
+ if (FormatMove(moves[i]) == moveString) {
+ return moves[i];
+ }
+ }
+ alert("busted! ->" + moveString + " fen:" + GetFen());
+}
+
+function PVFromHash(move, ply) {
+ if (ply === 0)
+ return "";
+
+ if (move === 0) {
+ if (g_inCheck) return "checkmate";
+ return "stalemate";
+ }
+
+ var pvString = " " + GetMoveSAN(move);
+ MakeMove(move);
+
+ var hashNode = g_hashTable[g_hashKeyLow & g_hashMask];
+ if (hashNode !== undefined && hashNode.lock === g_hashKeyHigh && hashNode.bestMove !== undefined) {
+ pvString += PVFromHash(hashNode.bestMove, ply - 1);
+ }
+
+ UnmakeMove(move);
+
+ return pvString;
+}
+
+//
+// Searching code
+//
+
+var g_startTime;
+
+var g_nodeCount;
+var g_qNodeCount;
+var g_searchValid;
+var g_globalPly = 0;
+
+function Search(finishMoveCallback, maxPly, finishPlyCallback) {
+ debug("start search with maxPly:"+maxPly+" and timeout "+g_timeout);
+
+ if (GenerateValidMoves().length === 0) {
+ debug( g_inCheck ? 'Checkmate' : 'Stalemate' );
+ return false;
+ }
+
+ var lastEval;
+ var alpha = minEval;
+ var beta = maxEval;
+
+ g_globalPly++;
+ g_nodeCount = 0;
+ g_qNodeCount = 0;
+ g_searchValid = true;
+
+ var bestMove = 0;
+ var value;
+
+ g_startTime = (new Date()).getTime();
+
+ var i;
+ for (i = 1; i <= maxPly && g_searchValid; i++) {
+ var tmp = AlphaBeta(i, 0, alpha, beta);
+ if (!g_searchValid) break;
+
+ value = tmp;
+
+ if (value > alpha && value < beta) {
+ alpha = value - 500;
+ beta = value + 500;
+
+ if (alpha < minEval) alpha = minEval;
+ if (beta > maxEval) beta = maxEval;
+ } else if (alpha != minEval) {
+ alpha = minEval;
+ beta = maxEval;
+ i--;
+ }
+
+ if (g_hashTable[g_hashKeyLow & g_hashMask] !== undefined) {
+ bestMove = g_hashTable[g_hashKeyLow & g_hashMask].bestMove;
+ }
+
+ if (finishPlyCallback !== undefined) {
+ finishPlyCallback(bestMove, value, (new Date()).getTime() - g_startTime, i);
+ }
+ }
+
+ if (finishMoveCallback !== undefined) {
+ finishMoveCallback(bestMove, value, (new Date()).getTime() - g_startTime, i - 1);
+ }
+}
+
+var minEval = -2000000;
+var maxEval = +2000000;
+
+var minMateBuffer = minEval + 2000;
+var maxMateBuffer = maxEval - 2000;
+
+var materialTable = [0, 800, 3350, 3450, 5000, 9750, 600000];
+
+var pawnAdj =
+ [
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ -25, 105, 135, 270, 270, 135, 105, -25,
+ -80, 0, 30, 176, 176, 30, 0, -80,
+ -85, -5, 25, 175, 175, 25, -5, -85,
+ -90, -10, 20, 125, 125, 20, -10, -90,
+ -95, -15, 15, 75, 75, 15, -15, -95,
+ -100, -20, 10, 70, 70, 10, -20, -100,
+ 0, 0, 0, 0, 0, 0, 0, 0
+ ];
+
+var knightAdj =
+ [
+ -200, -100, -50, -50, -50, -50, -100, -200,
+ -100, 0, 0, 0, 0, 0, 0, -100,
+ -50, 0, 60, 60, 60, 60, 0, -50,
+ -50, 0, 30, 60, 60, 30, 0, -50,
+ -50, 0, 30, 60, 60, 30, 0, -50,
+ -50, 0, 30, 30, 30, 30, 0, -50,
+ -100, 0, 0, 0, 0, 0, 0, -100,
+ -200, -50, -25, -25, -25, -25, -50, -200
+ ];
+
+var bishopAdj =
+ [
+ -50,-50,-25,-10,-10,-25,-50,-50,
+ -50,-25,-10, 0, 0,-10,-25,-50,
+ -25,-10, 0, 25, 25, 0,-10,-25,
+ -10, 0, 25, 40, 40, 25, 0,-10,
+ -10, 0, 25, 40, 40, 25, 0,-10,
+ -25,-10, 0, 25, 25, 0,-10,-25,
+ -50,-25,-10, 0, 0,-10,-25,-50,
+ -50,-50,-25,-10,-10,-25,-50,-50
+ ];
+
+var rookAdj =
+ [
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ 40, 70, 90,120,120, 90, 70, 40,
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ -60, -30, -10, 20, 20, -10, -30, -60,
+ -60, -30, -10, 20, 20, -10, -30, -60
+ ];
+
+var kingAdj =
+ [
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 50, 150, -25, -125, -125, -25, 150, 50,
+ 150, 250, 75, -25, -25, 75, 250, 150
+ ];
+
+var emptyAdj =
+ [
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0
+ ];
+
+var pieceSquareAdj = new Array(8);
+
+// Returns the square flipped
+var flipTable = new Array(256);
+
+function PawnEval(color) {
+ var pieceIdx = (color | 1) << 4;
+ var from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ from = g_pieceList[pieceIdx++];
+ }
+}
+
+function Mobility(color) {
+ var result = 0;
+ var from, to, mob, pieceIdx;
+ var enemy = color == 8 ? 0x10 : 0x8;
+ var mobUnit = color == 8 ? g_mobUnit[0] : g_mobUnit[1];
+
+ // Knight mobility
+ mob = -3;
+ pieceIdx = (color | 2) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ mob += mobUnit[g_board[from + 31]];
+ mob += mobUnit[g_board[from + 33]];
+ mob += mobUnit[g_board[from + 14]];
+ mob += mobUnit[g_board[from - 14]];
+ mob += mobUnit[g_board[from - 31]];
+ mob += mobUnit[g_board[from - 33]];
+ mob += mobUnit[g_board[from + 18]];
+ mob += mobUnit[g_board[from - 18]];
+ from = g_pieceList[pieceIdx++];
+ }
+ result += 65 * mob;
+
+ // Bishop mobility
+ mob = -4;
+ pieceIdx = (color | 3) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 15;
+ while (g_board[to] === 0) { to -= 15; mob++; }
+ if (g_board[to] & enemy) {
+ mob++;
+ if (!(g_board[to] & piecePawn)) {
+ to -= 15;
+ while (g_board[to] === 0) to -= 15;
+ mob += mobUnit[g_board[to]] << 2;
+ }
+ }
+
+ to = from - 17;
+ while (g_board[to] === 0) { to -= 17; mob++; }
+ if (g_board[to] & enemy) {
+ mob++;
+ if (!(g_board[to] & piecePawn)) {
+ to -= 17;
+ while (g_board[to] === 0) to -= 17;
+ mob += mobUnit[g_board[to]] << 2;
+ }
+ }
+
+ to = from + 15;
+ while (g_board[to] === 0) { to += 15; mob++; }
+ if (g_board[to] & enemy) {
+ mob++;
+ if (!(g_board[to] & piecePawn)) {
+ to += 15;
+ while (g_board[to] === 0) to += 15;
+ mob += mobUnit[g_board[to]] << 2;
+ }
+ }
+
+ to = from + 17;
+ while (g_board[to] === 0) { to += 17; mob++; }
+ if (g_board[to] & enemy) {
+ mob++;
+ if (!(g_board[to] & piecePawn)) {
+ to += 17;
+ while (g_board[to] === 0) to += 17;
+ mob += mobUnit[g_board[to]] << 2;
+ }
+ }
+
+ from = g_pieceList[pieceIdx++];
+ }
+ result += 44 * mob;
+
+ // Rook mobility
+ mob = -4;
+ pieceIdx = (color | 4) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 1;
+ while (g_board[to] === 0) { to--; mob++;}
+ if (g_board[to] & enemy) mob++;
+ to = from + 1;
+ while (g_board[to] === 0) { to++; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from + 16;
+ while (g_board[to] === 0) { to += 16; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from - 16;
+ while (g_board[to] === 0) { to -= 16; mob++; }
+ if (g_board[to] & enemy) mob++;
+ from = g_pieceList[pieceIdx++];
+ }
+ result += 25 * mob;
+
+ // Queen mobility
+ mob = -2;
+ pieceIdx = (color | 5) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 15;
+ while (g_board[to] === 0) { to -= 15; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from - 17;
+ while (g_board[to] === 0) { to -= 17; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from + 15;
+ while (g_board[to] === 0) { to += 15; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from + 17;
+ while (g_board[to] === 0) { to += 17; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from - 1;
+ while (g_board[to] === 0) { to--; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from + 1;
+ while (g_board[to] === 0) { to++; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from + 16;
+ while (g_board[to] === 0) { to += 16; mob++; }
+ if (g_board[to] & enemy) mob++;
+ to = from - 16;
+ while (g_board[to] === 0) { to -= 16; mob++; }
+ if (g_board[to] & enemy) mob++;
+ from = g_pieceList[pieceIdx++];
+ }
+ result += 22 * mob;
+
+ return result;
+}
+
+function Evaluate() {
+ var curEval = g_baseEval;
+
+ var evalAdjust = 0;
+ // Black queen gone, then cancel white's penalty for king movement
+ if (g_pieceList[pieceQueen << 4] === 0)
+ evalAdjust -= pieceSquareAdj[pieceKing][g_pieceList[(colorWhite | pieceKing) << 4]];
+ // White queen gone, then cancel black's penalty for king movement
+ if (g_pieceList[(colorWhite | pieceQueen) << 4] === 0)
+ evalAdjust += pieceSquareAdj[pieceKing][flipTable[g_pieceList[pieceKing << 4]]];
+
+ // Black bishop pair
+ if (g_pieceCount[pieceBishop] >= 2)
+ evalAdjust -= 500;
+ // White bishop pair
+ if (g_pieceCount[pieceBishop | colorWhite] >= 2)
+ evalAdjust += 500;
+
+ var mobility = Mobility(8) - Mobility(0);
+
+ if (g_toMove === 0) {
+ // Black
+ curEval -= mobility;
+ curEval -= evalAdjust;
+ }
+ else {
+ curEval += mobility;
+ curEval += evalAdjust;
+ }
+
+ return curEval;
+}
+
+function ScoreMove(move){
+ var moveTo = (move >> 8) & 0xFF;
+ var captured = g_board[moveTo] & 0x7;
+ var piece = g_board[move & 0xFF];
+ var score;
+ if (captured !== 0) {
+ var pieceType = piece & 0x7;
+ score = (captured << 5) - pieceType;
+ } else {
+ score = historyTable[piece & 0xF][moveTo];
+ }
+ return score;
+}
+
+function QSearch(alpha, beta, ply) {
+ g_qNodeCount++;
+
+ var realEval = g_inCheck ? (minEval + 1) : Evaluate();
+
+ if (realEval >= beta)
+ return realEval;
+
+ if (realEval > alpha)
+ alpha = realEval;
+
+ var moves = [];
+ var moveScores = [];
+ var wasInCheck = g_inCheck;
+ var i;
+
+ if (wasInCheck) {
+ // TODO: Fast check escape generator and fast checking moves generator
