return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
}
- size_t MultiPV, UCIMultiPV, PVIdx;
+ size_t PVSize, PVIdx;
TimeManager TimeMgr;
int BestMoveChanges;
- int SkillLevel;
- bool SkillLevelEnabled, Chess960;
Value DrawValue[COLOR_NB];
History H;
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool connected_threat(const Position& pos, Move m, Move threat);
- Value refine_eval(const TTEntry* tte, Value ttValue, Value defaultEval);
- Move do_skill_level();
string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
+ struct Skill {
+ Skill(int l) : level(l), best(MOVE_NONE) {}
+ ~Skill() {
+ if (enabled()) // Swap best PV line with the sub-optimal one
+ std::swap(RootMoves[0], *std::find(RootMoves.begin(),
+ RootMoves.end(), best ? best : pick_move()));
+ }
+
+ bool enabled() const { return level < 20; }
+ bool time_to_pick(int depth) const { return depth == 1 + level; }
+ Move pick_move();
+
+ int level;
+ Move best;
+ };
+
} // namespace
static PolyglotBook book; // Defined static to initialize the PRNG only once
Position& pos = RootPosition;
- Chess960 = pos.is_chess960();
RootColor = pos.side_to_move();
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
}
}
- UCIMultiPV = Options["MultiPV"];
- SkillLevel = Options["Skill Level"];
-
- // Do we have to play with skill handicap? In this case enable MultiPV that
- // we will use behind the scenes to retrieve a set of possible moves.
- SkillLevelEnabled = (SkillLevel < 20);
- MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, (size_t)4) : UCIMultiPV);
-
if (Options["Use Search Log"])
{
Log log(Options["Search Log Filename"]);
pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
- sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
- << " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << sync_endl;
+ sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], pos.is_chess960())
+ << " ponder " << move_to_uci(RootMoves[0].pv[1], pos.is_chess960()) << sync_endl;
}
int depth, prevBestMoveChanges;
Value bestValue, alpha, beta, delta;
bool bestMoveNeverChanged = true;
- Move skillBest = MOVE_NONE;
memset(ss, 0, 4 * sizeof(Stack));
depth = BestMoveChanges = 0;
bestValue = delta = -VALUE_INFINITE;
ss->currentMove = MOVE_NULL; // Hack to skip update gains
+ PVSize = Options["MultiPV"];
+ Skill skill(Options["Skill Level"]);
+
+ // Do we have to play with skill handicap? In this case enable MultiPV search
+ // that we will use behind the scenes to retrieve a set of possible moves.
+ if (skill.enabled() && PVSize < 4)
+ PVSize = 4;
+
+ PVSize = std::min(PVSize, RootMoves.size());
+
// Iterative deepening loop until requested to stop or target depth reached
- while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.depth || depth <= Limits.depth))
+ while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
{
// Save last iteration's scores before first PV line is searched and all
// the move scores but the (new) PV are set to -VALUE_INFINITE.
for (size_t i = 0; i < RootMoves.size(); i++)
RootMoves[i].prevScore = RootMoves[i].score;
- prevBestMoveChanges = BestMoveChanges;
+ prevBestMoveChanges = BestMoveChanges; // Only sensible when PVSize == 1
BestMoveChanges = 0;
// MultiPV loop. We perform a full root search for each PV line
- for (PVIdx = 0; PVIdx < std::min(MultiPV, RootMoves.size()); PVIdx++)
+ for (PVIdx = 0; PVIdx < PVSize; PVIdx++)
{
// Set aspiration window default width
if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN)
// the already searched PV lines are preserved.
sort<RootMove>(RootMoves.begin() + PVIdx, RootMoves.end());
- // In case we have found an exact score and we are going to leave
- // the fail high/low loop then reorder the PV moves, otherwise
- // leave the last PV move in its position so to be searched again.
- // Of course this is needed only in MultiPV search.
- if (PVIdx && bestValue > alpha && bestValue < beta)
- sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx);
-
// Write PV back to transposition table in case the relevant
// entries have been overwritten during the search.
for (size_t i = 0; i <= PVIdx; i++)
RootMoves[i].insert_pv_in_tt(pos);
- // If search has been stopped exit the aspiration window loop.
