X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovepick.cpp;h=59855dba66a56d0ab808f3f75bfce778aca4ee23;hb=8097e99c699bdc8a62365a9841fc7cce1c3c15a0;hp=187a3c513e0275a112c377919a40d62cbdebf586;hpb=8b57416ace03cc37568f19ed561931cfda288bb3;p=stockfish diff --git a/src/movepick.cpp b/src/movepick.cpp index 187a3c51..59855dba 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -206,27 +206,22 @@ void MovePicker::score_captures() { // 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 + // 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. + // the subtree size. Instead of calculating SEE here to filter out + // loosing captures, we delay the filtering in pick_move_from_list() Move m; - int seeValue; for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; - seeValue = pos.see(m); - if (seeValue >= 0) - { - if (move_promotion(m)) - moves[i].score = QueenValueMidgame; - else - moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) - -int(pos.type_of_piece_on(move_from(m))); - } else - moves[i].score = seeValue; + if (move_promotion(m)) + moves[i].score = QueenValueMidgame; + else + moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) + -int(pos.type_of_piece_on(move_from(m))); } } @@ -256,21 +251,26 @@ void MovePicker::score_noncaptures() { } } -void MovePicker::score_evasions() { - - 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))) - { - int seeScore = pos.see(m); - moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore; - } else - moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); - } - // FIXME try psqt also here +void MovePicker::score_evasions() { + + Move m; + int hs; + + // Use MVV/LVA ordering + for (int i = 0; i < numOfMoves; i++) + { + m = moves[i].move; + + if (m == ttMove) + hs = 2*HistoryMax; + else if (!pos.square_is_empty(move_to(m))) + hs = int(pos.midgame_value_of_piece_on(move_to(m))) + -int(pos.type_of_piece_on(move_from(m))) + HistoryMax; + else + hs = H.move_ordering_score(pos.piece_on(move_from(m)), m); + + moves[i].score = hs; + } } void MovePicker::score_qcaptures() { @@ -325,26 +325,21 @@ Move MovePicker::pick_move_from_list() { while (movesPicked < numOfMoves) { - int bestScore = -10000000; - bestIndex = -1; - for (int i = movesPicked; i < numOfMoves; i++) + bestIndex = find_best_index(); + + if (bestIndex != -1) // Found a possibly good capture { - if (moves[i].score < 0) + move = moves[bestIndex].move; + int seeValue = pos.see(move); + if (seeValue < 0) { // Losing capture, move it to the badCaptures[] array assert(numOfBadCaptures < 63); - badCaptures[numOfBadCaptures++] = moves[i]; - moves[i--] = moves[--numOfMoves]; + moves[bestIndex].score = seeValue; + badCaptures[numOfBadCaptures++] = moves[bestIndex]; + moves[bestIndex] = moves[--numOfMoves]; + continue; } - else if (moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - } - if (bestIndex != -1) // Found a good capture - { - move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; if ( move != ttMove && move != mateKiller