+ GenerateCaptureMoves(moves, null);
+ GenerateAllMoves(moves);
+
+ for (i = 0; i < moves.length; i++) {
+ moveScores[i] = ScoreMove(moves[i]);
+ }
+ } else {
+ GenerateCaptureMoves(moves, null);
+
+ for (i = 0; i < moves.length; i++) {
+ var captured = g_board[(moves[i] >> 8) & 0xFF] & 0x7;
+ var pieceType = g_board[moves[i] & 0xFF] & 0x7;
+
+ moveScores[i] = (captured << 5) - pieceType;
+ }
+ }
+
+ for (i = 0; i < moves.length; i++) {
+ var bestMove = i;
+ for (var j = moves.length - 1; j > i; j--) {
+ if (moveScores[j] > moveScores[bestMove]) {
+ bestMove = j;
+ }
+ }
+
+ var tmpMove = moves[i];
+ moves[i] = moves[bestMove];
+ moves[bestMove] = tmpMove;
+
+ var tmpScore = moveScores[i];
+ moveScores[i] = moveScores[bestMove];
+ moveScores[bestMove] = tmpScore;
+
+ if (!wasInCheck && !See(moves[i])) {
+ continue;
+ }
+
+ if (!MakeMove(moves[i])) {
+ continue;
+ }
+
+ var value = -QSearch(-beta, -alpha, ply - 1);
+
+ UnmakeMove(moves[i]);
+
+ if (value > realEval) {
+ if (value >= beta)
+ return value;
+
+ if (value > alpha)
+ alpha = value;
+
+ realEval = value;
+ }
+ }
+
+ /* Disable checks... Too slow currently
+
+ if (ply == 0 && !wasInCheck) {
+ moves = [];
+ GenerateAllMoves(moves);
+
+ for (var i = 0; i < moves.length; i++) {
+ moveScores[i] = ScoreMove(moves[i]);
+ }
+
+ for (var i = 0; i < moves.length; i++) {
+ var bestMove = i;
+ for (var j = moves.length - 1; j > i; j--) {
+ if (moveScores[j] > moveScores[bestMove]) {
+ bestMove = j;
+ }
+ }
+ {
+ var tmpMove = moves[i];
+ moves[i] = moves[bestMove];
+ moves[bestMove] = tmpMove;
+
+ var tmpScore = moveScores[i];
+ moveScores[i] = moveScores[bestMove];
+ moveScores[bestMove] = tmpScore;
+ }
+
+ if (!MakeMove(moves[i])) {
+ continue;
+ }
+ var checking = g_inCheck;
+ UnmakeMove(moves[i]);
+
+ if (!checking) {
+ continue;
+ }
+
+ if (!See(moves[i])) {
+ continue;
+ }
+
+ MakeMove(moves[i]);
+
+ var value = -QSearch(-beta, -alpha, ply - 1);
+
+ UnmakeMove(moves[i]);
+
+ if (value > realEval) {
+ if (value >= beta)
+ return value;
+
+ if (value > alpha)
+ alpha = value;
+
+ realEval = value;
+ }
+ }
+ }
+ */
+
+ return realEval;
+}
+
+function StoreHash(value, flags, ply, move, depth) {
+ if (value >= maxMateBuffer)
+ value += depth;
+ else if (value <= minMateBuffer)
+ value -= depth;
+ g_hashTable[g_hashKeyLow & g_hashMask] = new HashEntry(g_hashKeyHigh, value, flags, ply, move);
+}
+
+function IsHashMoveValid(hashMove) {
+ var from = hashMove & 0xFF;
+ var to = (hashMove >> 8) & 0xFF;
+ var ourPiece = g_board[from];
+ var pieceType = ourPiece & 0x7;
+ if (pieceType < piecePawn || pieceType > pieceKing) return false;
+ // Can't move a piece we don't control
+ if (g_toMove != (ourPiece & 0x8))
+ return false;
+ // Can't move to a square that has something of the same color
+ if (g_board[to] !== 0 && (g_toMove == (g_board[to] & 0x8)))
+ return false;
+ if (pieceType == piecePawn) {
+ if (hashMove & moveflagEPC) {
+ return false;
+ }
+
+ // Valid moves are push, capture, double push, promotions
+ var dir = to - from;
+ if ((g_toMove == colorWhite) != (dir < 0)) {
+ // Pawns have to move in the right direction
+ return false;
+ }
+
+ var row = to & 0xF0;
+ if (((row == 0x90 && !g_toMove) ||
+ (row == 0x20 && g_toMove)) !== (hashMove & moveflagPromotion)) {
+ // Handle promotions
+ return false;
+ }
+
+ if (dir === -16 || dir === 16) {
+ // White/Black push
+ return g_board[to] === 0;
+ } else if (dir === -15 || dir === -17 || dir === 15 || dir === 17) {
+ // White/Black capture
+ return g_board[to] !== 0;
+ } else if (dir === -32) {
+ // Double white push
+ if (row !== 0x60) return false;
+ if (g_board[to] !== 0) return false;
+ if (g_board[from - 16] !== 0) return false;
+ } else if (dir == 32) {
+ // Double black push
+ if (row !== 0x50) return false;
+ if (g_board[to] !== 0) return false;
+ if (g_board[from + 16] !== 0) return false;
+ } else {
+ return false;
+ }
+
+ return true;
+ } else {
+ // This validates that this piece type can actually make the attack
+ if (hashMove >> 16) return false;
+ return IsSquareAttackableFrom(to, from);
+ }
+}
+
+function IsRepDraw() {
+ var stop = g_moveCount - 1 - g_move50;
+ stop = stop < 0 ? 0 : stop;
+ for (var i = g_moveCount - 5; i >= stop; i -= 2) {
+ if (g_repMoveStack[i] == g_hashKeyLow)
+ return true;
+ }
+ return false;
+}
+
+function MovePicker(hashMove, depth, killer1, killer2) {
+ this.hashMove = hashMove;
+ this.depth = depth;
+ this.killer1 = killer1;
+ this.killer2 = killer2;
+
+ this.moves = [];
+ this.losingCaptures = null;
+ this.moveCount = 0;
+ this.atMove = -1;
+ this.moveScores = null;
+ this.stage = 0;
+
+ this.nextMove = function () {
+ var i;
+ if (++this.atMove == this.moveCount) {
+ this.stage++;
+ if (this.stage == 1) {
+ if (this.hashMove !== undefined && IsHashMoveValid(hashMove)) {
+ this.moves[0] = hashMove;
+ this.moveCount = 1;
+ }
+ if (this.moveCount != 1) {
+ this.hashMove = undefined;
+ this.stage++;
+ }
+ }
+
+ if (this.stage == 2) {
+ GenerateCaptureMoves(this.moves, null);
+ this.moveCount = this.moves.length;
+ this.moveScores = new Array(this.moveCount);
+ // Move ordering
+ for (i = this.atMove; i < this.moveCount; i++) {
+ var captured = g_board[(this.moves[i] >> 8) & 0xFF] & 0x7;
+ var pieceType = g_board[this.moves[i] & 0xFF] & 0x7;
+ this.moveScores[i] = (captured << 5) - pieceType;
+ }
+ // No moves, onto next stage
+ if (this.atMove == this.moveCount) this.stage++;
+ }
+
+ if (this.stage == 3) {
+ if (IsHashMoveValid(this.killer1) &&
+ this.killer1 != this.hashMove) {
+ this.moves[this.moves.length] = this.killer1;
+ this.moveCount = this.moves.length;
+ } else {
+ this.killer1 = 0;
+ this.stage++;
+ }
+ }
+
+ if (this.stage == 4) {
+ if (IsHashMoveValid(this.killer2) &&
+ this.killer2 != this.hashMove) {
+ this.moves[this.moves.length] = this.killer2;
+ this.moveCount = this.moves.length;
+ } else {
+ this.killer2 = 0;
+ this.stage++;
+ }
+ }
+
+ if (this.stage == 5) {
+ GenerateAllMoves(this.moves);
+ this.moveCount = this.moves.length;
+ // Move ordering
+ for (i = this.atMove; i < this.moveCount; i++) this.moveScores[i] = ScoreMove(this.moves[i]);
+ // No moves, onto next stage
+ if (this.atMove === this.moveCount) this.stage++;
+ }
+
+ if (this.stage === 6) {
+ // Losing captures
+ if (this.losingCaptures !== null) {
+ for (i = 0; i < this.losingCaptures.length; i++) {
+ this.moves[this.moves.length] = this.losingCaptures[i];
+ }
+ for (i = this.atMove; i < this.moveCount; i++) this.moveScores[i] = ScoreMove(this.moves[i]);
+ this.moveCount = this.moves.length;
+ }
+ // No moves, onto next stage
+ if (this.atMove === this.moveCount) this.stage++;
+ }
+
+ if (this.stage === 7)
+ return 0;
+ }
+
+ var bestMove = this.atMove;
+ for (var j = this.atMove + 1; j < this.moveCount; j++) {
+ if (this.moveScores[j] > this.moveScores[bestMove]) {
+ bestMove = j;
+ }
+ }
+
+ if (bestMove != this.atMove) {
+ var tmpMove = this.moves[this.atMove];
+ this.moves[this.atMove] = this.moves[bestMove];
+ this.moves[bestMove] = tmpMove;
+
+ var tmpScore = this.moveScores[this.atMove];
+ this.moveScores[this.atMove] = this.moveScores[bestMove];
+ this.moveScores[bestMove] = tmpScore;
+ }
+
+ var candidateMove = this.moves[this.atMove];
+ if ((this.stage > 1 && candidateMove == this.hashMove) ||
+ (this.stage > 3 && candidateMove == this.killer1) ||
+ (this.stage > 4 && candidateMove == this.killer2)) {
+ return this.nextMove();
+ }
+
+ if (this.stage === 2 && !See(candidateMove)) {
+ if (this.losingCaptures === null) {
+ this.losingCaptures = [];
+ }
+ this.losingCaptures[this.losingCaptures.length] = candidateMove;
+ return this.nextMove();
+ }
+
+ return this.moves[this.atMove];
+ };
+}
+
+function AllCutNode(ply, depth, beta, allowNull) {
+ if (ply <= 0) {
+ return QSearch(beta - 1, beta, 0);
+ }
+
+ if ((g_nodeCount & 127) == 127) {
+ if ((new Date()).getTime() - g_startTime > g_timeout) {
+ // Time cutoff
+ g_searchValid = false;
+ return beta - 1;
+ }
+ }
+
+ g_nodeCount++;
+
+ if (IsRepDraw())
+ return 0;
+
+ // Mate distance pruning
+ if (minEval + depth >= beta)
+ return beta;
+
+ if (maxEval - (depth + 1) < beta)
+ return beta - 1;
+
+ var hashMove = null;
+ var hashNode = g_hashTable[g_hashKeyLow & g_hashMask];
+ if (hashNode !== undefined && hashNode.lock === g_hashKeyHigh) {
+ hashMove = hashNode.bestMove;
+ if (hashNode.hashDepth >= ply) {
+ var hashValue = hashNode.value;
+
+ // Fixup mate scores
+ if (hashValue >= maxMateBuffer)
+ hashValue -= depth;
+ else if (hashValue <= minMateBuffer)
+ hashValue += depth;
+
+ if (hashNode.flags === hashflagExact)
+ return hashValue;
+ if (hashNode.flags === hashflagAlpha && hashValue < beta)
+ return hashValue;
+ if (hashNode.flags === hashflagBeta && hashValue >= beta)
+ return hashValue;
+ }
+ }
+
+ // TODO - positional gain?