- // Sorting and writing PV back to TT is safe becuase RootMoves
- // is still valid, although refers to previous iteration.
+ // If search has been stopped return immediately. Sorting and
+ // writing PV back to TT is safe becuase RootMoves is still
+ // valid, although refers to previous iteration.
if (Signals.stop)
+ return;
+
+ // In case of failing high/low increase aspiration window and
+ // research, otherwise exit the loop.
+ if (bestValue > alpha && bestValue < beta)
break;
- // Send full PV info to GUI if we are going to leave the loop or
- // if we have a fail high/low and we are deep in the search.
- if ((bestValue > alpha && bestValue < beta) || Time::now() - SearchTime > 2000)
+ // Give some update (without cluttering the UI) before to research
+ if (Time::now() - SearchTime > 3000)
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
- // In case of failing high/low increase aspiration window and
- // research, otherwise exit the fail high/low loop.
- if (bestValue >= beta)
+ if (abs(bestValue) >= VALUE_KNOWN_WIN)
+ {
+ alpha = -VALUE_INFINITE;
+ beta = VALUE_INFINITE;
+ }
+ else if (bestValue >= beta)
{
beta += delta;
delta += delta / 2;
}
- else if (bestValue <= alpha)
+ else
{
Signals.failedLowAtRoot = true;
Signals.stopOnPonderhit = false;
alpha -= delta;
delta += delta / 2;
}
- else
- break;
-
- // Search with full window in case we have a win/mate score
- if (abs(bestValue) >= VALUE_KNOWN_WIN)
- {
- alpha = -VALUE_INFINITE;
- beta = VALUE_INFINITE;
- }
assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
}
+
+ // Sort the PV lines searched so far and update the GUI
+ sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx);
+ sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
- // Skills: Do we need to pick now the best move ?
- if (SkillLevelEnabled && depth == 1 + SkillLevel)
- skillBest = do_skill_level();
+ // Do we need to pick now the sub-optimal best move ?
+ if (skill.enabled() && skill.time_to_pick(depth))
+ skill.pick_move();
- if (!Signals.stop && Options["Use Search Log"])
+ if (Options["Use Search Log"])
{
Log log(Options["Search Log Filename"]);
log << pretty_pv(pos, depth, bestValue, Time::now() - SearchTime, &RootMoves[0].pv[0])
bestMoveNeverChanged = false;
// Do we have time for the next iteration? Can we stop searching now?
- if (!Signals.stop && !Signals.stopOnPonderhit && Limits.use_time_management())
+ if (Limits.use_time_management() && !Signals.stopOnPonderhit)
{
bool stop = false; // Local variable, not the volatile Signals.stop
// Take in account some extra time if the best move has changed
- if (depth > 4 && depth < 50)
+ if (depth > 4 && depth < 50 && PVSize == 1)
TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges);
// Stop search if most of available time is already consumed. We
// Stop search early if one move seems to be much better than others
if ( depth >= 12
&& !stop
+ && PVSize == 1
&& ( (bestMoveNeverChanged && pos.captured_piece_type())
|| Time::now() - SearchTime > (TimeMgr.available_time() * 40) / 100))
{
}
}
}
-
- // When using skills swap best PV line with the sub-optimal one
- if (SkillLevelEnabled)
- {
- if (skillBest == MOVE_NONE) // Still unassigned ?
- skillBest = do_skill_level();
-
- std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), skillBest));
- }
}
Move ttMove, move, excludedMove, bestMove, threatMove;
Depth ext, newDepth;
Value bestValue, value, ttValue;
- Value refinedValue, nullValue, futilityValue;
+ Value eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount, playedMoveCount;
// Step 5. Evaluate the position statically and update parent's gain statistics
if (inCheck)
- ss->eval = ss->evalMargin = refinedValue = VALUE_NONE;
+ ss->staticEval = ss->evalMargin = eval = VALUE_NONE;
else if (tte)
{
assert(tte->static_value() != VALUE_NONE);
+ assert(ttValue != VALUE_NONE || tte->type() == BOUND_NONE);
- ss->eval = tte->static_value();
+ ss->staticEval = eval = tte->static_value();
ss->evalMargin = tte->static_value_margin();
- refinedValue = refine_eval(tte, ttValue, ss->eval);
+
+ // Can ttValue be used as a better position evaluation?
