#include "book.h"
#include "evaluate.h"
#include "history.h"
+#include "maxgain.h"
#include "misc.h"
#include "movegen.h"
#include "movepick.h"
// History table
History H;
+ // MaxGain table
+ MaxGain MG;
/// Functions
// Initialize
TT.new_search();
H.clear();
+ MG.clear();
init_ss_array(ss);
IterationInfo[1] = IterationInfoType(rml.get_move_score(0), rml.get_move_score(0));
Iteration = 1;
// If we are pondering or in infinite search, we shouldn't print the
// best move before we are told to do so.
- if (!AbortSearch && !ExactMaxTime && (PonderSearch || InfiniteSearch))
+ if (!AbortSearch && (PonderSearch || InfiniteSearch))
wait_for_stop_or_ponderhit();
else
// Print final search statistics
Value oldAlpha = alpha;
Value value = -VALUE_INFINITE;
CheckInfo ci(pos);
+ 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;
// Loop through all the moves in the root move list
for (int i = 0; i < rml.move_count() && !AbortSearch; i++)
tte = TT.retrieve(pos.get_key());
}
+ // Evaluate the position statically
+ isCheck = pos.is_check();
+ EvalInfo ei;
+ if (!isCheck)
+ {
+ ss[ply].eval = evaluate(pos, ei, threadID);
+
+ // Store gain statistics
+ Move m = ss[ply - 1].currentMove;
+ if ( m != MOVE_NULL
+ && pos.captured_piece() == NO_PIECE_TYPE
+ && !move_is_castle(m)
+ && !move_is_promotion(m))
+ MG.store(pos.piece_on(move_to(m)), move_from(m), move_to(m), ss[ply - 1].eval, -ss[ply].eval);
+
+ }
+
// Initialize a MovePicker object for the current position, and prepare
// to search all moves
- isCheck = pos.is_check();
mateThreat = pos.has_mate_threat(opposite_color(pos.side_to_move()));
CheckInfo ci(pos);
MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
Move ttMove, move;
Depth ext, newDepth;
Value bestValue, staticValue, nullValue, value, futilityValue, futilityValueScaled;
- bool isCheck, useFutilityPruning, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
+ bool isCheck, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
int moveCount = 0;
futilityValue = staticValue = bestValue = value = -VALUE_INFINITE;
// Calculate depth dependant futility pruning parameters
const int FutilityMoveCountMargin = 3 + (1 << (3 * int(depth) / 8));
- const int FutilityValueMargin = 112 * bitScanReverse32(int(depth) * int(depth) / 2);
+ const int PostFutilityValueMargin = 112 * bitScanReverse32(int(depth) * int(depth) / 2);
// Evaluate the position statically
if (!isCheck)
}
ss[ply].eval = staticValue;
- futilityValue = staticValue + FutilityValueMargin;
+ futilityValue = staticValue + PostFutilityValueMargin; //FIXME: Remove me, only for split
staticValue = refine_eval(tte, staticValue, ply); // Enhance accuracy with TT value if possible
+
+ // Store gain statistics
+ Move m = ss[ply - 1].currentMove;
+ if ( m != MOVE_NULL
+ && pos.captured_piece() == NO_PIECE_TYPE
+ && !move_is_castle(m)
+ && !move_is_promotion(m))
+ MG.store(pos.piece_on(move_to(m)), move_from(m), move_to(m), ss[ply - 1].eval, -ss[ply].eval);
}
+ // Post futility pruning
+ if (depth < SelectiveDepth && staticValue - PostFutilityValueMargin >= beta)
+ return (staticValue - PostFutilityValueMargin);
+
// Null move search
if ( allowNullmove
&& depth > OnePly
// to search all moves.
MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
CheckInfo ci(pos);
- useFutilityPruning = depth < SelectiveDepth && !isCheck;
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
// Update current move
movesSearched[moveCount++] = ss[ply].currentMove = move;
+ // Futility pruning for captures
+ 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 = 112 * bitScanReverse32(int(newDepth) * int(newDepth) / 2);
+
+ if (ss[ply].eval + pos.endgame_value_of_piece_on(move_to(move)) + preFutilityValueMargin + ei.futilityMargin + 90 < beta)
+ continue;
+ }
+
+
// Futility pruning
- if ( useFutilityPruning
+ if ( !isCheck
&& !dangerous
&& !captureOrPromotion
+ && !move_is_castle(move)
&& move != ttMove)
{
// Move count based pruning
continue;
// Value based pruning
- futilityValueScaled = futilityValue - moveCount * IncrementalFutilityMargin;
+ Depth predictedDepth = newDepth;
- if (futilityValueScaled < beta)
+ //FIXME HACK: awful code duplication
+ double red = 0.5 + ln(moveCount) * ln(depth / 2) / 3.0;
+ if (red >= 1.0)
+ predictedDepth -= int(floor(red * int(OnePly)));
+
+ if (predictedDepth < SelectiveDepth)
{
- if (futilityValueScaled > bestValue)
- bestValue = futilityValueScaled;
- continue;
+ int preFutilityValueMargin = 0;
+ if (predictedDepth >= OnePly)
+ preFutilityValueMargin = 112 * bitScanReverse32(int(predictedDepth) * int(predictedDepth) / 2);
+
+ preFutilityValueMargin += MG.retrieve(pos.piece_on(move_from(move)), move_from(move), move_to(move)) + 45;
+
+ futilityValueScaled = ss[ply].eval + preFutilityValueMargin - moveCount * IncrementalFutilityMargin;
+
+ if (futilityValueScaled < beta)
+ {
+ if (futilityValueScaled > bestValue)
+ bestValue = futilityValueScaled;
+ continue;
+ }
}
}
&& idle_thread_exists(threadID)
&& !AbortSearch
&& !thread_should_stop(threadID)
- && split(pos, ss, ply, &beta, &beta, &bestValue, futilityValue,
+ && split(pos, ss, ply, &beta, &beta, &bestValue, futilityValue, //FIXME: SMP & futilityValue
depth, &moveCount, &mp, threadID, false))
break;
}
StateInfo st;
Move ttMove, move;
Value staticValue, bestValue, value, futilityBase, futilityValue;
- bool isCheck, enoughMaterial, moveIsCheck;
+ bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte = NULL;
int moveCount = 0;
bool pvNode = (beta - alpha != 1);
else
staticValue = evaluate(pos, ei, threadID);
+ if (!isCheck)
+ {
+ ss[ply].eval = staticValue;
+ // Store gain statistics
+ Move m = ss[ply - 1].currentMove;
+ if ( m != MOVE_NULL
+ && pos.captured_piece() == NO_PIECE_TYPE
+ && !move_is_castle(m)
+ && !move_is_promotion(m))
+ MG.store(pos.piece_on(move_to(m)), move_from(m), move_to(m), ss[ply - 1].eval, -ss[ply].eval);
+ }
+
+
// Initialize "stand pat score", and return it immediately if it is
// at least beta.
bestValue = staticValue;
}
}
- // Don't search captures and checks with negative SEE values
- if ( !isCheck
+ // Detect blocking evasions that are candidate to be pruned
+ evasionPrunable = isCheck
+ && bestValue != -VALUE_INFINITE
+ && !pos.move_is_capture(move)
+ && pos.type_of_piece_on(move_from(move)) != KING
+ && !pos.can_castle(pos.side_to_move());
+
+ // Don't search moves with negative SEE values
+ if ( (!isCheck || evasionPrunable)
&& move != ttMove
&& !move_is_promotion(move)
&& pos.see_sign(move) < 0)
break;
// New best move?