+ var value;
+ if (!g_inCheck &&
+ allowNull &&
+ beta > minMateBuffer &&
+ beta < maxMateBuffer) {
+ // Try some razoring
+ if (hashMove === undefined &&
+ ply < 4) {
+ var razorMargin = 2500 + 200 * ply;
+ if (g_baseEval < beta - razorMargin) {
+ var razorBeta = beta - razorMargin;
+ var v = QSearch(razorBeta - 1, razorBeta, 0);
+ if (v < razorBeta)
+ return v;
+ }
+ }
+
+ // TODO - static null move
+
+ // Null move
+ if (ply > 1 &&
+ g_baseEval >= beta - (ply >= 4 ? 2500 : 0) &&
+ // Disable null move if potential zugzwang (no big pieces)
+ (g_pieceCount[pieceBishop | g_toMove] !== 0 ||
+ g_pieceCount[pieceKnight | g_toMove] !== 0 ||
+ g_pieceCount[pieceRook | g_toMove] !== 0 ||
+ g_pieceCount[pieceQueen | g_toMove] !== 0)) {
+ var r = 3 + (ply >= 5 ? 1 : ply / 4);
+ if (g_baseEval - beta > 1500) r++;
+
+ g_toMove = 8 - g_toMove;
+ g_baseEval = -g_baseEval;
+ g_hashKeyLow ^= g_zobristBlackLow;
+ g_hashKeyHigh ^= g_zobristBlackHigh;
+
+ value = -AllCutNode(ply - r, depth + 1, -(beta - 1), false);
+
+ g_hashKeyLow ^= g_zobristBlackLow;
+ g_hashKeyHigh ^= g_zobristBlackHigh;
+ g_toMove = 8 - g_toMove;
+ g_baseEval = -g_baseEval;
+
+ if (value >= beta)
+ return beta;
+ }
+ }
+
+ var moveMade = false;
+ var realEval = minEval - 1;
+ var inCheck = g_inCheck;
+
+ var movePicker = new MovePicker(hashMove, depth, g_killers[depth][0], g_killers[depth][1]);
+
+ for (;;) {
+ var currentMove = movePicker.nextMove();
+ if (currentMove === 0) {
+ break;
+ }
+
+ var plyToSearch = ply - 1;
+
+ if (!MakeMove(currentMove)) {
+ continue;
+ }
+
+ value = null;
+ var doFullSearch = true;
+
+ if (g_inCheck) {
+ // Check extensions
+ plyToSearch++;
+ } else {
+ var reduced = plyToSearch - (movePicker.atMove > 14 ? 2 : 1);
+
+ // Futility pruning
+/* if (movePicker.stage == 5 && !inCheck) {
+ if (movePicker.atMove >= (15 + (1 << (5 * ply) >> 2)) &&
+ realEval > minMateBuffer) {
+ UnmakeMove(currentMove);
+ continue;
+ }
+
+ if (ply < 7) {
+ var reducedPly = reduced <= 0 ? 0 : reduced;
+ var futilityValue = -g_baseEval + (900 * (reducedPly + 2)) - (movePicker.atMove * 10);
+ if (futilityValue < beta) {
+ if (futilityValue > realEval) {
+ realEval = futilityValue;
+ }
+ UnmakeMove(currentMove);
+ continue;
+ }
+ }
+ }*/
+
+ // Late move reductions
+ if (movePicker.stage == 5 && movePicker.atMove > 5 && ply >= 3) {
+ value = -AllCutNode(reduced, depth + 1, -(beta - 1), true);
+ doFullSearch = (value >= beta);
+ }
+ }
+
+ if (doFullSearch) {
+ value = -AllCutNode(plyToSearch, depth + 1, -(beta - 1), true);
+ }
+
+ moveMade = true;
+
+ UnmakeMove(currentMove);
+
+ if (!g_searchValid) {
+ return beta - 1;
+ }
+
+ if (value > realEval) {
+ if (value >= beta) {
+ var histTo = (currentMove >> 8) & 0xFF;
+ if (g_board[histTo] === 0) {
+ var histPiece = g_board[currentMove & 0xFF] & 0xF;
+ historyTable[histPiece][histTo] += ply * ply;
+ if (historyTable[histPiece][histTo] > 32767) {
+ historyTable[histPiece][histTo] >>= 1;
+ }
+
+ if (g_killers[depth][0] != currentMove) {
+ g_killers[depth][1] = g_killers[depth][0];
+ g_killers[depth][0] = currentMove;
+ }
+ }
+
+ StoreHash(value, hashflagBeta, ply, currentMove, depth);
+ return value;
+ }
+
+ realEval = value;
+ hashMove = currentMove;
+ }
+ }
+
+ if (!moveMade) {
+ // If we have no valid moves it's either stalemate or checkmate
+ if (g_inCheck)
+ // Checkmate.
+ return minEval + depth;
+ else
+ // Stalemate
+ return 0;
+ }
+
+ StoreHash(realEval, hashflagAlpha, ply, hashMove, depth);
+
+ return realEval;
+}
+
+function AlphaBeta(ply, depth, alpha, beta) {
+ if (ply <= 0) {
+ return QSearch(alpha, beta, 0);
+ }
+
+ g_nodeCount++;
+
+ if (depth > 0 && IsRepDraw())
+ return 0;
+
+ // Mate distance pruning
+ var oldAlpha = alpha;
+ alpha = alpha < minEval + depth ? alpha : minEval + depth;
+ beta = beta > maxEval - (depth + 1) ? beta : maxEval - (depth + 1);
+ if (alpha >= beta)
+ return alpha;
+
+ var hashMove = null;
+ var hashFlag = hashflagAlpha;
+ var hashNode = g_hashTable[g_hashKeyLow & g_hashMask];
+ if (hashNode !== undefined && hashNode.lock === g_hashKeyHigh) {
+ hashMove = hashNode.bestMove;
+ }
+
+ var inCheck = g_inCheck;
+
+ var moveMade = false;
+ var realEval = minEval;
+
+ var movePicker = new MovePicker(hashMove, depth, g_killers[depth][0], g_killers[depth][1]);
+
+ for (;;) {
+ var currentMove = movePicker.nextMove();
+ if (currentMove === 0) {
+ break;
+ }
+
+ var plyToSearch = ply - 1;
+
+ if (!MakeMove(currentMove)) {
+ continue;
+ }
+
+ if (g_inCheck) {
+ // Check extensions
+ plyToSearch++;
+ }
+
+ var value;
+ if (moveMade) {
+ value = -AllCutNode(plyToSearch, depth + 1, -alpha, true);
+ if (value > alpha) {
+ value = -AlphaBeta(plyToSearch, depth + 1, -beta, -alpha);
+ }
+ } else {
+ value = -AlphaBeta(plyToSearch, depth + 1, -beta, -alpha);
+ }
+
+ moveMade = true;
+
+ UnmakeMove(currentMove);
+
+ if (!g_searchValid) {
+ return alpha;
+ }
+
+ if (value > realEval) {
+ if (value >= beta) {
+ var histTo = (currentMove >> 8) & 0xFF;
+ if (g_board[histTo] === 0) {
+ var histPiece = g_board[currentMove & 0xFF] & 0xF;
+ historyTable[histPiece][histTo] += ply * ply;
+ if (historyTable[histPiece][histTo] > 32767) {
+ historyTable[histPiece][histTo] >>= 1;
+ }
+
+ if (g_killers[depth][0] !== currentMove) {
+ g_killers[depth][1] = g_killers[depth][0];
+ g_killers[depth][0] = currentMove;
+ }
+ }
+
+ StoreHash(value, hashflagBeta, ply, currentMove, depth);
+ return value;
+ }
+
+ if (value > oldAlpha) {
+ hashFlag = hashflagExact;
+ alpha = value;
+ }
+
+ realEval = value;
+ hashMove = currentMove;
+ }
+ }
+
+ if (!moveMade) {
+ // If we have no valid moves it's either stalemate or checkmate
+ if (inCheck)
+ // Checkmate.
