/// the program receives the UCI 'go' command. It initializes various
/// search-related global variables, and calls root_search()
-void think(const Position &pos, bool infinite, bool ponder, int time,
- int increment, int movesToGo, int maxDepth, int maxNodes,
- int maxTime, Move searchMoves[]) {
+void think(const Position &pos, bool infinite, bool ponder, int side_to_move,
+ int time[], int increment[], int movesToGo, int maxDepth,
+ int maxNodes, int maxTime, Move searchMoves[]) {
// Look for a book move:
if(!infinite && !ponder && get_option_value_bool("OwnBook")) {
TT.set_size(get_option_value_int("Hash"));
if(button_was_pressed("Clear Hash"))
TT.clear();
- PonderingEnabled = get_option_value_int("Ponder");
+ PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
assert(thread_is_available(i, 0));
// Set thinking time:
+ int myTime = time[side_to_move];
+ int myIncrement = increment[side_to_move];
+ int oppTime = time[1 - side_to_move];
+ int oppIncrement = increment[1 - side_to_move];
+
if(!movesToGo) { // Sudden death time control
if(increment) {
- MaxSearchTime = time / 30 + increment;
- AbsoluteMaxSearchTime = Max(time / 4, increment - 100);
+ MaxSearchTime = myTime / 30 + myIncrement;
+ AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
}
else { // Blitz game without increment
- MaxSearchTime = time / 40;
- AbsoluteMaxSearchTime = time / 8;
+ MaxSearchTime = myTime / 40;
+ AbsoluteMaxSearchTime = myTime / 8;
}
}
else { // (x moves) / (y minutes)
if(movesToGo == 1) {
- MaxSearchTime = time / 2;
- AbsoluteMaxSearchTime = Min(time / 2, time - 500);
+ MaxSearchTime = myTime / 2;
+ AbsoluteMaxSearchTime = Min(myTime / 2, myTime - 500);
}
else {
- MaxSearchTime = time / Min(movesToGo, 20);
- AbsoluteMaxSearchTime = Min((4 * time) / movesToGo, time / 3);
+ MaxSearchTime = myTime / Min(movesToGo, 20);
+ AbsoluteMaxSearchTime = Min((4 * myTime) / movesToGo, myTime / 3);
}
}
if(PonderingEnabled) {
else
value = alpha + 1; // Just to trigger next condition
- if (value > alpha) // Go with full depth non-pv search
+ if (value > alpha) // Go with full depth pv search
{
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
// care of after we return from the split point.
void sp_search(SplitPoint *sp, int threadID) {
+
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
SearchStack *ss = sp->sstack[threadID];
Value value;
Move move;
- int moveCount = sp->moves;
bool isCheck = pos.is_check();
- bool useFutilityPruning =
- UseFutilityPruning && sp->depth < SelectiveDepth && !isCheck;
+ bool useFutilityPruning = UseFutilityPruning
+ && sp->depth < SelectiveDepth
+ && !isCheck;
+
+ while ( sp->bestValue < sp->beta
+ && !thread_should_stop(threadID)
+ && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
+ {
+ assert(move_is_ok(move));
- while(sp->bestValue < sp->beta && !thread_should_stop(threadID)
- && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
- assert(move_is_ok(move));
-
lock_grab(&(sp->lock));
- sp->moves++;
- moveCount = sp->moves;
+ int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- ext = extension(pos, move, false, moveIsCheck, false, false);
- newDepth = sp->depth - OnePly + ext;
+ Depth ext = extension(pos, move, false, moveIsCheck, false, false);
+ Depth newDepth = sp->depth - OnePly + ext;
// Prune?
- if(useFutilityPruning && ext == Depth(0) && !moveIsCapture
- && !moveIsPassedPawnPush && !move_promotion(move)
- && moveCount >= 2 + int(sp->depth)
- && ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth))
+ if ( useFutilityPruning
+ && ext == Depth(0)
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move)
+ && moveCount >= 2 + int(sp->depth)
+ && ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth))
continue;
// Make and search the move.