- lock_grab(&(sp->lock));
- if (value > sp->bestValue && !thread_should_stop(threadID))
+ if (value > sp->bestValue) // Less then 2% of cases
{
- sp->bestValue = value;
- if (value > sp->alpha)
+ lock_grab(&(sp->lock));
+ if (value > sp->bestValue && !thread_should_stop(threadID))
{
- // Ask threads to stop before to modify sp->alpha
- if (value >= sp->beta)
+ sp->bestValue = value;
+ if (value > sp->alpha)
{
- for (int i = 0; i < ActiveThreads; i++)
- if (i != threadID && (i == sp->master || sp->slaves[i]))
- Threads[i].stop = true;
+ // Ask threads to stop before to modify sp->alpha
+ 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;
- }
+ sp->finished = true;
+ }
- sp->alpha = value;
+ 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 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 ( sp->ply == 1
- && Iteration >= 2
- && -value <= IterationInfo[Iteration-1].value - ProblemMargin)
- Problem = true;
+ sp_update_pv(sp->parentSstack, ss, sp->ply);
+ if (value == value_mate_in(sp->ply + 1))
+ ss[sp->ply].mateKiller = move;
+ }
+ // 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 ( sp->ply == 1
+ && Iteration >= 2
+ && -value <= IterationInfo[Iteration-1].value - ProblemMargin)
+ Problem = true;
+ }
+ lock_release(&(sp->lock));
}
- lock_release(&(sp->lock));
}
lock_grab(&(sp->lock));
Square mfrom, mto, tfrom, tto;
- // Prune if there isn't any threat move and
- // is not a castling move (common case).
- if (threat == MOVE_NONE && !move_is_castle(m))
+ // Prune if there isn't any threat move
+ if (threat == MOVE_NONE)
return true;
mfrom = move_from(m);
tfrom = move_from(threat);
tto = move_to(threat);
- // Case 1: Castling moves are never pruned
- if (move_is_castle(m))
- return false;
-
- // Case 2: Don't prune moves which move the threatened piece
+ // Case 1: Don't prune moves which move the threatened piece
if (mfrom == tto)
return false;
- // Case 3: If the threatened piece has value less than or equal to the
+ // Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune move which defend it.
if ( pos.move_is_capture(threat)
&& ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
&& pos.move_attacks_square(m, tto))
return false;
- // Case 4: If the moving piece in the threatened move is a slider, don't
+ // Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
if (!Threads[slave].idle || slave == master)
return false;
- if (Threads[slave].activeSplitPoints == 0)
+ // Make a local copy to be sure doesn't change under our feet
+ int localActiveSplitPoints = Threads[slave].activeSplitPoints;
+
+ if (localActiveSplitPoints == 0)
// No active split points means that the thread is available as
// a slave for any other thread.
return true;
if (ActiveThreads == 2)
return true;
- // Apply the "helpful master" concept if possible
- if (SplitPointStack[slave][Threads[slave].activeSplitPoints - 1].slaves[master])
+ // Apply the "helpful master" concept if possible. Use localActiveSplitPoints
+ // that is known to be > 0, instead of Threads[slave].activeSplitPoints that
+ // could have been set to 0 by another thread leading to an out of bound access.
+ if (SplitPointStack[slave][localActiveSplitPoints - 1].slaves[master])
return true;
return false;
splitPoint->slaves[i] = 0;
Threads[master].idle = false;
+ Threads[master].stop = false;
Threads[master].splitPoint = splitPoint;
// Allocate available threads setting idle flag to false
if (thread_is_available(i, master))
{
Threads[i].idle = false;
+ Threads[i].stop = false;
Threads[i].splitPoint = splitPoint;
splitPoint->slaves[i] = 1;
splitPoint->cpus++;
// We can release the lock because master and slave threads are already booked
lock_release(&MPLock);
- // Copy the tail of current search stack to the master thread
- memcpy(splitPoint->sstack[master] + ply - 1, sstck + ply - 1, 3 * sizeof(SearchStack));
-
// Tell the threads that they have work to do. This will make them leave
- // their idle loop. Also copy search stack tail for each slave thread.
+ // their idle loop. But before copy search stack tail for each thread.
for (int i = 0; i < ActiveThreads; i++)
- {
if (i == master || splitPoint->slaves[i])
{
- Threads[i].workIsWaiting = true;
- Threads[i].stop = false;
- }
- if (splitPoint->slaves[i])
memcpy(splitPoint->sstack[i] + ply - 1, sstck + ply - 1, 3 * sizeof(SearchStack));
- }
+ Threads[i].workIsWaiting = true; // This makes the slave to exit from idle_loop()
+ }
// Everything is set up. The master thread enters the idle loop, from
// which it will instantly launch a search, because its workIsWaiting