+ return minEval + depth;
+ else
+ // Stalemate
+ return 0;
+ }
+
+ StoreHash(realEval, hashFlag, ply, hashMove, depth);
+
+ return realEval;
+}
+
+//
+// Board code
+//
+
+// This somewhat funky scheme means that a piece is indexed by it's lower 4 bits when accessing in arrays. The fifth bit (black bit)
+// is used to allow quick edge testing on the board.
+var colorBlack = 0x10;
+var colorWhite = 0x08;
+
+var pieceEmpty = 0x00;
+var piecePawn = 0x01;
+var pieceKnight = 0x02;
+var pieceBishop = 0x03;
+var pieceRook = 0x04;
+var pieceQueen = 0x05;
+var pieceKing = 0x06;
+
+var g_vectorDelta = new Array(256);
+
+var g_bishopDeltas = [-15, -17, 15, 17];
+var g_knightDeltas = [31, 33, 14, -14, -31, -33, 18, -18];
+var g_rookDeltas = [-1, +1, -16, +16];
+var g_queenDeltas = [-1, +1, -15, +15, -17, +17, -16, +16];
+
+var g_castleRightsMask = [
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 7,15,15,15, 3,15,15,11, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,15,15,15,15,15,15,15,15, 0, 0, 0, 0,
+ 0, 0, 0, 0,13,15,15,15,12,15,15,14, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
+];
+
+var moveflagEPC = 0x2 << 16;
+var moveflagCastleKing = 0x4 << 16;
+var moveflagCastleQueen = 0x8 << 16;
+var moveflagPromotion = 0x10 << 16;
+var moveflagPromoteRook = 0x00 << 16;
+var moveflagPromoteKnight = 0x20 << 16;
+var moveflagPromoteQueen = 0x40 << 16;
+var moveflagPromoteBishop = 0x80 << 16;
+
+function MT() {
+ var N = 624;
+ var M = 397;
+ var MAG01 = [0x0, 0x9908b0df];
+
+ this.mt = new Array(N);
+ this.mti = N + 1;
+
+ this.setSeed = function()
+ {
+ var a = arguments;
+ var i,s,k;
+ switch (a.length) {
+ case 1:
+ if (a[0].constructor === Number) {
+ this.mt[0]= a[0];
+ for (i = 1; i < N; ++i) {
+ s = this.mt[i - 1] ^ (this.mt[i - 1] >>> 30);
+ this.mt[i] = (
+ (1812433253 * ((s & 0xffff0000) >>> 16))
+ << 16
+ ) +
+ 1812433253 * (s & 0x0000ffff) +
+ i;
+ }
+ this.mti = N;
+ return;
+ }
+
+ this.setSeed(19650218);
+
+ var l = a[0].length;
+ var j = 0;
+ i = 1;
+
+ for (k = N > l ? N : l; k !== 0; --k) {
+ s = this.mt[i - 1] ^ (this.mt[i - 1] >>> 30);
+ this.mt[i] = (
+ this.mt[i] ^
+ (
+ ((1664525 * ((s & 0xffff0000) >>> 16)) << 16) +
+ 1664525 * (s & 0x0000ffff)
+ )
+ ) + a[0][j] + j;
+ if (++i >= N) {
+ this.mt[0] = this.mt[N - 1];
+ i = 1;
+ }
+ if (++j >= l) {
+ j = 0;
+ }
+ }
+
+ for (k = N - 1; k !== 0; --k) {
+ s = this.mt[i - 1] ^ (this.mt[i - 1] >>> 30);
+ this.mt[i] = (
+ this.mt[i] ^
+ (
+ ((1566083941 * ((s & 0xffff0000) >>> 16)) << 16) +
+ 1566083941 * (s & 0x0000ffff)
+ )
+ ) - i;
+
+ if (++i >= N) {
+ this.mt[0] = this.mt[N-1];
+ i = 1;
+ }
+ }
+
+ this.mt[0] = 0x80000000;
+ return;
+ default:
+ var seeds = [];
+ for (i = 0; i < a.length; ++i) {
+ seeds.push(a[i]);
+ }
+ this.setSeed(seeds);
+ return;
+ }
+ };
+
+ this.setSeed(0x1BADF00D);
+
+ this.next = function (bits)
+ {
+ var k;
+ if (this.mti >= N) {
+ var x = 0;
+
+ for (k = 0; k < N - M; ++k) {
+ x = (this.mt[k] & 0x80000000) | (this.mt[k + 1] & 0x7fffffff);
+ this.mt[k] = this.mt[k + M] ^ (x >>> 1) ^ MAG01[x & 0x1];
+ }
+ for (k = N - M; k < N - 1; ++k) {
+ x = (this.mt[k] & 0x80000000) | (this.mt[k + 1] & 0x7fffffff);
+ this.mt[k] = this.mt[k + (M - N)] ^ (x >>> 1) ^ MAG01[x & 0x1];
+ }
+ x = (this.mt[N - 1] & 0x80000000) | (this.mt[0] & 0x7fffffff);
+ this.mt[N - 1] = this.mt[M - 1] ^ (x >>> 1) ^ MAG01[x & 0x1];
+
+ this.mti = 0;
+ }
+
+ var y = this.mt[this.mti++];
+ y ^= y >>> 11;
+ y ^= (y << 7) & 0x9d2c5680;
+ y ^= (y << 15) & 0xefc60000;
+ y ^= y >>> 18;
+ return (y >>> (32 - bits)) & 0xFFFFFFFF;
+ };
+}
+
+// Position variables
+var g_board = new Array(256); // Sentinel 0x80, pieces are in low 4 bits, 0x8 for color, 0x7 bits for piece type
+var g_toMove; // side to move, 0 or 8, 0 = black, 8 = white
+var g_castleRights; // bitmask representing castling rights, 1 = wk, 2 = wq, 4 = bk, 8 = bq
+var g_enPassentSquare;
+var g_baseEval;
+var g_hashKeyLow, g_hashKeyHigh;
+var g_inCheck;
+
+// Utility variables
+var g_moveCount = 0;
+var g_moveUndoStack = [];
+
+var g_move50 = 0;
+var g_repMoveStack = [];
+
+var g_hashSize = 1 << 22;
+var g_hashMask = g_hashSize - 1;
+var g_hashTable;
+
+var g_killers;
+var historyTable = new Array(32);
+
+var g_zobristLow;
+var g_zobristHigh;
+var g_zobristBlackLow;
+var g_zobristBlackHigh;
+
+// Evaulation variables
+var g_mobUnit;
+
+var hashflagAlpha = 1;
+var hashflagBeta = 2;
+var hashflagExact = 3;
+
+function HashEntry(lock, value, flags, hashDepth, bestMove, globalPly) {
+ this.lock = lock;
+ this.value = value;
+ this.flags = flags;
+ this.hashDepth = hashDepth;
+ this.bestMove = bestMove;
+}
+
+function MakeSquare(row, column) {
+ return ((row + 2) << 4) | (column + 4);
+}
+
+function MakeTable(table) {
+ var result = new Array(256);
+ for (var i = 0; i < 256; i++) {
+ result[i] = 0;
+ }
+ for (var row = 0; row < 8; row++) {
+ for (var col = 0; col < 8; col++) {
+ result[MakeSquare(row, col)] = table[row * 8 + col];
+ }
+ }
+ return result;
+}
+
+function ResetGame(fen) {
+ var i,j;
+ var row, col;
+ var square;
+ g_killers = new Array(128);
+
+ for (i = 0; i < 128; i++) {
+ g_killers[i] = [0, 0];
+ }
+
+ g_hashTable = new Array(g_hashSize);
+
+ for (i = 0; i < 32; i++) {
+ historyTable[i] = new Array(256);
+ for (j = 0; j < 256; j++)
+ historyTable[i][j] = 0;
+ }
+
+ var mt = new MT(0x1badf00d);
+
+ g_zobristLow = new Array(256);
+ g_zobristHigh = new Array(256);
+ for (i = 0; i < 256; i++) {
+ g_zobristLow[i] = new Array(16);
+ g_zobristHigh[i] = new Array(16);
+ for (j = 0; j < 16; j++) {
+ g_zobristLow[i][j] = mt.next(32);
+ g_zobristHigh[i][j] = mt.next(32);
+ }
+ }
+ g_zobristBlackLow = mt.next(32);
+ g_zobristBlackHigh = mt.next(32);
+
+ for (row = 0; row < 8; row++) {
+ for (col = 0; col < 8; col++) {
+ square = MakeSquare(row, col);
+ flipTable[square] = MakeSquare(7 - row, col);
+ }
+ }
+
+ pieceSquareAdj[piecePawn] = MakeTable(pawnAdj);
+ pieceSquareAdj[pieceKnight] = MakeTable(knightAdj);
+ pieceSquareAdj[pieceBishop] = MakeTable(bishopAdj);
+ pieceSquareAdj[pieceRook] = MakeTable(rookAdj);
+ pieceSquareAdj[pieceQueen] = MakeTable(emptyAdj);
+ pieceSquareAdj[pieceKing] = MakeTable(kingAdj);
+
+ var pieceDeltas = [[], [], g_knightDeltas, g_bishopDeltas, g_rookDeltas, g_queenDeltas, g_queenDeltas];
+
+ for (i = 0; i < 256; i++) {
+ g_vectorDelta[i] = {};
+ g_vectorDelta[i].delta = 0;
+ g_vectorDelta[i].pieceMask = new Array(2);
+ g_vectorDelta[i].pieceMask[0] = 0;
+ g_vectorDelta[i].pieceMask[1] = 0;
+ }
+
+ // Initialize the vector delta table
+ for (row = 0; row < 0x80; row += 0x10)
+ for (col = 0; col < 0x8; col++) {
+ square = row | col;
+ // Pawn moves
+ var index = square - (square - 17) + 128;
+ g_vectorDelta[index].pieceMask[colorWhite >> 3] |= (1 << piecePawn);
+ index = square - (square - 15) + 128;
+ g_vectorDelta[index].pieceMask[colorWhite >> 3] |= (1 << piecePawn);
+
+ index = square - (square + 17) + 128;
+ g_vectorDelta[index].pieceMask[0] |= (1 << piecePawn);
+ index = square - (square + 15) + 128;
+ g_vectorDelta[index].pieceMask[0] |= (1 << piecePawn);
+
+ for (i = pieceKnight; i <= pieceKing; i++) {
+ for (var dir = 0; dir < pieceDeltas[i].length; dir++) {
+ var target = square + pieceDeltas[i][dir];
+ while (!(target & 0x88)) {
+ index = square - target + 128;
+
+ g_vectorDelta[index].pieceMask[colorWhite >> 3] |= (1 << i);
+ g_vectorDelta[index].pieceMask[0] |= (1 << i);
+
+ var flip = -1;
+ if (square < target)
+ flip = 1;
+
+ if ((square & 0xF0) == (target & 0xF0)) {
+ // On the same row
+ g_vectorDelta[index].delta = flip * 1;
+ } else if ((square & 0x0F) == (target & 0x0F)) {
+ // On the same column
+ g_vectorDelta[index].delta = flip * 16;
