std::ofstream LogFile;
// Natural logarithmic lookup table and its getter function
- double lnArray[512];
- inline double ln(int i) { return lnArray[i]; }
+ float lnArray[512];
+ inline float ln(int i) { return lnArray[i]; }
// MP related variables
int ActiveThreads = 1;
bool ok_to_prune(const Position& pos, Move m, Move threat);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
- void reduction_parameters(double base, double Inhibitor, Depth depth, double& logLimit, double& gradient);
- Depth reduction(int moveCount, const double LogLimit, const double BaseRed, const double Gradient);
+ void reduction_parameters(float base, float Inhibitor, Depth depth, float& logLimit, float& gradient);
+ Depth reduction(int moveCount, const float LogLimit, const float BaseRed, const float Gradient);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
void update_killers(Move m, SearchStack& ss);
void update_gains(const Position& pos, Move move, Value before, Value after);
// We're ready to start thinking. Call the iterative deepening loop function
Value v = id_loop(pos, searchMoves);
-
if (UseLSNFiltering)
{
// Step 1. If this is sudden death game and our position is hopeless,
// Init our logarithmic lookup table
for (i = 0; i < 512; i++)
- lnArray[i] = log(double(i)); // log() returns base-e logarithm
+ lnArray[i] = float(log(double(i))); // log() returns base-e logarithm
for (i = 0; i < THREAD_MAX; i++)
Threads[i].activeSplitPoints = 0;
// searchMoves are verified, copied, scored and sorted
RootMoveList rml(p, searchMoves);
+ // Handle special case of searching on a mate/stale position
if (rml.move_count() == 0)
{
if (PonderSearch)
int prevDelta1 = IterationInfo[Iteration - 1].speculatedValue - IterationInfo[Iteration - 2].speculatedValue;
int prevDelta2 = IterationInfo[Iteration - 2].speculatedValue - IterationInfo[Iteration - 3].speculatedValue;
- int delta = Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16);
-
- delta = (delta + 7) / 8 * 8; // Round to match grainSize
- AspirationDelta = delta;
+ AspirationDelta = Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16);
+ AspirationDelta = (AspirationDelta + 7) / 8 * 8; // Round to match grainSize
- alpha = Max(IterationInfo[Iteration - 1].value - delta, -VALUE_INFINITE);
- beta = Min(IterationInfo[Iteration - 1].value + delta, VALUE_INFINITE);
+ alpha = Max(IterationInfo[Iteration - 1].value - AspirationDelta, -VALUE_INFINITE);
+ beta = Min(IterationInfo[Iteration - 1].value + AspirationDelta, VALUE_INFINITE);
}
else
{
Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value& oldAlpha, Value& beta) {
- Value alpha = oldAlpha;
+ int64_t nodes;
+ Move move;
+ StateInfo st;
+ Depth depth, ext, newDepth;
Value value;
CheckInfo ci(pos);
int researchCount = 0;
+ bool moveIsCheck, captureOrPromotion, dangerous;
+ Value alpha = oldAlpha;
bool isCheck = pos.is_check();
// Evaluate the position statically
EvalInfo ei;
- if (!isCheck)
- ss[0].eval = evaluate(pos, ei, 0);
- else
- ss[0].eval = VALUE_NONE;
+ ss[0].eval = !isCheck ? evaluate(pos, ei, 0) : VALUE_NONE;
- while(1) // Fail low loop
+ while (1) // Fail low loop
{
// Loop through all the moves in the root move list
rml.set_move_score(i, -VALUE_INFINITE);
continue;
}
- int64_t nodes;
- Move move;
- StateInfo st;
- Depth depth, ext, newDepth;
RootMoveNumber = i + 1;
FailHigh = false;
<< " currmovenumber " << RootMoveNumber << endl;
// Decide search depth for this move
- bool moveIsCheck = pos.move_is_check(move);
- bool captureOrPromotion = pos.move_is_capture_or_promotion(move);
- bool dangerous;
- depth = (Iteration - 2) * OnePly + InitialDepth;
+ moveIsCheck = pos.move_is_check(move);
+ captureOrPromotion = pos.move_is_capture_or_promotion(move);
+ depth = (Iteration - 2) * OnePly + InitialDepth;
ext = extension(pos, move, true, captureOrPromotion, moveIsCheck, false, false, &dangerous);
newDepth = depth + ext;
value = - VALUE_INFINITE;
// Precalculate reduction parameters
- double LogLimit, Gradient, BaseReduction = 0.5;
+ float LogLimit, Gradient, BaseReduction = 0.5;
reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
while (1) // Fail high loop
pos.undo_move(move);
+ // Can we exit fail high loop ?
