X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovepick.cpp;h=0da6b61bbbbe99f176eea9a5c67f75db9cd8b306;hb=6b16ebc82566a69b9336cca6aa7a19ab1824b85d;hp=4b1fccc4fdc810db49cb461ec54d2502b5f4d716;hpb=2943e1ca3171341cd301b18280f3fa3b6bdda162;p=stockfish diff --git a/src/movepick.cpp b/src/movepick.cpp index 4b1fccc4..34d29562 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -1,501 +1,350 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ - -//// -//// Includes -//// - #include -#include "history.h" -#include "movegen.h" #include "movepick.h" -#include "search.h" -#include "value.h" - - -//// -//// Local definitions -//// +#include "thread.h" namespace { - /// Variables + enum Stages { + MAIN_SEARCH, CAPTURES_INIT, GOOD_CAPTURES, KILLERS, COUNTERMOVE, QUIET_INIT, QUIET, BAD_CAPTURES, + EVASION, EVASIONS_INIT, ALL_EVASIONS, + PROBCUT, PROBCUT_INIT, PROBCUT_CAPTURES, + QSEARCH_WITH_CHECKS, QCAPTURES_1_INIT, QCAPTURES_1, QCHECKS, + QSEARCH_NO_CHECKS, QCAPTURES_2_INIT, QCAPTURES_2, + QSEARCH_RECAPTURES, QRECAPTURES + }; + + // Our insertion sort, which is guaranteed to be stable, as it should be + void insertion_sort(ExtMove* begin, ExtMove* end) + { + ExtMove tmp, *p, *q; - MovePicker::MovegenPhase PhaseTable[32]; - int MainSearchPhaseIndex; - int EvasionsPhaseIndex; - int QsearchWithChecksPhaseIndex; - int QsearchWithoutChecksPhaseIndex; + for (p = begin + 1; p < end; ++p) + { + tmp = *p; + for (q = p; q != begin && *(q-1) < tmp; --q) + *q = *(q-1); + *q = tmp; + } + } -} + // pick_best() finds the best move in the range (begin, end) and moves it to + // the front. It's faster than sorting all the moves in advance when there + // are few moves, e.g., the possible captures. + Move pick_best(ExtMove* begin, ExtMove* end) + { + std::swap(*begin, *std::max_element(begin, end)); + return *begin; + } +} // namespace -//// -//// Functions -//// +/// Constructors of the MovePicker class. As arguments we pass information +/// to help it to return the (presumably) good moves first, to decide which +/// moves to return (in the quiescence search, for instance, we only want to +/// search captures, promotions, and some checks) and how important good move +/// ordering is at the current node. +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Search::Stack* s) + : pos(p), ss(s), depth(d) { -/// Constructor for the MovePicker class. Apart from the position for which -/// it is asked to pick legal moves, MovePicker also wants some information -/// to help it to return the presumably good moves first, to decide which -/// moves to return (in the quiescence search, for instance, we only want to -/// search captures, promotions and some checks) and about how important good -/// move ordering is at the current node. - -MovePicker::MovePicker(const Position& p, bool pvnode, Move ttm, Move mk, - Move k1, Move k2, Depth d) : pos(p) { - pvNode = pvnode; - ttMove = ttm; - mateKiller = (mk == ttm)? MOVE_NONE : mk; - killer1 = k1; - killer2 = k2; - depth = d; - movesPicked = 0; - numOfMoves = 0; - numOfBadCaptures = 0; - dc = p.discovered_check_candidates(p.side_to_move()); - - if(p.is_check()) - phaseIndex = EvasionsPhaseIndex; - else if(depth > Depth(0)) - phaseIndex = MainSearchPhaseIndex; - else if(depth == Depth(0)) - phaseIndex = QsearchWithChecksPhaseIndex; - else - phaseIndex = QsearchWithoutChecksPhaseIndex; + assert(d > DEPTH_ZERO); - pinned = p.pinned_pieces(p.side_to_move()); + Square prevSq = to_sq((ss-1)->currentMove); + countermove = pos.this_thread()->counterMoves[pos.piece_on(prevSq)][prevSq]; - finished = false; + stage = pos.checkers() ? EVASION : MAIN_SEARCH; + ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE; + stage += (ttMove == MOVE_NONE); } +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Square s) + : pos(p) { -/// MovePicker::get_next_move() is the most important method of the MovePicker -/// class. It returns