+ } else if ((square % 15) == (target % 15)) {
+ g_vectorDelta[index].delta = flip * 15;
+ } else if ((square % 17) == (target % 17)) {
+ g_vectorDelta[index].delta = flip * 17;
+ }
+
+ if (i == pieceKnight) {
+ g_vectorDelta[index].delta = pieceDeltas[i][dir];
+ break;
+ }
+
+ if (i == pieceKing)
+ break;
+
+ target += pieceDeltas[i][dir];
+ }
+ }
+ }
+ }
+
+ InitializeEval();
+ InitializeFromFen("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
+}
+
+function InitializeEval() {
+ g_mobUnit = new Array(2);
+ for (var i = 0; i < 2; i++) {
+ g_mobUnit[i] = [];
+ var enemy = i === 0 ? 0x10 : 8;
+ var friend = i === 0 ? 8 : 0x10;
+ g_mobUnit[i][0] = 1;
+ g_mobUnit[i][0x80] = 0;
+ g_mobUnit[i][enemy | piecePawn] = 1;
+ g_mobUnit[i][enemy | pieceBishop] = 2;
+ g_mobUnit[i][enemy | pieceKnight] = 2;
+ g_mobUnit[i][enemy | pieceRook] = 4;
+ g_mobUnit[i][enemy | pieceQueen] = 6;
+ g_mobUnit[i][enemy | pieceKing] = 6;
+ g_mobUnit[i][friend | piecePawn] = 0;
+ g_mobUnit[i][friend | pieceBishop] = 0;
+ g_mobUnit[i][friend | pieceKnight] = 0;
+ g_mobUnit[i][friend | pieceRook] = 0;
+ g_mobUnit[i][friend | pieceQueen] = 0;
+ g_mobUnit[i][friend | pieceKing] = 0;
+ }
+}
+
+function SetHash() {
+ var result = {};
+ result.hashKeyLow = 0;
+ result.hashKeyHigh = 0;
+
+ for (var i = 0; i < 256; i++) {
+ var piece = g_board[i];
+ if (piece & 0x18) {
+ result.hashKeyLow ^= g_zobristLow[i][piece & 0xF];
+ result.hashKeyHigh ^= g_zobristHigh[i][piece & 0xF];
+ }
+ }
+
+ if (!g_toMove) {
+ result.hashKeyLow ^= g_zobristBlackLow;
+ result.hashKeyHigh ^= g_zobristBlackHigh;
+ }
+
+ return result;
+}
+
+function InitializeFromFen(fen) {
+ var i;
+ var row = 0;
+ var col = 0;
+ var chunks = fen.split(' ');
+
+ for (i = 0; i < 256; i++)
+ g_board[i] = 0x80;
+
+
+ var pieces = chunks[0];
+ for (i = 0; i < pieces.length; i++) {
+ var c = pieces.charAt(i);
+
+ if (c == '/') {
+ row++;
+ col = 0;
+ }
+ else {
+ if (c >= '0' && c <= '9') {
+ for (var j = 0; j < parseInt(c,10); j++) {
+ g_board[MakeSquare(row, col)] = 0;
+ col++;
+ }
+ }
+ else {
+ var isBlack = c >= 'a' && c <= 'z';
+ var piece = isBlack ? colorBlack : colorWhite;
+ if (!isBlack)
+ c = pieces.toLowerCase().charAt(i);
+ switch (c) {
+ case 'p':
+ piece |= piecePawn;
+ break;
+ case 'b':
+ piece |= pieceBishop;
+ break;
+ case 'n':
+ piece |= pieceKnight;
+ break;
+ case 'r':
+ piece |= pieceRook;
+ break;
+ case 'q':
+ piece |= pieceQueen;
+ break;
+ case 'k':
+ piece |= pieceKing;
+ break;
+ }
+
+ g_board[MakeSquare(row, col)] = piece;
+ col++;
+ }
+ }
+ }
+
+ InitializePieceList();
+
+ g_toMove = chunks[1].charAt(0) == 'w' ? colorWhite : 0;
+ var them = 8 - g_toMove;
+
+ g_castleRights = 0;
+ if (chunks[2].indexOf('K') != -1) {
+ if (g_board[MakeSquare(7, 4)] != (pieceKing | colorWhite) ||
+ g_board[MakeSquare(7, 7)] != (pieceRook | colorWhite)) {
+ return 'Invalid FEN: White kingside castling not allowed';
+ }
+ g_castleRights |= 1;
+ }
+ if (chunks[2].indexOf('Q') != -1) {
+ if (g_board[MakeSquare(7, 4)] != (pieceKing | colorWhite) ||
+ g_board[MakeSquare(7, 0)] != (pieceRook | colorWhite)) {
+ return 'Invalid FEN: White queenside castling not allowed';
+ }
+ g_castleRights |= 2;
+ }
+ if (chunks[2].indexOf('k') != -1) {
+ if (g_board[MakeSquare(0, 4)] != (pieceKing | colorBlack) ||
+ g_board[MakeSquare(0, 7)] != (pieceRook | colorBlack)) {
+ return 'Invalid FEN: Black kingside castling not allowed';
+ }
+ g_castleRights |= 4;
+ }
+ if (chunks[2].indexOf('q') != -1) {
+ if (g_board[MakeSquare(0, 4)] != (pieceKing | colorBlack) ||
+ g_board[MakeSquare(0, 0)] != (pieceRook | colorBlack)) {
+ return 'Invalid FEN: Black queenside castling not allowed';
+ }
+ g_castleRights |= 8;
+ }
+
+ g_enPassentSquare = -1;
+ if (chunks[3].indexOf('-') == -1) {
+ col = chunks[3].charAt(0).charCodeAt() - 'a'.charCodeAt();
+ row = 8 - (chunks[3].charAt(1).charCodeAt() - '0'.charCodeAt());
+ g_enPassentSquare = MakeSquare(row, col);
+ }
+
+ var hashResult = SetHash();
+ g_hashKeyLow = hashResult.hashKeyLow;
+ g_hashKeyHigh = hashResult.hashKeyHigh;
+
+ g_baseEval = 0;
+ for (i = 0; i < 256; i++) {
+ if (g_board[i] & colorWhite) {
+ g_baseEval += pieceSquareAdj[g_board[i] & 0x7][i];
+ g_baseEval += materialTable[g_board[i] & 0x7];
+ } else if (g_board[i] & colorBlack) {
+ g_baseEval -= pieceSquareAdj[g_board[i] & 0x7][flipTable[i]];
+ g_baseEval -= materialTable[g_board[i] & 0x7];
+ }
+ }
+ if (!g_toMove) g_baseEval = -g_baseEval;
+
+ g_move50 = 0;
+ g_inCheck = IsSquareAttackable(g_pieceList[(g_toMove | pieceKing) << 4], them);
+
+ // Check for king capture (invalid FEN)
+ if (IsSquareAttackable(g_pieceList[(them | pieceKing) << 4], g_toMove)) {
+ return 'Invalid FEN: Can capture king';
+ }
+
+ // Checkmate/stalemate
+ if (GenerateValidMoves().length === 0) {
+ return g_inCheck ? 'Checkmate' : 'Stalemate';
+ }
+
+ return '';
+}
+
+var g_pieceIndex = new Array(256);
+var g_pieceList = new Array(2 * 8 * 16);
+var g_pieceCount = new Array(2 * 8);
+
+function InitializePieceList() {
+ var i;
+ for (i = 0; i < 16; i++) {
+ g_pieceCount[i] = 0;
+ for (var j = 0; j < 16; j++) {
+ // 0 is used as the terminator for piece lists
+ g_pieceList[(i << 4) | j] = 0;
+ }
+ }
+
+ for (i = 0; i < 256; i++) {
+ g_pieceIndex[i] = 0;
+ if (g_board[i] & (colorWhite | colorBlack)) {
+ var piece = g_board[i] & 0xF;
+
+ g_pieceList[(piece << 4) | g_pieceCount[piece]] = i;
+ g_pieceIndex[i] = g_pieceCount[piece];
+ g_pieceCount[piece]++;
+ }
+ }
+}
+
+function MakeMove(move){
+ // move format:
+ // --flags-- ---to---- --from---
+ // 0000 0000 0000 0000 0000 0000
+
+ // g_board is a 256x256 array
+ // representing the chess board
+ // right in the middle of it
+
+ // moveflagEPC = 0000 0010 0000 0000 0000 0000
+ // moveflagCastleKing = 0000 0100 0000 0000 0000 0000
+ // moveflagCastleQueen = 0000 1000 0000 0000 0000 0000
+
+ // moveflagPromotion = 0001 0000 0000 0000 0000 0000
+ // moveflagPromoteRook = 0000 0000 0000 0000 0000 0000
+ // moveflagPromoteKnight = 0010 0000 0000 0000 0000 0000
+ // moveflagPromoteQueen = 0100 0000 0000 0000 0000 0000
+ // moveflagPromoteBishop = 1000 0000 0000 0000 0000 0000
+
+
+ var me = g_toMove >> 3;
+ var otherColor = 8 - g_toMove;
+
+ var flags = move & 0xFF0000;
+ var to = (move >> 8) & 0xFF;
+ var from = move & 0xFF;
+ var captured = g_board[to];
+ var piece = g_board[from];
+ var epcEnd = to;
+ var rook, rookIndex;
+
+ if (flags & moveflagEPC) {
+ epcEnd = me ? (to + 0x10) : (to - 0x10);
+ captured = g_board[epcEnd];
+ g_board[epcEnd] = pieceEmpty;
+ }
+
+ g_moveUndoStack[g_moveCount] = new UndoHistory(g_enPassentSquare, g_castleRights, g_inCheck, g_baseEval, g_hashKeyLow, g_hashKeyHigh, g_move50, captured);
+ g_moveCount++;
+
+ g_enPassentSquare = -1;
+
+ if (flags) {
+ if (flags & moveflagCastleKing) {
+ if (IsSquareAttackable(from + 1, otherColor) ||
+ IsSquareAttackable(from + 2, otherColor)) {
+ g_moveCount--;
+ return false;
+ }
+
+ rook = g_board[to + 1];
+
+ g_hashKeyLow ^= g_zobristLow[to + 1][rook & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to + 1][rook & 0xF];
+ g_hashKeyLow ^= g_zobristLow[to - 1][rook & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to - 1][rook & 0xF];
+
+ g_board[to - 1] = rook;
+ g_board[to + 1] = pieceEmpty;
+
+ g_baseEval -= pieceSquareAdj[rook & 0x7][me === 0 ? flipTable[to + 1] : (to + 1)];
+ g_baseEval += pieceSquareAdj[rook & 0x7][me === 0 ? flipTable[to - 1] : (to - 1)];
+
+ rookIndex = g_pieceIndex[to + 1];
+ g_pieceIndex[to - 1] = rookIndex;
+ g_pieceList[((rook & 0xF) << 4) | rookIndex] = to - 1;
+ } else if (flags & moveflagCastleQueen) {
+ if (IsSquareAttackable(from - 1, otherColor) ||
