X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovepick.cpp;h=a69a4c1b5bb899741acac76440d4f6cae8596a91;hb=1d977aa79ecaf410f4b2065eb8f11e0a5e689db4;hp=1a00367b334314ab80fee3d7abf46913058fcdfd;hpb=a03ab94f4446f4b27fa7c1a764af4c5a22a42352;p=stockfish diff --git a/src/movepick.cpp b/src/movepick.cpp index 1a00367b..a69a4c1b 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -1,502 +1,351 @@ /* - 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 - 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" +#include "thread.h" +namespace { -//// -//// Local definitions -//// + enum Stages { + MAIN_SEARCH, GOOD_CAPTURES, KILLERS, GOOD_QUIETS, BAD_QUIETS, BAD_CAPTURES, + EVASION, ALL_EVASIONS, + QSEARCH_WITH_CHECKS, QCAPTURES_1, CHECKS, + QSEARCH_WITHOUT_CHECKS, QCAPTURES_2, + PROBCUT, PROBCUT_CAPTURES, + RECAPTURE, RECAPTURES, + STOP + }; + + // Our insertion sort, which is guaranteed to be stable, as it should be + void insertion_sort(ExtMove* begin, ExtMove* end) + { + ExtMove tmp, *p, *q; + + for (p = begin + 1; p < end; ++p) + { + tmp = *p; + for (q = p; q != begin && *(q-1) < tmp; --q) + *q = *(q-1); + *q = tmp; + } + } -namespace { + // 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; + } - /// Variables +} // namespace - MovePicker::MovegenPhase PhaseTable[32]; - int MainSearchPhaseIndex; - int EvasionsPhaseIndex; - int QsearchWithChecksPhaseIndex; - int QsearchWithoutChecksPhaseIndex; -} +/// 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, const HistoryStats& h, const CounterMovesHistoryStats& cmh, + Move cm, Search::Stack* s) : pos(p), history(h), counterMovesHistory(cmh), depth(d) { + assert(d > DEPTH_ZERO); -//// -//// Functions -//// + endBadCaptures = moves + MAX_MOVES - 1; + countermove = cm; + ss = s; + if (pos.checkers()) + stage = EVASION; -/// 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(Position &p, bool pvnode, Move ttm, Move mk, - Move k1, Move k2, Depth dpth) { - pos = &p; - pvNode = pvnode; - ttMove = ttm; - mateKiller = (mk == ttm)? MOVE_NONE : mk; - killer1 = k1; - killer2 = k2; - depth = dpth; - 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; - - pinned = p.pinned_pieces(p.side_to_move()); + stage = MAIN_SEARCH; - finished = false; + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); + endMoves += (ttMove != MOVE_NONE); } +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, const CounterMovesHistoryStats& cmh, + Square s) : pos(p), history(h), counterMovesHistory(cmh) { -/// 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() { - Move move; + if (pos.checkers()) + stage = EVASION; - while(true) { - // If we already have a list of generated moves, pick the best move from - // the list, and return it: - move = this->pick_move_from_list(); - if(move != MOVE_NONE) { - assert(move_is_ok(move)); - return move; - } + else if (d > DEPTH_QS_NO_CHECKS) + stage = QSEARCH_WITH_CHECKS; - // Next phase: - phaseIndex++; - switch(PhaseTable[phaseIndex]) { - - case PH_TT_MOVE: - if(ttMove != MOVE_NONE) { - assert(move_is_ok(ttMove)); - Move m = generate_move_if_legal(*pos, ttMove, pinned); - if(m != MOVE_NONE) { - assert(m == ttMove); - return m; - } - } - break; + else if (d > DEPTH_QS_RECAPTURES) + stage = QSEARCH_WITHOUT_CHECKS; - case PH_MATE_KILLER: - if(mateKiller != MOVE_NONE) { - assert(move_is_ok(mateKiller)); - Move m = generate_move_if_legal(*pos, mateKiller, pinned); - if(m != MOVE_NONE) { - assert(m == mateKiller); - return m; - } - } - break; - - case PH_GOOD_CAPTURES: - // pinned = pos->pinned_pieces(pos->side_to_move()); - numOfMoves = generate_captures(*pos, moves); - this->score_captures(); - movesPicked = 0; - break; + else + { + stage = RECAPTURE; + recaptureSquare = s; + ttm = MOVE_NONE; + } - case PH_BAD_CAPTURES: - badCapturesPicked = 0; - break; + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); + endMoves += (ttMove != MOVE_NONE); +} - case PH_NONCAPTURES: - numOfMoves = generate_noncaptures(*pos, moves); - this->score_noncaptures(); - movesPicked = 0; - break; +MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, const CounterMovesHistoryStats& cmh, PieceType pt) + : pos(p), history(h), counterMovesHistory(cmh) { - case PH_EVASIONS: - assert(pos->is_check()); - // pinned = pos->pinned_pieces(pos->side_to_move()); - numOfMoves = generate_evasions(*pos, moves); - this->score_evasions(); - movesPicked = 0; - break; + assert(!pos.checkers()); - case PH_QCAPTURES: - // pinned = pos->pinned_pieces(pos->side_to_move()); - numOfMoves = generate_captures(*pos, moves); - this->score_qcaptures(); - movesPicked = 0; - break; + stage = PROBCUT; - case PH_QCHECKS: - numOfMoves = generate_checks(*pos, moves, dc); - movesPicked = 0; - break; + // In ProbCut we generate only captures that are better than the parent's + // captured piece. + captureThreshold = PieceValue[MG][pt]; + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); - case PH_STOP: - return MOVE_NONE; + if (ttMove && (!pos.capture(ttMove) || pos.see(ttMove) <= captureThreshold)) + ttMove = MOVE_NONE; - default: - assert(false); - return MOVE_NONE; - } - } + endMoves += (ttMove != MOVE_NONE); +} - assert(false); - return MOVE_NONE; +/// score() assign 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. + // 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 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. + // In 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 in pick_move_from_list(). This way we save 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))); } +template<> +void MovePicker::score() { -/// 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. - -Move MovePicker::get_next_move(Lock &lock) { - Move m; + Square prevSq = to_sq((ss-1)->currentMove); + const HistoryStats& cmh = counterMovesHistory[pos.piece_on(prevSq)][prevSq]; - lock_grab(&lock); - if(finished) { - lock_release(&lock); - return MOVE_NONE; - } - m = this->get_next_move(); - if(m == MOVE_NONE) - finished = true; - lock_release(&lock); - - return m; + for (auto& m : *this) + m.value = history[pos.moved_piece(m)][to_sq(m)] + + cmh[pos.moved_piece(m)][to_sq(m)] * 3; } - -/// MovePicker::number_of_moves() simply returns the numOfMoves member -/// variable. It is intended to be used in positions where the side to move -/// is in check, for detecting checkmates or situations where there is only -/// a single reply to check. +template<> +void MovePicker::score() { + // Try good captures ordered by MVV/LVA, then non-captures if destination square + // is not under attack, ordered by history value, then bad-captures and quiet + // moves with a negative SEE. This last group is ordered by the SEE value. + Value see; -int MovePicker::number_of_moves() const { - return numOfMoves; + for (auto& m : *this) + if ((see = pos.see_sign(m)) < VALUE_ZERO) + m.value = see - HistoryStats::Max; // At the bottom + + else if (pos.capture(m)) + m.value = PieceValue[MG][pos.piece_on(to_sq(m))] + - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max; + else + m.value = history[pos.moved_piece(m)][to_sq(m)]; } -/// 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(). +/// generate_next_stage() generates, scores and sorts the next bunch of moves, +/// when there are no more moves to try for the current stage. -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++) { - int seeValue = pos->see(moves[i].move); - if(seeValue >= 0) { - if(move_promotion(moves[i].move)) - moves[i].score = QueenValueMidgame; - else - moves[i].score = - int(pos->midgame_value_of_piece_on(move_to(moves[i].move))) - - int(pos->type_of_piece_on(move_from(moves[i].move))); - } - else - moves[i].score = seeValue; - - } -} +void MovePicker::generate_next_stage() { -void MovePicker::score_noncaptures() { + cur = moves; - All_zero = true; - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - if (m == killer1) - { - moves[i].score = HistoryMax + 2; - All_zero = false; - } - else if (m == killer2) - { - moves[i].score = HistoryMax + 1; - All_zero = false; - } - else - { - moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m); - if (All_zero && moves[i].score != 0) - All_zero = false; - } - } - //if (!all_zero) - // return; - - // If we don't have at least one history score then - // try to order using psq tables difference between - // from square and to square. - //for (int i = 0; i < numOfMoves; i++) - // moves[i].score = pos->mg_pst_delta(moves[i].move); -} + switch (++stage) { -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); - } -} + case GOOD_CAPTURES: case QCAPTURES_1: case QCAPTURES_2: + case PROBCUT_CAPTURES: case RECAPTURES: + endMoves = generate(pos, moves); + score(); + break; + + case KILLERS: + cur = killers; + endMoves = cur + 2; + + killers[0] = ss->killers[0]; + killers[1] = ss->killers[1]; + killers[2].move = MOVE_NONE; -void MovePicker::score_qcaptures() { - // Use MVV/LVA ordering. - for(int i = 0; i < numOfMoves; i++) { - Move m = moves[i].move; - if(move_promotion(m)) - moves[i].score = QueenValueMidgame; - else - moves[i].score = - int(pos->midgame_value_of_piece_on(move_to(m))) - - int(pos->midgame_value_of_piece_on(move_to(m))) / 64; + // Be sure countermoves are different from killers + if ( countermove != killers[0] + && countermove != killers[1]) + *endMoves++ = countermove; + break; + + case GOOD_QUIETS: + endQuiets = endMoves = generate(pos, moves); + score(); + endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; }); + insertion_sort(cur, endMoves); + break; + + case BAD_QUIETS: + cur = endMoves; + endMoves = endQuiets; + if (depth >= 3 * ONE_PLY) + insertion_sort(cur, endMoves); + break; + + case BAD_CAPTURES: + // Just pick them in reverse order to get MVV/LVA ordering + cur = moves + MAX_MOVES - 1; + endMoves = endBadCaptures; + break; + + case ALL_EVASIONS: + endMoves = generate(pos, moves); + if (endMoves - moves > 1) + score(); + break; + + case CHECKS: + endMoves = generate(pos, moves); + break; + + case EVASION: case QSEARCH_WITH_CHECKS: case QSEARCH_WITHOUT_CHECKS: + case PROBCUT: case RECAPTURE: + stage = STOP; + /* Fall through */ + + case STOP: + endMoves = cur + 1; // Avoid another generate_next_stage() call + break; + + default: + assert(false); } } -/// 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. +/// 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. +template<> +Move MovePicker::next_move() { -Move MovePicker::pick_move_from_list() { - int bestScore = -10000000; - int bestIndex; Move move; - switch(PhaseTable[phaseIndex]) { - - case PH_GOOD_CAPTURES: - assert(!pos->is_check()); - assert(movesPicked >= 0); - while(movesPicked < numOfMoves) { - 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 = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if(move != ttMove && move != mateKiller && - pos->move_is_legal(move, pinned)) - return move; - } - } - break; - - case PH_NONCAPTURES: - assert(!pos->is_check()); - assert(movesPicked >= 0); - while(movesPicked < numOfMoves) { - bestScore = -10000000; - - // 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(!All_zero && (pvNode || movesPicked < 12)) { - 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; - - case PH_EVASIONS: - assert(pos->is_check()); - assert(movesPicked >= 0); - while(movesPicked < numOfMoves) { - 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++]; - 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) { - move = badCaptures[badCapturesPicked++].move; - if(move != ttMove && move != mateKiller && - pos->move_is_legal(move, pinned)) - return move; - } - break; - - case PH_QCAPTURES: - assert(!pos->is_check()); - assert(movesPicked >= 0); - while(movesPicked < numOfMoves) { - bestScore = -10000000; - if(movesPicked < 4) { - bestIndex = -1; - for(int i = movesPicked; i < numOfMoves; i++) - if(moves[i].score > bestScore) { - bestIndex = i; - bestScore = moves[i].score; + while (true) + { + while (cur == endMoves) + generate_next_stage(); + + switch (stage) { + + case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS: + case QSEARCH_WITHOUT_CHECKS: case PROBCUT: + ++cur; + return ttMove; + + case GOOD_CAPTURES: + move = pick_best(cur++, endMoves); + if (move != ttMove) + { + if (pos.see_sign(move) >= VALUE_ZERO) + return move; + + // Losing capture, move it to the tail of the array + *endBadCaptures-- = move; } + break; + + case KILLERS: + move = *cur++; + if ( move != MOVE_NONE + && move != ttMove + && pos.pseudo_legal(move) + && !pos.capture(move)) + return move; + break; + + case GOOD_QUIETS: case BAD_QUIETS: + move = *cur++; + if ( move != ttMove + && move != killers[0] + && move != killers[1] + && move != killers[2]) + return move; + break; + + case BAD_CAPTURES: + return *cur--; + + case ALL_EVASIONS: case QCAPTURES_1: case QCAPTURES_2: + move = pick_best(cur++, endMoves); + if (move != ttMove) + return move; + break; + + case PROBCUT_CAPTURES: + move = pick_best(cur++, endMoves); + if (move != ttMove && pos.see(move) > captureThreshold) + return move; + break; + + case RECAPTURES: + move = pick_best(cur++, endMoves); + if (to_sq(move) == recaptureSquare) + return move; + break; + + case CHECKS: + move = *cur++; + if (move != ttMove) + return move; + break; + + case STOP: + return MOVE_NONE; + + default: + assert(false); } - 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? - if(/* move != ttMove && */ pos->move_is_legal(move, pinned)) - 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) { - move = moves[movesPicked++].move; - // Remember to change the line below if we decide to hash the qsearch! - if(/* move != ttMove && */ pos->move_is_legal(move, pinned)) - return move; - } - break; - - default: - break; } - - return MOVE_NONE; } -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; -} +/// Version of next_move() to use at split point nodes where the move is grabbed +/// from the split point's shared MovePicker object. This function is not thread +/// safe so must be lock protected by the caller. +template<> +Move MovePicker::next_move() { return ss->splitPoint->movePicker->next_move(); }