+ if ( ((tte->type() & BOUND_LOWER) && ttValue > eval)
+ || ((tte->type() & BOUND_UPPER) && ttValue < eval))
+ eval = ttValue;
}
else
{
- refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
+ eval = ss->staticEval = evaluate(pos, ss->evalMargin);
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
- ss->eval, ss->evalMargin);
+ ss->staticEval, ss->evalMargin);
}
// Update gain for the parent non-capture move given the static position
// evaluation before and after the move.
- if ( (move = (ss-1)->currentMove) != MOVE_NULL
- && (ss-1)->eval != VALUE_NONE
- && ss->eval != VALUE_NONE
+ if ( (move = (ss-1)->currentMove) != MOVE_NULL
+ && (ss-1)->staticEval != VALUE_NONE
+ && ss->staticEval != VALUE_NONE
&& !pos.captured_piece_type()
&& type_of(move) == NORMAL)
{
Square to = to_sq(move);
- H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
+ H.update_gain(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
}
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
&& depth < 4 * ONE_PLY
&& !inCheck
- && refinedValue + razor_margin(depth) < beta
+ && eval + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& !pos.pawn_on_7th(pos.side_to_move()))
&& !ss->skipNullMove
&& depth < 4 * ONE_PLY
&& !inCheck
- && refinedValue - FutilityMargins[depth][0] >= beta
+ && eval - FutilityMargins[depth][0] >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
- return refinedValue - FutilityMargins[depth][0];
+ return eval - FutilityMargins[depth][0];
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
&& !ss->skipNullMove
&& depth > ONE_PLY
&& !inCheck
- && refinedValue >= beta
+ && eval >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
{
Depth R = 3 * ONE_PLY + depth / 4;
// Null move dynamic reduction based on value
- if (refinedValue - PawnValueMg > beta)
+ if (eval - PawnValueMg > beta)
R += ONE_PLY;
pos.do_null_move<true>(st);
// Step 10. Internal iterative deepening
if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
&& ttMove == MOVE_NONE
- && (PvNode || (!inCheck && ss->eval + Value(256) >= beta)))
+ && (PvNode || (!inCheck && ss->staticEval + Value(256) >= beta)))
{
Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
if (thisThread == Threads.main_thread() && Time::now() - SearchTime > 2000)
sync_cout << "info depth " << depth / ONE_PLY
- << " currmove " << move_to_uci(move, Chess960)
+ << " currmove " << move_to_uci(move, pos.is_chess960())
<< " currmovenumber " << moveCount + PVIdx << sync_endl;
}
&& type_of(pos.piece_on(to_sq(move))) != PAWN
&& type_of(move) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValue[Mg][pos.piece_on(to_sq(move))] == VALUE_ZERO));
+ - PieceValue[MG][pos.piece_on(to_sq(move))] == VALUE_ZERO));
// Step 12. Extend checks and, in PV nodes, also dangerous moves
if (PvNode && dangerous)
// on all the other moves but the ttMove, if result is lower than ttValue minus
// a margin then we extend ttMove.