if (AbortSearch || value < beta)
- break; // We are not failing high
+ break;
// We are failing high and going to do a research. It's important to update score
// before research in case we run out of time while researching.
nodes_searched(), value, type, ss[0].pv) << endl;
}
- // Prepare for research
+ // Prepare for a research after a fail high, each time with a wider window
researchCount++;
beta = Min(beta + AspirationDelta * (1 << researchCount), VALUE_INFINITE);
FailLow = (alpha == oldAlpha);
}
+ // Can we exit fail low loop ?
if (AbortSearch || alpha > oldAlpha)
- break; // End search, we are not failing low
+ break;
- // Prepare for research
+ // Prepare for a research after a fail low, each time with a wider window
researchCount++;
alpha = Max(alpha - AspirationDelta * (1 << researchCount), -VALUE_INFINITE);
oldAlpha = alpha;
MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
// Precalculate reduction parameters
- double LogLimit, Gradient, BaseReduction = 0.5;
+ float LogLimit, Gradient, BaseReduction = 0.5;
reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
// Loop through all legal moves until no moves remain or a beta cutoff
&& !captureOrPromotion
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
- {
+ {
ss[ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
if (ss[ply].reduction)
{
// Do a "stand pat". If we are above beta by a good margin then
// return immediately.
- // FIXME: test with added condition 'allowNullmove || depth <= OnePly' and !value_is_mate(beta)
- // FIXME: test with modified condition 'depth < RazorDepth'
if ( !isCheck
- && depth < SelectiveDepth
+ && allowNullmove
+ && depth < RazorDepth
&& staticValue - FutilityMargins[int(depth)] >= beta)
return staticValue - FutilityMargins[int(depth)];
CheckInfo ci(pos);
// Precalculate reduction parameters
- double LogLimit, Gradient, BaseReduction = 0.5;
+ float LogLimit, Gradient, BaseReduction = 0.5;
reduction_parameters(BaseReduction, 3.0, depth, LogLimit, Gradient);
// Loop through all legal moves until no moves remain or a beta cutoff occurs
// Update current move
movesSearched[moveCount++] = ss[ply].currentMove = move;
- // Futility pruning for captures
- // FIXME: test disabling 'Futility pruning for captures'
- // FIXME: test with 'newDepth < RazorDepth'
- Color them = opposite_color(pos.side_to_move());
-
- if ( !isCheck
- && newDepth < SelectiveDepth
- && !dangerous
- && pos.move_is_capture(move)
- && !pos.move_is_check(move, ci)
- && !move_is_promotion(move)
- && move != ttMove
- && !move_is_ep(move)
- && (pos.type_of_piece_on(move_to(move)) != PAWN || !pos.pawn_is_passed(them, move_to(move)))) // Do not prune passed pawn captures
- {
- int preFutilityValueMargin = 0;
-
- if (newDepth >= OnePly)
- preFutilityValueMargin = FutilityMargins[int(newDepth)];
-
- Value futilityCaptureValue = ss[ply].eval + pos.endgame_value_of_piece_on(move_to(move)) + preFutilityValueMargin + ei.futilityMargin + 90;
-
- if (futilityCaptureValue < beta)
- {
- if (futilityCaptureValue > bestValue)
- bestValue = futilityCaptureValue;
- continue;
- }
- }
-
// Futility pruning
if ( !isCheck
&& !dangerous
const TTEntry* tte = NULL;
int moveCount = 0;
bool pvNode = (beta - alpha != 1);
+ Value oldAlpha = alpha;
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
if (bestValue >= beta)
{
// Store the score to avoid a future costly evaluation() call
- if (!isCheck && !tte && ei.futilityMargin == 0)
+ if (!isCheck && !tte && ei.futilityMargin[pos.side_to_move()] == 0)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EV_LO, Depth(-127*OnePly), MOVE_NONE);
return bestValue;
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
CheckInfo ci(pos);
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
- futilityBase = staticValue + FutilityMarginQS + ei.futilityMargin;
+ futilityBase = staticValue + FutilityMarginQS + ei.futilityMargin[pos.side_to_move()];
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
// Update transposition table
Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
- if (bestValue < beta)
+ if (bestValue <= oldAlpha)
{
// If bestValue isn't changed it means it is still the static evaluation
// of the node, so keep this info to avoid a future evaluation() call.