+ IsSquareAttackable(from - 2, otherColor)) {
+ g_moveCount--;
+ return false;
+ }
+
+ rook = g_board[to - 2];
+
+ g_hashKeyLow ^= g_zobristLow[to -2][rook & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to - 2][rook & 0xF];
+ g_hashKeyLow ^= g_zobristLow[to + 1][rook & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to + 1][rook & 0xF];
+
+ g_board[to + 1] = rook;
+ g_board[to - 2] = pieceEmpty;
+
+ g_baseEval -= pieceSquareAdj[rook & 0x7][me === 0 ? flipTable[to - 2] : (to - 2)];
+ g_baseEval += pieceSquareAdj[rook & 0x7][me === 0 ? flipTable[to + 1] : (to + 1)];
+
+ rookIndex = g_pieceIndex[to - 2];
+ g_pieceIndex[to + 1] = rookIndex;
+ g_pieceList[((rook & 0xF) << 4) | rookIndex] = to + 1;
+ }
+ }
+
+ if ((captured & 0x7) > 0) {
+ // Remove our piece from the piece list
+ var capturedType = captured & 0xF;
+ g_pieceCount[capturedType]--;
+ var lastPieceSquare = g_pieceList[(capturedType << 4) | g_pieceCount[capturedType]];
+ g_pieceIndex[lastPieceSquare] = g_pieceIndex[epcEnd];
+ g_pieceList[(capturedType << 4) | g_pieceIndex[lastPieceSquare]] = lastPieceSquare;
+ g_pieceList[(capturedType << 4) | g_pieceCount[capturedType]] = 0;
+
+ g_baseEval += materialTable[captured & 0x7];
+ g_baseEval += pieceSquareAdj[captured & 0x7][me ? flipTable[epcEnd] : epcEnd];
+
+ g_hashKeyLow ^= g_zobristLow[epcEnd][capturedType];
+ g_hashKeyHigh ^= g_zobristHigh[epcEnd][capturedType];
+ g_move50 = 0;
+ } else if ((piece & 0x7) == piecePawn) {
+ var diff = to - from;
+ if (diff < 0) diff = -diff;
+ if (diff > 16) {
+ g_enPassentSquare = me ? (to + 0x10) : (to - 0x10);
+ }
+ g_move50 = 0;
+ }
+
+ g_hashKeyLow ^= g_zobristLow[from][piece & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[from][piece & 0xF];
+ g_hashKeyLow ^= g_zobristLow[to][piece & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to][piece & 0xF];
+ g_hashKeyLow ^= g_zobristBlackLow;
+ g_hashKeyHigh ^= g_zobristBlackHigh;
+
+ g_castleRights &= g_castleRightsMask[from] & g_castleRightsMask[to];
+
+ g_baseEval -= pieceSquareAdj[piece & 0x7][me === 0 ? flipTable[from] : from];
+
+ // Move our piece in the piece list
+ g_pieceIndex[to] = g_pieceIndex[from];
+ g_pieceList[((piece & 0xF) << 4) | g_pieceIndex[to]] = to;
+
+ if (flags & moveflagPromotion) {
+ var newPiece = piece & (~0x7);
+ if (flags & moveflagPromoteKnight)
+ newPiece |= pieceKnight;
+ else if (flags & moveflagPromoteQueen)
+ newPiece |= pieceQueen;
+ else if (flags & moveflagPromoteBishop)
+ newPiece |= pieceBishop;
+ else
+ newPiece |= pieceRook;
+
+ g_hashKeyLow ^= g_zobristLow[to][piece & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to][piece & 0xF];
+ g_board[to] = newPiece;
+ g_hashKeyLow ^= g_zobristLow[to][newPiece & 0xF];
+ g_hashKeyHigh ^= g_zobristHigh[to][newPiece & 0xF];
+
+ g_baseEval += pieceSquareAdj[newPiece & 0x7][me === 0 ? flipTable[to] : to];
+ g_baseEval -= materialTable[piecePawn];
+ g_baseEval += materialTable[newPiece & 0x7];
+
+ var pawnType = piece & 0xF;
+ var promoteType = newPiece & 0xF;
+
+ g_pieceCount[pawnType]--;
+
+ var lastPawnSquare = g_pieceList[(pawnType << 4) | g_pieceCount[pawnType]];
+ g_pieceIndex[lastPawnSquare] = g_pieceIndex[to];
+ g_pieceList[(pawnType << 4) | g_pieceIndex[lastPawnSquare]] = lastPawnSquare;
+ g_pieceList[(pawnType << 4) | g_pieceCount[pawnType]] = 0;
+ g_pieceIndex[to] = g_pieceCount[promoteType];
+ g_pieceList[(promoteType << 4) | g_pieceIndex[to]] = to;
+ g_pieceCount[promoteType]++;
+ } else {
+ g_board[to] = g_board[from];
+
+ g_baseEval += pieceSquareAdj[piece & 0x7][me === 0 ? flipTable[to] : to];
+ }
+ g_board[from] = pieceEmpty;
+
+ g_toMove = otherColor;
+ g_baseEval = -g_baseEval;
+
+ if ((piece & 0x7) == pieceKing || g_inCheck) {
+ if (IsSquareAttackable(g_pieceList[(pieceKing | (8 - g_toMove)) << 4], otherColor)) {
+ UnmakeMove(move);
+ return false;
+ }
+ } else {
+ var kingPos = g_pieceList[(pieceKing | (8 - g_toMove)) << 4];
+
+ if (ExposesCheck(from, kingPos)) {
+ UnmakeMove(move);
+ return false;
+ }
+
+ if (epcEnd != to) {
+ if (ExposesCheck(epcEnd, kingPos)) {
+ UnmakeMove(move);
+ return false;
+ }
+ }
+ }
+
+ g_inCheck = false;
+
+ if (flags <= moveflagEPC) {
+ var theirKingPos = g_pieceList[(pieceKing | g_toMove) << 4];
+
+ // First check if the piece we moved can attack the enemy king
+ g_inCheck = IsSquareAttackableFrom(theirKingPos, to);
+
+ if (!g_inCheck) {
+ // Now check if the square we moved from exposes check on the enemy king
+ g_inCheck = ExposesCheck(from, theirKingPos);
+
+ if (!g_inCheck) {
+ // Finally, ep. capture can cause another square to be exposed
+ if (epcEnd != to) {
+ g_inCheck = ExposesCheck(epcEnd, theirKingPos);
+ }
+ }
+ }
+ }
+ else {
+ // Castle or promotion, slow check
+ g_inCheck = IsSquareAttackable(g_pieceList[(pieceKing | g_toMove) << 4], 8 - g_toMove);
+ }
+
+ g_repMoveStack[g_moveCount - 1] = g_hashKeyLow;
+ g_move50++;
+
+ return true;
+}
+
+function UnmakeMove(move){
+
+ g_toMove = 8 - g_toMove;
+ g_baseEval = -g_baseEval;
+
+ g_moveCount--;
+ g_enPassentSquare = g_moveUndoStack[g_moveCount].ep;
+ g_castleRights = g_moveUndoStack[g_moveCount].castleRights;
+ g_inCheck = g_moveUndoStack[g_moveCount].inCheck;
+ g_baseEval = g_moveUndoStack[g_moveCount].baseEval;
+ g_hashKeyLow = g_moveUndoStack[g_moveCount].hashKeyLow;
+ g_hashKeyHigh = g_moveUndoStack[g_moveCount].hashKeyHigh;
+ g_move50 = g_moveUndoStack[g_moveCount].move50;
+
+ var otherColor = 8 - g_toMove;
+ var me = g_toMove >> 3;
+ var them = otherColor >> 3;
+
+ var flags = move & 0xFF0000;
+ var captured = g_moveUndoStack[g_moveCount].captured;
+ var to = (move >> 8) & 0xFF;
+ var from = move & 0xFF;
+
+ var piece = g_board[to];
+ var rook,rookIndex;
+
+ if (flags) {
+ if (flags & moveflagCastleKing) {
+ rook = g_board[to - 1];
+ g_board[to + 1] = rook;
+ g_board[to - 1] = pieceEmpty;
+
+ rookIndex = g_pieceIndex[to - 1];
+ g_pieceIndex[to + 1] = rookIndex;
+ g_pieceList[((rook & 0xF) << 4) | rookIndex] = to + 1;
+ }
+ else if (flags & moveflagCastleQueen) {
+ rook = g_board[to + 1];
+ g_board[to - 2] = rook;
+ g_board[to + 1] = pieceEmpty;
+
+ rookIndex = g_pieceIndex[to + 1];
+ g_pieceIndex[to - 2] = rookIndex;
+ g_pieceList[((rook & 0xF) << 4) | rookIndex] = to - 2;
+ }
+ }
+
+ if (flags & moveflagPromotion) {
+ piece = (g_board[to] & (~0x7)) | piecePawn;
+ g_board[from] = piece;
+
+ var pawnType = g_board[from] & 0xF;
+ var promoteType = g_board[to] & 0xF;
+
+ g_pieceCount[promoteType]--;
+
+ var lastPromoteSquare = g_pieceList[(promoteType << 4) | g_pieceCount[promoteType]];
+ g_pieceIndex[lastPromoteSquare] = g_pieceIndex[to];
+ g_pieceList[(promoteType << 4) | g_pieceIndex[lastPromoteSquare]] = lastPromoteSquare;
+ g_pieceList[(promoteType << 4) | g_pieceCount[promoteType]] = 0;
+ g_pieceIndex[to] = g_pieceCount[pawnType];
+ g_pieceList[(pawnType << 4) | g_pieceIndex[to]] = to;
+ g_pieceCount[pawnType]++;
+ }
+ else {
+ g_board[from] = g_board[to];
+ }
+
+ var epcEnd = to;
+ if (flags & moveflagEPC) {
+ if (g_toMove == colorWhite)
+ epcEnd = to + 0x10;
+ else
+ epcEnd = to - 0x10;
+ g_board[to] = pieceEmpty;
+ }
+
+ g_board[epcEnd] = captured;
+
+ // Move our piece in the piece list
+ g_pieceIndex[from] = g_pieceIndex[to];
+ g_pieceList[((piece & 0xF) << 4) | g_pieceIndex[from]] = from;
+
+ if (captured) {
+ // Restore our piece to the piece list
+ var captureType = captured & 0xF;
+ g_pieceIndex[epcEnd] = g_pieceCount[captureType];
+ g_pieceList[(captureType << 4) | g_pieceCount[captureType]] = epcEnd;
+ g_pieceCount[captureType]++;
+ }
+}
+
+function ExposesCheck(from, kingPos){
+ var index = kingPos - from + 128;
+ // If a queen can't reach it, nobody can!