+ UndoInfo u;
pos.do_move(move, u, sp->dcCandidates);
- if(ext == Depth(0) && moveCount >= LMRNonPVMoves
- && !moveIsCapture && !move_promotion(move) && !moveIsPassedPawnPush
- && !move_is_castle(move)
- && move != ss[sp->ply].killer1 && move != ss[sp->ply].killer2) {
- ss[sp->ply].reduction = OnePly;
- value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1,
- true, threadID);
+
+ // Try to reduce non-pv search depth by one ply if move seems not problematic,
+ // if the move fails high will be re-searched at full depth.
+ if ( ext == Depth(0)
+ && moveCount >= LMRNonPVMoves
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move)
+ && !move_is_castle(move)
+ && move != ss[sp->ply].killer1
+ && move != ss[sp->ply].killer2)
+ {
+ ss[sp->ply].reduction = OnePly;
+ value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
}
else
- value = sp->beta;
- if(value >= sp->beta) {
- ss[sp->ply].reduction = Depth(0);
- value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true,
- threadID);
+ value = sp->beta; // Just to trigger next condition
+
+ if (value >= sp->beta) // Go with full depth non-pv search
+ {
+ ss[sp->ply].reduction = Depth(0);
+ value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true, threadID);
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- if(thread_should_stop(threadID))
- break;
+ if (thread_should_stop(threadID))
+ break;
// New best move?
lock_grab(&(sp->lock));
- if(value > sp->bestValue && !thread_should_stop(threadID)) {
- sp->bestValue = value;
- if(sp->bestValue >= sp->beta) {
- sp_update_pv(sp->parentSstack, ss, sp->ply);
- for(int i = 0; i < ActiveThreads; i++)
- if(i != threadID && (i == sp->master || sp->slaves[i]))
- Threads[i].stop = true;
- sp->finished = true;
+ if (value > sp->bestValue && !thread_should_stop(threadID))
+ {
+ sp->bestValue = value;
+ if (sp->bestValue >= sp->beta)
+ {
+ sp_update_pv(sp->parentSstack, ss, sp->ply);
+ for (int i = 0; i < ActiveThreads; i++)
+ if (i != threadID && (i == sp->master || sp->slaves[i]))
+ Threads[i].stop = true;
+
+ sp->finished = true;
}
}
lock_release(&(sp->lock));
// If this is the master thread and we have been asked to stop because of
// a beta cutoff higher up in the tree, stop all slave threads:
- if(sp->master == threadID && thread_should_stop(threadID))
- for(int i = 0; i < ActiveThreads; i++)
- if(sp->slaves[i])
- Threads[i].stop = true;
+ if (sp->master == threadID && thread_should_stop(threadID))
+ for (int i = 0; i < ActiveThreads; i++)
+ if (sp->slaves[i])
+ Threads[i].stop = true;
sp->cpus--;
sp->slaves[threadID] = 0;
// after we return from the split point.
void sp_search_pv(SplitPoint *sp, int threadID) {
+
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
SearchStack *ss = sp->sstack[threadID];
Value value;
Move move;
- int moveCount = sp->moves;
- while(sp->alpha < sp->beta && !thread_should_stop(threadID)
- && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
+ while ( sp->alpha < sp->beta
+ && !thread_should_stop(threadID)
+ && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
+ {
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
lock_grab(&(sp->lock));
- sp->moves++;
- moveCount = sp->moves;
+ int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- ext = extension(pos, move, true, moveIsCheck, false, false);
- newDepth = sp->depth - OnePly + ext;
+ Depth ext = extension(pos, move, true, moveIsCheck, false, false);
+ Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
+ UndoInfo u;
pos.do_move(move, u, sp->dcCandidates);
- if(ext == Depth(0) && moveCount >= LMRPVMoves && !moveIsCapture
- && !move_promotion(move) && !moveIsPassedPawnPush
- && !move_is_castle(move)
- && move != ss[sp->ply].killer1 && move != ss[sp->ply].killer2) {
- ss[sp->ply].reduction = OnePly;
- value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1,
- true, threadID);
+
+ // Try to reduce non-pv search depth by one ply if move seems not problematic,
+ // if the move fails high will be re-searched at full depth.