- ValueType type = (bestValue == staticValue && !ei.futilityMargin ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
+ ValueType type = (bestValue == staticValue && !ei.futilityMargin[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), type, d, MOVE_NONE);
}
- else
+ else if (bestValue >= beta)
{
move = ss[ply].pv[ply];
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, d, move);
if (!pos.move_is_capture_or_promotion(move))
update_killers(move, ss[ply]);
}
+ else
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, d, ss[ply].pv[ply]);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
const int FutilityMoveCountMargin = 3 + (1 << (3 * int(sp->depth) / 8));
// Precalculate reduction parameters
- double LogLimit, Gradient, BaseReduction = 0.5;
+ float LogLimit, Gradient, BaseReduction = 0.5;
reduction_parameters(BaseReduction, 3.0, sp->depth, LogLimit, Gradient);
while ( lock_grab_bool(&(sp->lock))
Move move;
// Precalculate reduction parameters
- double LogLimit, Gradient, BaseReduction = 0.5;
+ float LogLimit, Gradient, BaseReduction = 0.5;
reduction_parameters(BaseReduction, 6.0, sp->depth, LogLimit, Gradient);
while ( lock_grab_bool(&(sp->lock))
RootMoveList::RootMoveList(Position& pos, Move searchMoves[]) : count(0) {
+ SearchStack ss[PLY_MAX_PLUS_2];
MoveStack mlist[MaxRootMoves];
+ StateInfo st;
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Generate all legal moves
continue;
// Find a quick score for the move
- StateInfo st;
- SearchStack ss[PLY_MAX_PLUS_2];
init_ss_array(ss);
-
+ pos.do_move(cur->move, st);
moves[count].move = cur->move;
- pos.do_move(moves[count].move, st);
moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
- pos.undo_move(moves[count].move);
- moves[count].pv[0] = moves[count].move;
+ moves[count].pv[0] = cur->move;
moves[count].pv[1] = MOVE_NONE;
+ pos.undo_move(cur->move);
count++;
}
sort();
// floating point operations are involved we try to recalculate reduction at each move, but
// we do the most consuming computation only once per node.
- void reduction_parameters(double baseReduction, double reductionInhibitor, Depth depth, double& logLimit, double& gradient)
+ void reduction_parameters(float baseReduction, float reductionInhibitor, Depth depth, float& logLimit, float& gradient)
{
// Precalculate some parameters to avoid to calculate the following formula for each move:
//
// red = baseReduction + ln(moveCount) * ln(depth / 2) / reductionInhibitor;
//
- logLimit = depth > OnePly ? (1.0 - baseReduction) * reductionInhibitor / ln(depth / 2) : 1000.0;
- gradient = ln(depth / 2) / reductionInhibitor;
+ logLimit = depth > OnePly ? (1 - baseReduction) * reductionInhibitor / ln(depth / 2) : 1000;
+ gradient = depth > OnePly ? ln(depth / 2) / reductionInhibitor : 0;
}
// reduction() returns reduction in plies based on moveCount and depth.
// Reduction is always at least one ply.
- Depth reduction(int moveCount, double logLimit, double baseReduction, double gradient) {
+ Depth reduction(int moveCount, float logLimit, float baseReduction, float gradient) {
if (ln(moveCount) < logLimit)
return Depth(0);
- double red = baseReduction + ln(moveCount) * gradient;
+ float red = baseReduction + ln(moveCount) * gradient;
return Depth(int(floor(red * int(OnePly))));
}