a new legal move every time it is called, until there -/// are no more moves left of the types we are interested in. + assert(d <= DEPTH_ZERO); -Move MovePicker::get_next_move() { + if (pos.checkers()) + stage = EVASION; - Move move; + else if (d > DEPTH_QS_NO_CHECKS) + stage = QSEARCH_WITH_CHECKS; - while (true) - { - // If we already have a list of generated moves, pick the best move from - // the list, and return it: - move = pick_move_from_list(); - if (move != MOVE_NONE) - { - assert(move_is_ok(move)); - return move; - } + else if (d > DEPTH_QS_RECAPTURES) + stage = QSEARCH_NO_CHECKS; - // Next phase: - phaseIndex++; - switch (PhaseTable[phaseIndex]) { - - case PH_TT_MOVE: - if (ttMove != MOVE_NONE) - { - assert(move_is_ok(ttMove)); - if (generate_move_if_legal(pos, ttMove, pinned) != MOVE_NONE) - return ttMove; - } - break; - - case PH_MATE_KILLER: - if (mateKiller != MOVE_NONE) - { - assert(move_is_ok(mateKiller)); - if (generate_move_if_legal(pos, mateKiller, pinned) != MOVE_NONE) - return ttMove; - } - break; - - case PH_GOOD_CAPTURES: - numOfMoves = generate_captures(pos, moves); - score_captures(); - movesPicked = 0; - break; - - case PH_BAD_CAPTURES: - badCapturesPicked = 0; - break; - - case PH_NONCAPTURES: - numOfMoves = generate_noncaptures(pos, moves); - score_noncaptures(); - movesPicked = 0; - break; - - case PH_EVASIONS: - assert(pos.is_check()); - numOfMoves = generate_evasions(pos, moves); - score_evasions(); - movesPicked = 0; - break; - - case PH_QCAPTURES: - numOfMoves = generate_captures(pos, moves); - score_qcaptures(); - movesPicked = 0; - break; - - case PH_QCHECKS: - numOfMoves = generate_checks(pos, moves, dc); - movesPicked = 0; - break; - - case PH_STOP: - return MOVE_NONE; - - default: - assert(false); - return MOVE_NONE; - } + else + { + stage = QSEARCH_RECAPTURES; + recaptureSquare = s; + return; } - assert(false); - return MOVE_NONE; + ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE; + stage += (ttMove == MOVE_NONE); } +MovePicker::MovePicker(const Position& p, Move ttm, Value th) + : pos(p), threshold(th) { -/// A variant of get_next_move() which takes a lock as a parameter, used to -/// prevent multiple threads from picking the same move at a split point. + assert(!pos.checkers()); -Move MovePicker::get_next_move(Lock &lock) { + stage = PROBCUT; - lock_grab(&lock); - if (finished) - { - lock_release(&lock); - return MOVE_NONE; - } - Move m = get_next_move(); - if (m == MOVE_NONE) - finished = true; + // In ProbCut we generate captures with SEE higher than or equal to the given threshold + ttMove = ttm + && pos.pseudo_legal(ttm) + && pos.capture(ttm) + && pos.see_ge(ttm, threshold)? ttm : MOVE_NONE; - lock_release(&lock); - return m; + stage += (ttMove == MOVE_NONE); } -/// MovePicker::score_captures(), MovePicker::score_noncaptures(), -/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a -/// numerical move ordering score to each move in a move list. The moves -/// with highest scores will be picked first by -/// MovePicker::pick_move_from_list(). - -void MovePicker::score_captures() { - // Winning and equal captures in the main search are ordered by MVV/LVA. - // Suprisingly, this appears to perform slightly better than SEE based - // move ordering. The reason is probably that in a position with a winning - // capture, capturing a more valuable (but sufficiently defended) piece - // first usually doesn't hurt. The opponent will have to recapture, and - // the hanging piece will still be hanging (except in the unusual cases - // where it is possible to recapture with the hanging piece). Exchanging - // big pieces before capturing a hanging piece probably helps to reduce - // the subtree size. - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - moves[i].score = pos.see(m); - if (moves[i].score >= 0) - { - moves[i].score = move_promotion(m) ? QueenValueMidgame - : int(pos.midgame_value_of_piece_on(move_to(m))) - -int(pos.type_of_piece_on(move_from(m))); - // FIXME second term seems wrong ! - } - } + +/// score() assigns a numerical value to each move in a move list. The moves with +/// highest values will be picked first. +template<> +void MovePicker::score() { + // Winning and equal captures in the main search are ordered by MVV, preferring + // captures near our home rank. Surprisingly, this appears to perform slightly + // better than SEE-based move ordering: exchanging big pieces before capturing + // a hanging piece probably helps to reduce the subtree size. + // In the main search we want to push captures with negative SEE values to the + // badCaptures[] array, but instead of doing it now we delay until the move + // has been picked up, saving some SEE calls in case we get a cutoff. + for (auto& m : *this) + m.value = PieceValue[MG][pos.piece_on(to_sq(m))] + - Value(200 * relative_rank(pos.side_to_move(), to_sq(m))); } -void MovePicker::score_noncaptures() { +template<> +void MovePicker::score() { - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - if (m == killer1) - moves[i].score = HistoryMax + 2; - else if (m == killer2) - moves[i].score = HistoryMax + 1; - else - moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); + const HistoryStats& history = pos.this_thread()->history; + const FromToStats& fromTo = pos.this_thread()->fromTo; - // Ensure moves in history are always sorted as first - if (moves[i].score > 0) - moves[i].score += 1000; + const CounterMoveStats* cmh = (ss-1)->counterMoves; + const CounterMoveStats* fmh = (ss-2)->counterMoves; + const CounterMoveStats* fmh2 = (ss-4)->counterMoves; - moves[i].score += pos.mg_pst_delta(moves[i].move); - } -} + Color c = pos.side_to_move(); -void MovePicker::score_evasions() { + for (auto& m : *this) + m.value = history[pos.moved_piece(m)][to_sq(m)] + + (cmh ? (*cmh)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + (fmh ? (*fmh)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + (fmh2 ? (*fmh2)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + fromTo.get(c, m); +} - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - if (m == ttMove) - moves[i].score = 2*HistoryMax; - else if (!pos.square_is_empty(move_to(m))) - { - moves[i].score = pos.see(m); - if (moves[i].score >= 0) - moves[i].score += HistoryMax; - } +template<> +void MovePicker::score() { + // Try captures ordered by MVV/LVA, then non-captures ordered by history value + const HistoryStats& history = pos.this_thread()->history; + const FromToStats& fromTo = pos.this_thread()->fromTo; + Color c = pos.side_to_move(); + + for (auto& m : *this) + if (pos.capture(m)) + m.value = PieceValue[MG][pos.piece_on(to_sq(m))] + - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max; else - moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); - } - // FIXME try psqt also here + m.value = history[pos.moved_piece(m)][to_sq(m)] + fromTo.get(c, m); } -void MovePicker::score_qcaptures() { - // Use MVV/LVA ordering. - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - moves[i].score = move_promotion(m) ? QueenValueMidgame - : int(pos.midgame_value_of_piece_on(move_to(m))) - -int(pos.midgame_value_of_piece_on(move_to(m))) / 64; - // FIXME Why second term like that ??? - } -} +/// next_move() is the most important method of the MovePicker class. It returns +/// a new pseudo legal move every time it is called, until there are no more moves +/// left. It picks the move with the biggest value from a list of generated moves +/// taking care not to return the ttMove if it has already been searched. +Move MovePicker::next_move() { -/// MovePicker::pick_move_from_list() picks the move with the biggest score -/// from a list of generated moves (moves[] or badCaptures[], depending on -/// the current move generation phase). It takes care not to return the -/// transposition table