+ if ((g_vectorDelta[index].pieceMask[0] & (1 << (pieceQueen))) !== 0) {
+ var delta = g_vectorDelta[index].delta;
+ var pos = kingPos + delta;
+ while (g_board[pos] === 0) pos += delta;
+
+ var piece = g_board[pos];
+ if (((piece & (g_board[kingPos] ^ 0x18)) & 0x18) === 0)
+ return false;
+
+ // Now see if the piece can actually attack the king
+ var backwardIndex = pos - kingPos + 128;
+ return (g_vectorDelta[backwardIndex].pieceMask[(piece >> 3) & 1] & (1 << (piece & 0x7))) !== 0;
+ }
+ return false;
+}
+
+function IsSquareOnPieceLine(target, from) {
+ var index = from - target + 128;
+ var piece = g_board[from];
+ return (g_vectorDelta[index].pieceMask[(piece >> 3) & 1] & (1 << (piece & 0x7))) ? true : false;
+}
+
+function IsSquareAttackableFrom(target, from){
+ var index = from - target + 128;
+ var piece = g_board[from];
+ if (g_vectorDelta[index].pieceMask[(piece >> 3) & 1] & (1 << (piece & 0x7))) {
+ // Yes, this square is pseudo-attackable. Now, check for real attack
+ var inc = g_vectorDelta[index].delta;
+ do {
+ from += inc;
+ if (from == target)
+ return true;
+ } while (g_board[from] === 0);
+ }
+
+ return false;
+}
+
+function IsSquareAttackable(target, color) {
+ // Attackable by pawns?
+ var inc = color ? -16 : 16;
+ var pawn = (color ? colorWhite : colorBlack) | 1;
+ if (g_board[target - (inc - 1)] == pawn)
+ return true;
+ if (g_board[target - (inc + 1)] == pawn)
+ return true;
+
+ // Attackable by pieces?
+ for (var i = 2; i <= 6; i++) {
+ var index = (color | i) << 4;
+ var square = g_pieceList[index];
+ while (square !== 0) {
+ if (IsSquareAttackableFrom(target, square))
+ return true;
+ square = g_pieceList[++index];
+ }
+ }
+ return false;
+}
+
+function GenerateMove(from, to) {
+ return from | (to << 8);
+}
+
+function GenerateMove(from, to, flags){
+ return from | (to << 8) | flags;
+}
+
+function GenerateValidMoves() {
+ var moveList = [];
+ var allMoves = [];
+ GenerateCaptureMoves(allMoves, null);
+ GenerateAllMoves(allMoves);
+
+ for (var i = allMoves.length - 1; i >= 0; i--) {
+ if (MakeMove(allMoves[i])) {
+ moveList[moveList.length] = allMoves[i];
+ UnmakeMove(allMoves[i]);
+ } else {
+ }
+ }
+
+ return moveList;
+}
+
+function GenerateAllMoves(moveStack) {
+ var from, to, piece, pieceIdx;
+
+ // Pawn quiet moves
+ pieceIdx = (g_toMove | 1) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ GeneratePawnMoves(moveStack, from);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Knight quiet moves
+ pieceIdx = (g_toMove | 2) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from + 31;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 33;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 14;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 14;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 31;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 33;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 18;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 18;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Bishop quiet moves
+ pieceIdx = (g_toMove | 3) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 15;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 15; }
+ to = from - 17;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 17; }
+ to = from + 15;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 15; }
+ to = from + 17;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 17; }
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Rook quiet moves
+ pieceIdx = (g_toMove | 4) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 1;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to--; }
+ to = from + 1;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to++; }
+ to = from + 16;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 16; }
+ to = from - 16;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 16; }
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Queen quiet moves
+ pieceIdx = (g_toMove | 5) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from - 15;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 15; }
+ to = from - 17;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 17; }
+ to = from + 15;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 15; }
+ to = from + 17;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 17; }
+ to = from - 1;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to--; }
+ to = from + 1;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to++; }
+ to = from + 16;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to += 16; }
+ to = from - 16;
+ while (g_board[to] === 0) { moveStack[moveStack.length] = GenerateMove(from, to); to -= 16; }
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // King quiet moves
+ pieceIdx = (g_toMove | 6) << 4;
+ from = g_pieceList[pieceIdx];
+ to = from - 15;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 17;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 15;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 17;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 1;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 1;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 16;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 16;
+ if (g_board[to] === 0) moveStack[moveStack.length] = GenerateMove(from, to);
+
+ if (!g_inCheck) {
+ var castleRights = g_castleRights;
+ if (!g_toMove)
+ castleRights >>= 2;
+ if (castleRights & 1) {
+ // Kingside castle
+ if (g_board[from + 1] == pieceEmpty && g_board[from + 2] == pieceEmpty) {
+ moveStack[moveStack.length] = GenerateMove(from, from + 0x02, moveflagCastleKing);
+ }
+ }
+ if (castleRights & 2) {
+ // Queenside castle
+ if (g_board[from - 1] == pieceEmpty && g_board[from - 2] == pieceEmpty && g_board[from - 3] == pieceEmpty) {
+ moveStack[moveStack.length] = GenerateMove(from, from - 0x02, moveflagCastleQueen);
+ }
+ }
+ }
+}
+
+function GenerateCaptureMoves(moveStack, moveScores) {
+ var from, to, piece, pieceIdx;
+ var inc = (g_toMove == 8) ? -16 : 16;
+ var enemy = g_toMove == 8 ? 0x10 : 0x8;
+
+ // Pawn captures
+ pieceIdx = (g_toMove | 1) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from + inc - 1;
+ if (g_board[to] & enemy) {
+ MovePawnTo(moveStack, from, to);
+ }
+
+ to = from + inc + 1;
+ if (g_board[to] & enemy) {
+ MovePawnTo(moveStack, from, to);
+ }
+
+ from = g_pieceList[pieceIdx++];
+ }
+
+ if (g_enPassentSquare !== -1) {
+ inc = (g_toMove === colorWhite) ? -16 : 16;
+ var pawn = g_toMove | piecePawn;
+
+ from = g_enPassentSquare - (inc + 1);
+ if ((g_board[from] & 0xF) === pawn) {
+ moveStack[moveStack.length] = GenerateMove(from, g_enPassentSquare, moveflagEPC);
+ }
+
+ from = g_enPassentSquare - (inc - 1);
+ if ((g_board[from] & 0xF) === pawn) {
+ moveStack[moveStack.length] = GenerateMove(from, g_enPassentSquare, moveflagEPC);
+ }
+ }
+
+ // Knight captures
+ pieceIdx = (g_toMove | 2) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from + 31;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 33;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 14;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 14;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 31;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 33;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 18;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 18;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Bishop captures
+ pieceIdx = (g_toMove | 3) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from;
+ do { to -= 15; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to -= 17; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 15; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 17; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Rook captures
+ pieceIdx = (g_toMove | 4) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from;
+ do { to--; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to++; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to -= 16; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 16; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // Queen captures
+ pieceIdx = (g_toMove | 5) << 4;
+ from = g_pieceList[pieceIdx++];
+ while (from !== 0) {
+ to = from;
+ do { to -= 15; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to -= 17; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 15; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 17; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to--; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to++; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to -= 16; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from;
+ do { to += 16; } while (g_board[to] === 0);
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ from = g_pieceList[pieceIdx++];
+ }
+
+ // King captures
+ pieceIdx = (g_toMove | 6) << 4;
+ from = g_pieceList[pieceIdx];
+ to = from - 15;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 17;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 15;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 17;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 1;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 1;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from - 16;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+ to = from + 16;
+ if (g_board[to] & enemy) moveStack[moveStack.length] = GenerateMove(from, to);
+}
+
+function MovePawnTo(moveStack, start, square) {
+ var row = square & 0xF0;
+ if ((row == 0x90) || (row == 0x20)) {
+ moveStack[moveStack.length] = GenerateMove(start, square, moveflagPromotion | moveflagPromoteQueen);
+ moveStack[moveStack.length] = GenerateMove(start, square, moveflagPromotion | moveflagPromoteKnight);
+ moveStack[moveStack.length] = GenerateMove(start, square, moveflagPromotion | moveflagPromoteBishop);
+ moveStack[moveStack.length] = GenerateMove(start, square, moveflagPromotion);
+ }
+ else {
+ moveStack[moveStack.length] = GenerateMove(start, square, 0);
+ }
+}
+
+function GeneratePawnMoves(moveStack, from) {
+ var piece = g_board[from];
+ var color = piece & colorWhite;
+ var inc = (color === colorWhite) ? -16 : 16;
+
+ // Quiet pawn moves
+ var to = from + inc;
+ if (g_board[to] === 0) {
+ MovePawnTo(moveStack, from, to, pieceEmpty);
+
+ // Check if we can do a 2 square jump
+ if ((((from & 0xF0) === 0x30) && color !== colorWhite) ||
+ (((from & 0xF0) === 0x80) && color === colorWhite)) {
+ to += inc;
+ if (g_board[to] === 0) {
+ moveStack[moveStack.length] = GenerateMove(from, to);
+ }
+ }
+ }
+}
+
+function UndoHistory(ep, castleRights, inCheck, baseEval, hashKeyLow, hashKeyHigh, move50, captured) {
+ this.ep = ep;
+ this.castleRights = castleRights;
+ this.inCheck = inCheck;
+ this.baseEval = baseEval;
+ this.hashKeyLow = hashKeyLow;
+ this.hashKeyHigh = hashKeyHigh;
+ this.move50 = move50;
+ this.captured = captured;
+}
+
+var g_seeValues = [ 0, 1, 3, 3, 5, 9, 900, 0,
+ 0, 1, 3, 3, 5, 9, 900, 0];
+
+function See(move) {
+ var from = move & 0xFF;
+ var to = (move >> 8) & 0xFF;
+
+ var fromPiece = g_board[from];
+
+ var fromValue = g_seeValues[fromPiece & 0xF];
+ var toValue = g_seeValues[g_board[to] & 0xF];
+ var pieceType,pieceValue,i;
+
+ if (fromValue <= toValue) {
+ return true;
+ }
+
+ if (move >> 16) {
+ // Castles, promotion, ep are always good
+ return true;
+ }
+
+ var us = (fromPiece & colorWhite) ? colorWhite : 0;
+ var them = 8 - us;
+
+ // Pawn attacks
+ // If any opponent pawns can capture back, this capture is probably not worthwhile (as we must be using knight or above).
