特定のボード位置では、ほとんどのチェスエンジンは、疑似法的な動きのみを生成することから開始します。疑似法とは、次の場合でも移動が生成されることを意味します。
- 王をチェックしたままにします
- キングをチェックに移動します
- 攻撃されている広場を横切る城
この理由はパフォーマンスです。ベータプルーニングのために実際には多くの移動が検索されないため、移動の有効性の完全なチェックを回避することで時間を節約できます。
検索されるすべての動きについて、それが本当に有効であることを確認する必要があります。これは通常、キングの色と正方形(およびキャスリングの動きの場合はキングの隣の正方形)をIsAttackedメソッドに渡すことによって行われます。そのメソッドがtrueを返す場合は、移動が無効であることがわかっているため、検索に含めるべきではありません。
これは、私自身のC#チェスエンジンのIsAttackedメソッドです。私のエンジンは魔法のビットボードベースであるため、コードはリンク先のチェススターターキットに直接適用できないことに注意してください。魔法のビットボードに精通していない限り、翻訳は簡単ではありません。
// IsAttacked is primarily used as a move legality test to see if a set of
// one or more squares is under attack from the side to move.
// It returns true as soon as an attack is detected, otherwise returns false.
// It can be used for check detection, castling legality, or simply to
// detect whether a specific square is attacked.
internal bool IsAttacked(Board board, UInt64 targetSquares, bool whiteAttacking)
{
UInt64 slidingAttackers; Int32 targetSquare;
UInt64 remainingTargetSquares = targetSquares;
// Test for attacks by WHITE on any of the target squares.
if (whiteAttacking)
{
// For the remaining target squares...
while (remainingTargetSquares != 0)
{
// Find the next square in the list.
targetSquare = BitOperations.BitScanForward(remainingTargetSquares);
// Is this square attacked by a pawn, knight, or king?
if ((board.WhitePawns & Constants.BLACK_PAWN_ATTACKS[targetSquare]) != 0) return true;
if ((board.WhiteKnights & Constants.KNIGHT_ATTACKS[targetSquare]) != 0) return true;
if ((board.WhiteKing & Constants.KING_ATTACKS[targetSquare]) != 0) return true;
// Is this square attacked by a queen or rook along a file or rank?
slidingAttackers = board.WhiteQueens | board.WhiteRooks;
if (slidingAttackers != 0)
{
if (this.RankMoves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
if (this.FileMoves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
}
// Is this square attacked by a queen or bishop along a diagonal?
slidingAttackers = board.WhiteQueens | board.WhiteBishops;
if (slidingAttackers != 0)
{
if (this.DiagonalA8H1Moves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
if (this.DiagonalA1H8Moves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
}
// This square isn't attacked - remove and move on to next target square.
remainingTargetSquares ^= Constants.BITSET[targetSquare];
}
}
// Test for attacks by BLACK on any of the target squares.
else
{
// For the remaining target squares...
while (remainingTargetSquares != 0)
{
// Find the next square in the list.
targetSquare = BitOperations.BitScanForward(remainingTargetSquares);
// Is this square attacked by a pawn, knight, or king?
if ((board.BlackPawns & Constants.WHITE_PAWN_ATTACKS[targetSquare]) != 0) return true;
if ((board.BlackKnights & Constants.KNIGHT_ATTACKS[targetSquare]) != 0) return true;
if ((board.BlackKing & Constants.KING_ATTACKS[targetSquare]) != 0) return true;
// Is this square attacked by a queen or rook along a file or rank?
slidingAttackers = board.BlackQueens | board.BlackRooks;
if (slidingAttackers != 0)
{
if (this.RankMoves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
if (this.FileMoves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
}
// Is this square attacked by a queen or bishop along a diagonal?
slidingAttackers = board.BlackQueens | board.BlackBishops;
if (slidingAttackers != 0)
{
if (this.DiagonalA8H1Moves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
if (this.DiagonalA1H8Moves(board.OccupiedSquares, slidingAttackers, targetSquare) != 0) return true;
}
// This square isn't attacked - remove and move on to next target square.
remainingTargetSquares ^= Constants.BITSET[targetSquare];
}
}
// None of the target squares are attacked.
return false;
}
ホワイトの疑似リーガルキャスリングムーブを生成するコードのフラグメントは次のとおりです。
// If White can still castle kingside...
if ((board.WhiteCastlingStatus & Board.EnumCastlingStatus.CanCastleOO) != 0)
{
// And the White kingside castling squares (F1/G1) aren't occupied...
if ((Constants.MASK_FG[Constants.WHITE_MOVE] & board.OccupiedSquares) == 0)
{
board.MoveBuffer[moveIndex++] = Constants.WHITE_CASTLING_OO;
}
}
// If White can still castle queenside...
if ((board.WhiteCastlingStatus & Board.EnumCastlingStatus.CanCastleOOO) != 0)
{
// And the White queenside castling squares (D1/C1/B1) aren't occupied...
if ((Constants.MASK_BD[Constants.WHITE_MOVE] & board.OccupiedSquares) == 0)
{
board.MoveBuffer[moveIndex++] = Constants.WHITE_CASTLING_OOO;
}
}
そして、これが疑似合法的なキャスリングの動きが実際に合法であるかどうかをチェックするコードです:
// Checks whether the King is moving from or into check.
// Checks whether the King is moving across attacked squares.
internal bool IsCastlingMoveLegal(Board board, Move move)
{
if (move.IsCastlingOO)
{
if (move.IsWhiteMove)
{
// Are any of the White kingside castling squares (E1/F1/G1) attacked?
return !this.IsAttacked(board, Constants.MASK_EG[Constants.WHITE_MOVE], false);
}
else
{
// Are any of the Black kingside castling squares (E8/F8/G8) attacked?
return !this.IsAttacked(board, Constants.MASK_EG[Constants.BLACK_MOVE], true);
}
}
else if (move.IsCastlingOOO)
{
if (move.IsWhiteMove)
{
// Are any of the White queenside castling squares (E1/D1/C1) attacked?
return !this.IsAttacked(board, Constants.MASK_CE[Constants.WHITE_MOVE], false);
}
else
{
// Are any of the Black queenside castling squares (E8/D8/C8) attacked?
return !this.IsAttacked(board, Constants.MASK_CE[Constants.BLACK_MOVE], true);
}
}
// Not a castling move!
else
{
Debug.Assert(false, "Not a castling move!");
return true;
}
}