+ if ( ext == Depth(0)
+ && moveCount >= LMRPVMoves
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move)
+ && !move_is_castle(move)
+ && move != ss[sp->ply].killer1
+ && move != ss[sp->ply].killer2)
+ {
+ ss[sp->ply].reduction = OnePly;
+ value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
}
else
- value = sp->alpha + 1;
- if(value > sp->alpha) {
- ss[sp->ply].reduction = Depth(0);
- value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true,
- threadID);
- if(value > sp->alpha && value < sp->beta) {
- if(sp->ply == 1 && RootMoveNumber == 1)
- // When the search fails high at ply 1 while searching the first
- // move at the root, set the flag failHighPly1. This is used for
- // time managment: We don't want to stop the search early in
- // such cases, because resolving the fail high at ply 1 could
- // result in a big drop in score at the root.
- Threads[threadID].failHighPly1 = true;
- value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth,
- sp->ply+1, threadID);
- Threads[threadID].failHighPly1 = false;
+ value = sp->alpha + 1; // Just to trigger next condition
+
+ if (value > sp->alpha) // Go with full depth non-pv search
+ {
+ ss[sp->ply].reduction = Depth(0);
+ value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true, threadID);
+
+ if (value > sp->alpha && value < sp->beta)
+ {
+ // When the search fails high at ply 1 while searching the first
+ // move at the root, set the flag failHighPly1. This is used for
+ // time managment: We don't want to stop the search early in
+ // such cases, because resolving the fail high at ply 1 could
+ // result in a big drop in score at the root.
+ if (sp->ply == 1 && RootMoveNumber == 1)
+ Threads[threadID].failHighPly1 = true;
+
+ value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth, sp->ply+1, threadID);
+ Threads[threadID].failHighPly1 = false;
}
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- if(thread_should_stop(threadID))
- break;
+ if (thread_should_stop(threadID))
+ break;
// New best move?
lock_grab(&(sp->lock));
- if(value > sp->bestValue && !thread_should_stop(threadID)) {
- sp->bestValue = value;
- if(value > sp->alpha) {
- sp->alpha = value;
- sp_update_pv(sp->parentSstack, ss, sp->ply);
- if(value == value_mate_in(sp->ply + 1))
- ss[sp->ply].mateKiller = move;
- if(value >= sp->beta) {
- for(int i = 0; i < ActiveThreads; i++)
- if(i != threadID && (i == sp->master || sp->slaves[i]))
- Threads[i].stop = true;
- sp->finished = true;
- }
+ if (value > sp->bestValue && !thread_should_stop(threadID))
+ {
+ sp->bestValue = value;
+ if (value > sp->alpha)
+ {
+ sp->alpha = value;
+ sp_update_pv(sp->parentSstack, ss, sp->ply);
+ if (value == value_mate_in(sp->ply + 1))
+ ss[sp->ply].mateKiller = move;
+
+ if(value >= sp->beta)
+ {
+ for(int i = 0; i < ActiveThreads; i++)
+ if(i != threadID && (i == sp->master || sp->slaves[i]))
+ Threads[i].stop = true;
+
+ sp->finished = true;
+ }
}
// If we are at ply 1, and we are searching the first root move at
// ply 0, set the 'Problem' variable if the score has dropped a lot
// (from the computer's point of view) since the previous iteration:
- if(Iteration >= 2 &&
- -value <= ValueByIteration[Iteration-1] - ProblemMargin)
- Problem = true;
+ if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
+ Problem = true;
}
lock_release(&(sp->lock));
}
// If this is the master thread and we have been asked to stop because of
// a beta cutoff higher up in the tree, stop all slave threads:
- if(sp->master == threadID && thread_should_stop(threadID))
- for(int i = 0; i < ActiveThreads; i++)
- if(sp->slaves[i])
- Threads[i].stop = true;
+ if (sp->master == threadID && thread_should_stop(threadID))
+ for (int i = 0; i < ActiveThreads; i++)
+ if (sp->slaves[i])
+ Threads[i].stop = true;
sp->cpus--;
sp->slaves[threadID] = 0;
if(data) {
char input[256];
if(fgets(input, 255, stdin) == NULL)
- strcpy(input, "quit\n");
+ strncpy(input, "quit\n", 5);
if(strncmp(input, "quit", 4) == 0) {
AbortSearch = true;
PonderSearch = false;