+ var inc = (fromPiece & colorWhite) ? -16 : 16; // Note: this is capture direction from to, so reversed from normal move direction
+ if (((g_board[to + inc + 1] & 0xF) == (piecePawn | them)) ||
+ ((g_board[to + inc - 1] & 0xF) == (piecePawn | them))) {
+ return false;
+ }
+
+ var themAttacks = [];
+
+ // Knight attacks
+ // If any opponent knights can capture back, and the deficit we have to make up is greater than the knights value,
+ // it's not worth it. We can capture on this square again, and the opponent doesn't have to capture back.
+ var captureDeficit = fromValue - toValue;
+ SeeAddKnightAttacks(to, them, themAttacks);
+ if (themAttacks.length !== 0 && captureDeficit > g_seeValues[pieceKnight]) {
+ return false;
+ }
+
+ // Slider attacks
+ g_board[from] = 0;
+ for (pieceType = pieceBishop; pieceType <= pieceQueen; pieceType++) {
+ if (SeeAddSliderAttacks(to, them, themAttacks, pieceType)) {
+ if (captureDeficit > g_seeValues[pieceType]) {
+ g_board[from] = fromPiece;
+ return false;
+ }
+ }
+ }
+
+ // Pawn defenses
+ // At this point, we are sure we are making a "losing" capture. The opponent can not capture back with a
+ // pawn. They cannot capture back with a minor/major and stand pat either. So, if we can capture with
+ // a pawn, it's got to be a winning or equal capture.
+ if (((g_board[to - inc + 1] & 0xF) === (piecePawn | us)) ||
+ ((g_board[to - inc - 1] & 0xF) === (piecePawn | us))) {
+ g_board[from] = fromPiece;
+ return true;
+ }
+
+ // King attacks
+ SeeAddSliderAttacks(to, them, themAttacks, pieceKing);
+
+ // Our attacks
+ var usAttacks = [];
+ SeeAddKnightAttacks(to, us, usAttacks);
+ for (pieceType = pieceBishop; pieceType <= pieceKing; pieceType++) {
+ SeeAddSliderAttacks(to, us, usAttacks, pieceType);
+ }
+
+ g_board[from] = fromPiece;
+
+ // We are currently winning the amount of material of the captured piece, time to see if the opponent
+ // can get it back somehow. We assume the opponent can capture our current piece in this score, which
+ // simplifies the later code considerably.
+ var seeValue = toValue - fromValue;
+
+ for (; ; ) {
+ var capturingPieceValue = 1000;
+ var capturingPieceIndex = -1;
+
+ // Find the least valuable piece of the opponent that can attack the square
+ for (i = 0; i < themAttacks.length; i++) {
+ if (themAttacks[i] !== 0) {
+ pieceValue = g_seeValues[g_board[themAttacks[i]] & 0x7];
+ if (pieceValue < capturingPieceValue) {
+ capturingPieceValue = pieceValue;
+ capturingPieceIndex = i;
+ }
+ }
+ }
+
+ if (capturingPieceIndex == -1) {
+ // Opponent can't capture back, we win
+ return true;
+ }
+
+ // Now, if seeValue < 0, the opponent is winning. If even after we take their piece,
+ // we can't bring it back to 0, then we have lost this battle.
+ seeValue += capturingPieceValue;
+ if (seeValue < 0) {
+ return false;
+ }
+
+ var capturingPieceSquare = themAttacks[capturingPieceIndex];
+ themAttacks[capturingPieceIndex] = 0;
+
+ // Add any x-ray attackers
+ SeeAddXrayAttack(to, capturingPieceSquare, us, usAttacks, themAttacks);
+
+ // Our turn to capture
+ capturingPieceValue = 1000;
+ capturingPieceIndex = -1;
+
+ // Find our least valuable piece that can attack the square
+ for (i = 0; i < usAttacks.length; i++) {
+ if (usAttacks[i] !== 0) {
+ pieceValue = g_seeValues[g_board[usAttacks[i]] & 0x7];
+ if (pieceValue < capturingPieceValue) {
+ capturingPieceValue = pieceValue;
+ capturingPieceIndex = i;
+ }
+ }
+ }
+
+ if (capturingPieceIndex == -1) {
+ // We can't capture back, we lose :(
+ return false;
+ }
+
+ // Assume our opponent can capture us back, and if we are still winning, we can stand-pat
+ // here, and assume we've won.
+ seeValue -= capturingPieceValue;
+ if (seeValue >= 0) {
+ return true;
+ }
+
+ capturingPieceSquare = usAttacks[capturingPieceIndex];
+ usAttacks[capturingPieceIndex] = 0;
+
+ // Add any x-ray attackers
+ SeeAddXrayAttack(to, capturingPieceSquare, us, usAttacks, themAttacks);
+ }
+}
+
+function SeeAddXrayAttack(target, square, us, usAttacks, themAttacks) {
+ var index = square - target + 128;
+ var delta = -g_vectorDelta[index].delta;
+ if (delta === 0)
+ return;
+ square += delta;
+ while (g_board[square] === 0) {
+ square += delta;
+ }
+
+ if ((g_board[square] & 0x18) && IsSquareOnPieceLine(target, square)) {
+ if ((g_board[square] & 8) == us) {
+ usAttacks[usAttacks.length] = square;
+ } else {
+ themAttacks[themAttacks.length] = square;
+ }
+ }
+}
+
+// target = attacking square, us = color of knights to look for, attacks = array to add squares to
+function SeeAddKnightAttacks(target, us, attacks) {
+ var pieceIdx = (us | pieceKnight) << 4;
+ var attackerSq = g_pieceList[pieceIdx++];
+
+ while (attackerSq !== 0) {
+ if (IsSquareOnPieceLine(target, attackerSq)) {
+ attacks[attacks.length] = attackerSq;
+ }
+ attackerSq = g_pieceList[pieceIdx++];
+ }
+}
+
+function SeeAddSliderAttacks(target, us, attacks, pieceType) {
+ var pieceIdx = (us | pieceType) << 4;
+ var attackerSq = g_pieceList[pieceIdx++];
+ var hit = false;
+
+ while (attackerSq !== 0) {
+ if (IsSquareAttackableFrom(target, attackerSq)) {
+ attacks[attacks.length] = attackerSq;
+ hit = true;
+ }
+ attackerSq = g_pieceList[pieceIdx++];
+ }
+
+ return hit;
+}
+
+function BuildPVMessage(bestMove, value, timeTaken, ply) {
+ var totalNodes = g_nodeCount + g_qNodeCount;
+ return "Ply:" + ply + " Score:" + value + " Nodes:" + totalNodes + " NPS:" + ((totalNodes / (timeTaken / 1000)) | 0) + " " + PVFromHash(bestMove, 15);
+}
+
+//////////////////////////////////////////////////
+// Test Harness
+//////////////////////////////////////////////////
+function FinishPlyCallback(bestMove, value, timeTaken, ply) {
+ postMessage("pv " + BuildPVMessage(bestMove, value, timeTaken, ply));
+}
+
+function FinishMoveLocalTesting(bestMove, value, timeTaken, ply) {
+ if (bestMove !== undefined) {
+ MakeMove(bestMove);
+ postMessage(FormatMove(bestMove));
+ }
+}
+
+var needsReset = true;
+self.onmessage = function (e) {
+ if (e.data == "go" || needsReset) {
+ ResetGame();
+ needsReset = false;
+ if (e.data == "go") return;
+ }
+ if (e.data.match("^position") == "position") {
+ ResetGame();
+ var result = InitializeFromFen(e.data.substr(9, e.data.length - 9));
+ if (result.length !== 0) {
+ postMessage("message " + result);
+ }
+ } else if (e.data.match("^search") == "search") {
+ var level = e.data.substr(7,e.data.length-7).split(",");
+ g_timeout = parseInt(level[0], 10);
+ g_maxply = parseInt(level[1], 10);
+ Search(FinishMoveLocalTesting, g_maxply, FinishPlyCallback);
+ } else if (e.data == "analyze") {
+ g_timeout = 99999999999;
+ Search(null, g_maxply, FinishPlyCallback);
+ } else {
+ MakeMove(GetMoveFromString(e.data));
+ }
+};
+
+function debug(msg) {
+ if (g_debug) {
+ if(worker) {
+ postMessage("console: "+msg);
+ } else {
+ console.log(msg);
+ }
+ }
+} \ No newline at end of file