X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovepick.cpp;h=b115e8ffb1a9c3b9a6a1c6371ffef62067eea3e3;hb=a56e1c662c3aa04b88744d62790daa10c01cdc78;hp=4ab5e892079beba61af7d70a8d91610d59b54619;hpb=4397e6c03e72881a0a477c61c7d17c040c6fdb92;p=stockfish diff --git a/src/movepick.cpp b/src/movepick.cpp index 4ab5e892..b115e8ff 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -39,7 +39,7 @@ namespace { /// Variables - MovePicker::MovegenPhase PhaseTable[32]; + MovePicker::MovegenPhase PhaseTable[32]; int MainSearchPhaseIndex; int EvasionsPhaseIndex; int QsearchWithChecksPhaseIndex; @@ -62,7 +62,7 @@ namespace { /// 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) { + Move k1, Move k2, Depth d) : pos(p) { pvNode = pvnode; ttMove = ttm; mateKiller = (mk == ttm)? MOVE_NONE : mk; @@ -147,13 +147,13 @@ Move MovePicker::get_next_move() { break; case PH_EVASIONS: - assert(pos.is_check()); + assert(pos.is_check()); numOfMoves = generate_evasions(pos, moves); score_evasions(); movesPicked = 0; break; - case PH_QCAPTURES: + case PH_QCAPTURES: numOfMoves = generate_captures(pos, moves); score_qcaptures(); movesPicked = 0; @@ -172,8 +172,6 @@ Move MovePicker::get_next_move() { return MOVE_NONE; } } - assert(false); - return MOVE_NONE; } @@ -192,7 +190,7 @@ Move MovePicker::get_next_move(Lock &lock) { if (m == MOVE_NONE) finished = true; - lock_release(&lock); + lock_release(&lock); return m; } @@ -209,35 +207,51 @@ void MovePicker::score_captures() { // 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 + // 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. + Move m; + int seeValue; + for (int i = 0; i < numOfMoves; i++) { - int seeValue = pos.see(moves[i].move); + m = moves[i].move; + seeValue = pos.see(m); if (seeValue >= 0) { - if (move_promotion(moves[i].move)) + if (move_promotion(m)) 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))); + 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; } } void MovePicker::score_noncaptures() { - - 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); + // First score by history, when no history is available then use + // piece/square tables values. This seems to be better then a + // random choice when we don't have an history for any move. + Move m; + int hs; + + for (int i = 0; i < numOfMoves; i++) + { + m = moves[i].move; + + if (m == killer1) + hs = HistoryMax + 2; + else if (m == killer2) + hs = HistoryMax + 1; + else + hs = H.move_ordering_score(pos.piece_on(move_from(m)), m); + + // Ensure moves in history are always sorted as first + if (hs > 0) + hs += 1000; + + moves[i].score = hs + pos.mg_pst_delta(m); } } @@ -268,25 +282,25 @@ void MovePicker::score_qcaptures() { 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; + -int(pos.type_of_piece_on(move_from(m))); } } -/// find_best_index() loops across the moves and returns index of -/// the highest scored one. - -int MovePicker::find_best_index() { - - int bestScore = -10000000, bestIndex = -1; - - for (int i = movesPicked; i < numOfMoves; i++) - if (moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - return bestIndex; +/// find_best_index() loops across the moves and returns index of +/// the highest scored one. + +int MovePicker::find_best_index() { + + int bestScore = -10000000, bestIndex = -1; + + for (int i = movesPicked; i < numOfMoves; i++) + if (moves[i].score > bestScore) + { + bestIndex = i; + bestScore = moves[i].score; + } + return bestIndex; } @@ -435,8 +449,8 @@ Move MovePicker::pick_move_from_list() { } -/// MovePicker::current_move_type() returns the type of the just -/// picked next move. It can be used in search to further differentiate +/// 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 {