if ( singularExtensionNode
- && !ext
&& move == ttMove
+ && !ext
&& pos.pl_move_is_legal(move, ci.pinned)
&& abs(ttValue) < VALUE_KNOWN_WIN)
{
// 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 = ss->eval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_moved(move), to_sq(move));
if (futilityValue < beta)
// 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 (!pvMove && MultiPV == 1)
+ if (!pvMove)
BestMoveChanges++;
}
else
if (bestValue >= beta) // Failed high
{
TT.store(posKey, value_to_tt(bestValue, ss->ply), BOUND_LOWER, depth,
- bestMove, ss->eval, ss->evalMargin);
+ bestMove, ss->staticEval, ss->evalMargin);
if (!pos.is_capture_or_promotion(bestMove) && !inCheck)
{
else // Failed low or PV search
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
- depth, bestMove, ss->eval, ss->evalMargin);
+ depth, bestMove, ss->staticEval, ss->evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
// Evaluate the position statically
if (inCheck)
{
- ss->eval = ss->evalMargin = VALUE_NONE;
+ ss->staticEval = ss->evalMargin = VALUE_NONE;
bestValue = futilityBase = -VALUE_INFINITE;
enoughMaterial = false;
}
{
assert(tte->static_value() != VALUE_NONE);
- ss->eval = bestValue = tte->static_value();
+ ss->staticEval = bestValue = tte->static_value();
ss->evalMargin = tte->static_value_margin();
}
else
- ss->eval = bestValue = evaluate(pos, ss->evalMargin);
+ ss->staticEval = bestValue = evaluate(pos, ss->evalMargin);
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)
{
if (!tte)
TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER,
- DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
+ DEPTH_NONE, MOVE_NONE, ss->staticEval, ss->evalMargin);
return bestValue;
}
if (PvNode && bestValue > alpha)
alpha = bestValue;
- futilityBase = ss->eval + ss->evalMargin + Value(128);
+ futilityBase = ss->staticEval + ss->evalMargin + Value(128);
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
- + PieceValue[Eg][pos.piece_on(to_sq(move))]
+ + PieceValue[EG][pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
- && ss->eval + PawnValueMg / 4 < beta
+ && ss->staticEval + PawnValueMg / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
continue;
else // Fail high
{
TT.store(posKey, value_to_tt(value, ss->ply), BOUND_LOWER,
- ttDepth, move, ss->eval, ss->evalMargin);
+ ttDepth, move, ss->staticEval, ss->evalMargin);
return value;
}
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
- ttDepth, bestMove, ss->eval, ss->evalMargin);
+ ttDepth, bestMove, ss->staticEval, ss->evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
while (b)
{
// Note that here we generate illegal "double move"!
- if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta)
+ if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
- && ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)]
+ && ( PieceValue[MG][pos.piece_on(tfrom)] >= PieceValue[MG][pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
}
- // refine_eval() returns the transposition table score if possible, otherwise
- // falls back on static position evaluation. Note that we never return VALUE_NONE
- // even if v == VALUE_NONE.
-
- Value refine_eval(const TTEntry* tte, Value v, Value defaultEval) {
-
- assert(tte);
- assert(v != VALUE_NONE || !tte->type());
-
- if ( ((tte->type() & BOUND_LOWER) && v >= defaultEval)
- || ((tte->type() & BOUND_UPPER) && v < defaultEval))
- return v;
-
- return defaultEval;
- }
-
-
// When playing with strength handicap choose best move among the MultiPV set
- // using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
-
- Move do_skill_level() {
+ // using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
- assert(MultiPV > 1);
+ Move Skill::pick_move() {
static RKISS rk;
rk.rand<unsigned>();
// RootMoves are already sorted by score in descending order
- size_t size = std::min(MultiPV, RootMoves.size());
- int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg);
- int weakness = 120 - 2 * SkillLevel;
+ int variance = std::min(RootMoves[0].score - RootMoves[PVSize - 1].score, PawnValueMg);
+ int weakness = 120 - 2 * level;
int max_s = -VALUE_INFINITE;
- Move best = MOVE_NONE;
+ best = MOVE_NONE;
// Choose best move. For each move score we add two terms both dependent on
// weakness, one deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score.
- for (size_t i = 0; i < size; i++)
+ for (size_t i = 0; i < PVSize; i++)
{
int s = RootMoves[i].score;
if (Threads[i].maxPly > selDepth)
selDepth = Threads[i].maxPly;
- for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
+ for (size_t i = 0; i < std::min((size_t)Options["MultiPV"], RootMoves.size()); i++)
{
bool updated = (i <= PVIdx);
<< " pv";
for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
- s << " " << move_to_uci(RootMoves[i].pv[j], Chess960);
+ s << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
}
return s.str();