void Search::think() {
- static Book book; // Defined static to initialize the PRNG only once
+ static PolyglotBook book; // Defined static to initialize the PRNG only once
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
// Start with a small aspiration window and, in case of fail high/low,
// research with bigger window until not failing high/low anymore.
- do {
+ while (true)
+ {
// Search starts from ss+1 to allow referencing (ss-1). This is
// needed by update gains and ss copy when splitting at Root.
bestValue = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
else
break;
- assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
+ // Search with full window in case we have a win/mate score
+ if (abs(bestValue) >= VALUE_KNOWN_WIN)
+ {
+ alpha = -VALUE_INFINITE;
+ beta = VALUE_INFINITE;
+ }
- } while (abs(bestValue) < VALUE_KNOWN_WIN);
+ assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
+ }
}
// Skills: Do we need to pick now the best move ?
const bool RootNode = (NT == Root || NT == SplitPointRoot);
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
- assert((alpha == beta - 1) || PvNode);
+ assert(PvNode || (alpha == beta - 1));
assert(depth > DEPTH_ZERO);
Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
+ SplitPoint* sp;
Key posKey;
Move ttMove, move, excludedMove, bestMove, threatMove;
Depth ext, newDepth;
Bound bt;
Value bestValue, value, oldAlpha, ttValue;
- Value refinedValue, nullValue, futilityBase, futilityValue;
- bool isPvMove, inCheck, singularExtensionNode, givesCheck;
+ Value refinedValue, nullValue, futilityValue;
+ bool pvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
- int moveCount = 0, playedMoveCount = 0;
- Thread* thisThread = pos.this_thread();
- SplitPoint* sp = NULL;
+ int moveCount, playedMoveCount;
- refinedValue = bestValue = value = -VALUE_INFINITE;
+ Thread* thisThread = pos.this_thread();
+ moveCount = playedMoveCount = 0;
oldAlpha = alpha;
inCheck = pos.in_check();
ss->ply = (ss-1)->ply + 1;
{
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
- ttValue = VALUE_ZERO;
+ ttValue = VALUE_NONE;
sp = ss->sp;
bestMove = sp->bestMove;
threatMove = sp->threatMove;
bestValue = sp->bestValue;
- moveCount = sp->moveCount; // Lock must be held here
- assert(bestValue > -VALUE_INFINITE && moveCount > 0);
+ assert(bestValue > -VALUE_INFINITE && sp->moveCount > 0);
goto split_point_start;
}
else
{
+ bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
-
}
- // Step 2. Check for aborted search and immediate draw
// Enforce node limit here. FIXME: This only works with 1 search thread.
if (Limits.nodes && pos.nodes_searched() >= Limits.nodes)
Signals.stop = true;
- if (( Signals.stop
- || pos.is_draw<false>()
- || ss->ply > MAX_PLY) && !RootNode)
- return VALUE_DRAW;
-
- // Step 3. Mate distance pruning. Even if we mate at the next move our score
- // would be at best mate_in(ss->ply+1), but if alpha is already bigger because
- // a shorter mate was found upward in the tree then there is no need to search
- // further, we will never beat current alpha. Same logic but with reversed signs
- // applies also in the opposite condition of being mated instead of giving mate,
- // in this case return a fail-high score.
if (!RootNode)
{
+ // Step 2. Check for aborted search and immediate draw
+ if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
+ return VALUE_DRAW;
+
+ // Step 3. Mate distance pruning. Even if we mate at the next move our score
+ // would be at best mate_in(ss->ply+1), but if alpha is already bigger because
+ // a shorter mate was found upward in the tree then there is no need to search
+ // further, we will never beat current alpha. Same logic but with reversed signs
+ // applies also in the opposite condition of being mated instead of giving mate,
+ // in this case return a fail-high score.
alpha = std::max(mated_in(ss->ply), alpha);
beta = std::min(mate_in(ss->ply+1), beta);
if (alpha >= beta)
posKey = excludedMove ? pos.exclusion_key() : pos.key();
tte = TT.probe(posKey);
ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
- ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_ZERO;
+ ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
// At PV nodes we check for exact scores, while at non-PV nodes we check for
// a fail high/low. Biggest advantage at probing at PV nodes is to have a
// Step 5. Evaluate the position statically and update parent's gain statistics
if (inCheck)
- ss->eval = ss->evalMargin = VALUE_NONE;
+ ss->eval = ss->evalMargin = refinedValue = VALUE_NONE;
else if (tte)
{
assert(tte->static_value() != VALUE_NONE);
MovePicker mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
CheckInfo ci(pos);
- futilityBase = ss->eval + ss->evalMargin;
+ value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
singularExtensionNode = !RootNode
&& !SpNode
&& depth >= SingularExtensionDepth[PvNode]
if (RootNode && !std::count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
continue;
- // At PV and SpNode nodes we want all moves to be legal since the beginning
- if ((PvNode || SpNode) && !pos.pl_move_is_legal(move, ci.pinned))
- continue;
-
if (SpNode)
{
+ // Shared counter cannot be decremented later if move turns out to be illegal
+ if (!pos.pl_move_is_legal(move, ci.pinned))
+ continue;
+
moveCount = ++sp->moveCount;
sp->mutex.unlock();
}
<< " currmovenumber " << moveCount + PVIdx << sync_endl;
}
- isPvMove = (PvNode && moveCount <= 1);
captureOrPromotion = pos.is_capture_or_promotion(move);
givesCheck = pos.move_gives_check(move, ci);
dangerous = givesCheck || is_dangerous(pos, move, captureOrPromotion);
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
// but fixing this made program slightly weaker.
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
- futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
+ futilityValue = ss->eval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_moved(move), to_sq(move));
if (futilityValue < beta)
continue;
}
+ pvMove = PvNode ? moveCount == 1 : false;
ss->currentMove = move;
if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 15. Reduced depth search (LMR). If the move fails high will be
// re-searched at full depth.
if ( depth > 3 * ONE_PLY
- && !isPvMove
+ && !pvMove
&& !captureOrPromotion
&& !dangerous
&& ss->killers[0] != move
ss->reduction = DEPTH_ZERO;
}
else
- doFullDepthSearch = !isPvMove;
+ doFullDepthSearch = !pvMove;
// Step 16. Full depth search, when LMR is skipped or fails high
if (doFullDepthSearch)
// Only for PV nodes do a full PV search on the first move or after a fail
// high, in the latter case search only if value < beta, otherwise let the
// parent node to fail low with value <= alpha and to try another move.
- if (PvNode && (isPvMove || (value > alpha && (RootNode || value < beta))))
+ if (PvNode && (pvMove || (value > alpha && (RootNode || value < beta))))
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
RootMove& rm = *std::find(RootMoves.begin(), RootMoves.end(), move);
// PV move or new best move ?
- if (isPvMove || value > alpha)
+ if (pvMove || value > alpha)
{
rm.score = value;
rm.extract_pv_from_tt(pos);
// We record how often the best move has been changed in each
// iteration. This information is used for time management: When
// the best move changes frequently, we allocate some more time.
- if (!isPvMove && MultiPV == 1)
+ if (!pvMove && MultiPV == 1)
BestMoveChanges++;
}
else