move if that has already been serched previously. -/// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking -/// non-losing captures in the main search), it moves all captures with -/// negative SEE values to the badCaptures[] array. + Move move; -Move MovePicker::pick_move_from_list() { + switch (stage) { - int bestScore = -10000000; - int bestIndex; - Move move; + case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS: + case QSEARCH_NO_CHECKS: case PROBCUT: + ++stage; + return ttMove; - switch (PhaseTable[phaseIndex]) { + case CAPTURES_INIT: + endBadCaptures = cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; - case PH_GOOD_CAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) + case GOOD_CAPTURES: + while (cur < endMoves) { - bestScore = -10000000; - bestIndex = -1; - for (int i = movesPicked; i < numOfMoves; i++) - { - if (moves[i].score < 0) - { - // Losing capture, move it to the badCaptures[] array - assert(numOfBadCaptures < 63); - badCaptures[numOfBadCaptures++] = moves[i]; - moves[i--] = moves[--numOfMoves]; - } - else if (moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - } - if (bestIndex != -1) // Found a good capture + move = pick_best(cur++, endMoves); + if (move != ttMove) { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller - && pos.move_is_legal(move, pinned)) + if (pos.see_ge(move, VALUE_ZERO)) return move; + + // Losing capture, move it to the beginning of the array + *endBadCaptures++ = move; } } - break; - case PH_NONCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) + ++stage; + move = ss->killers[0]; // First killer move + if ( move != MOVE_NONE + && move != ttMove + && pos.pseudo_legal(move) + && !pos.capture(move)) + return move; + + case KILLERS: + ++stage; + move = ss->killers[1]; // Second killer move + if ( move != MOVE_NONE + && move != ttMove + && pos.pseudo_legal(move) + && !pos.capture(move)) + return move; + + case COUNTERMOVE: + ++stage; + move = countermove; + if ( move != MOVE_NONE + && move != ttMove + && move != ss->killers[0] + && move != ss->killers[1] + && pos.pseudo_legal(move) + && !pos.capture(move)) + return move; + + case QUIET_INIT: + cur = endBadCaptures; + endMoves = generate(pos, cur); + score(); + if (depth < 3 * ONE_PLY) { - // If this is a PV node or we have only picked a few moves, scan - // the entire move list for the best move. If many moves have already - // been searched and it is not a PV node, we are probably failing low - // anyway, so we just pick the first move from the list. - if (pvNode || movesPicked < 12) - { - bestScore = -10000000; - bestIndex = -1; - for (int i = movesPicked; i < numOfMoves; i++) - if(moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - } else - bestIndex = movesPicked; - - if (bestIndex != -1) - { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller - && pos.move_is_legal(move, pinned)) - return move; - } - } - break; + ExtMove* goodQuiet = std::partition(cur, endMoves, [](const ExtMove& m) + { return m.value > VALUE_ZERO; }); + insertion_sort(cur, goodQuiet); + } else + insertion_sort(cur, endMoves); + ++stage; + + case QUIET: + while (cur < endMoves) + { + move = *cur++; + if ( move != ttMove + && move != ss->killers[0] + && move != ss->killers[1] + && move != countermove) + return move; + } + ++stage; + cur = moves; // Point to beginning of bad captures + + case BAD_CAPTURES: + if (cur < endBadCaptures) + return *cur++; + break; - case PH_EVASIONS: - assert(pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) + case EVASIONS_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case ALL_EVASIONS: + while (cur < endMoves) { - bestScore = -10000000; - bestIndex = -1; - for (int i = movesPicked; i < numOfMoves; i++) - if (moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - - if (bestIndex != -1) - { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; + move = pick_best(cur++, endMoves); + if (move != ttMove) return move; - } } break; - case PH_BAD_CAPTURES: - assert(!pos.is_check()); - assert(badCapturesPicked >= 0); - // It's probably a good idea to use SEE move ordering here, instead - // of just picking the first move. FIXME - while (badCapturesPicked < numOfBadCaptures) + case PROBCUT_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case PROBCUT_CAPTURES: + while (cur < endMoves) { - move = badCaptures[badCapturesPicked++].move; + move = pick_best(cur++, endMoves); if ( move != ttMove - && move != mateKiller - && pos.move_is_legal(move, pinned)) + && pos.see_ge(move, threshold)) return move; } break; - case PH_QCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) + case QCAPTURES_1_INIT: case QCAPTURES_2_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case QCAPTURES_1: case QCAPTURES_2: + while (cur < endMoves) { - bestScore = -10000000; - if (movesPicked < 4) // FIXME makes sens to score qcaps? - { - bestIndex = -1; - for (int i = movesPicked; i < numOfMoves; i++) - if(moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - } else - bestIndex = movesPicked; - - if (bestIndex != -1) - { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - // Remember to change the line below if we decide to hash the qsearch! - // Maybe also postpone the legality check until after futility pruning? - // FIXME !!! - if (/* move != ttMove && */ pos.move_is_legal(move, pinned)) - return move; - } + move = pick_best(cur++, endMoves); + if (move != ttMove) + return move; + } + if (stage == QCAPTURES_2) + break; + cur = moves; + endMoves = generate(pos, cur); + ++stage; + + case QCHECKS: + while (cur < endMoves) + { + move = cur++->move; + if (move != ttMove) + return move; } break; - case PH_QCHECKS: - assert(!pos.is_check()); - assert(movesPicked >= 0); - // Perhaps we should do something better than just picking the first - // move here? FIXME - while (movesPicked < numOfMoves) + case QSEARCH_RECAPTURES: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case QRECAPTURES: + while (cur < endMoves) { - move = moves[movesPicked++].move; - // Remember to change the line below if we decide to hash the qsearch! - // FIXME !!! - if (/* move != ttMove && */ pos.move_is_legal(move, pinned)) + move = pick_best(cur++, endMoves); + if (to_sq(move) == recaptureSquare) return move; } break; default: - break; + assert(false); } - return MOVE_NONE; -} - -/// MovePicker::current_move_type() returns the type of the just -/// picked next move. It can be used in search to further differentiate -/// according to the current move type: capture, non capture, escape, etc. -MovePicker::MovegenPhase MovePicker::current_move_type() const { - return PhaseTable[phaseIndex]; -} - - -/// MovePicker::init_phase_table() initializes the PhaseTable[], -/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex -/// and QsearchWithoutChecksPhaseIndex variables. It is only called once -/// during program startup, and never again while the program is running. - -void MovePicker::init_phase_table() { - - int i = 0; - - // Main search - MainSearchPhaseIndex = i - 1; - PhaseTable[i++] = PH_TT_MOVE; - PhaseTable[i++] = PH_MATE_KILLER; - PhaseTable[i++] = PH_GOOD_CAPTURES; - // PH_KILLER_1 and PH_KILLER_2 are not yet used. - // PhaseTable[i++] = PH_KILLER_1; - // PhaseTable[i++] = PH_KILLER_2; - PhaseTable[i++] = PH_NONCAPTURES; - PhaseTable[i++] = PH_BAD_CAPTURES; - PhaseTable[i++] = PH_STOP; - - // Check evasions - EvasionsPhaseIndex = i - 1; - PhaseTable[i++] = PH_EVASIONS; - PhaseTable[i++] = PH_STOP; - - // Quiescence search with checks - QsearchWithChecksPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCAPTURES; - PhaseTable[i++] = PH_QCHECKS; - PhaseTable[i++] = PH_STOP; - - // Quiescence search without checks - QsearchWithoutChecksPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCAPTURES; - PhaseTable[i++] = PH_STOP; + return MOVE_NONE; }