X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=0be426ab659b969b8073b0bb5c8c528f911a2451;hp=57b5e1e9b6cd2993880fcbc929d983665460b47b;hb=5bb766e826af935b159cbd2ab9c59b279930dc5e;hpb=6cf28d4aa733447373430708fd2c35dee4469b10 diff --git a/src/movepick.cpp b/src/movepick.cpp index 57b5e1e9..0be426ab 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2009 Marco Costalba + Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -18,153 +18,131 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - #include #include -#include "history.h" -#include "evaluate.h" #include "movegen.h" #include "movepick.h" -#include "search.h" -#include "value.h" - - -//// -//// Local definitions -//// namespace { - /// Variables - - CACHE_LINE_ALIGNMENT - const MovegenPhaseT MainSearchPhaseTable[] = { PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; - const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; - const MovegenPhaseT LowSearchPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_NULL_MOVE, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; - const MovegenPhaseT EvasionsPhaseTable[] = { PH_EVASIONS, PH_STOP}; - const MovegenPhaseT QsearchWithChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP}; - const MovegenPhaseT QsearchWithoutChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_STOP}; + enum Sequencer { + MAIN_SEARCH, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, QUIETS_2_S1, BAD_CAPTURES_S1, + EVASION, EVASIONS_S2, + QSEARCH_0, CAPTURES_S3, QUIET_CHECKS_S3, + QSEARCH_1, CAPTURES_S4, + PROBCUT, CAPTURES_S5, + RECAPTURE, CAPTURES_S6, + STOP + }; + + // Unary predicate used by std::partition to split positive scores from remaining + // ones so to sort separately the two sets, and with the second sort delayed. + inline bool has_positive_score(const MoveStack& move) { return move.score > 0; } + + // Picks and moves to the front the best move in the range [firstMove, lastMove), + // it is faster than sorting all the moves in advance when moves are few, as + // normally are the possible captures. + inline MoveStack* pick_best(MoveStack* firstMove, MoveStack* lastMove) + { + std::swap(*firstMove, *std::max_element(firstMove, lastMove)); + return firstMove; + } } -//// -//// Functions -//// - - -/// Constructor for the MovePicker class. Apart from the position for which -/// it is asked to pick legal moves, MovePicker also wants some information +/// Constructors of the MovePicker class. As arguments we pass information /// to help it to return the presumably good moves first, to decide which /// moves to return (in the quiescence search, for instance, we only want to /// search captures, promotions and some checks) and about how important good /// move ordering is at the current node. -MovePicker::MovePicker(const Position& p, Move ttm, Depth d, - const History& h, SearchStack* ss, bool useNullMove) : pos(p), H(h) { - ttMoves[0] = ttm; - if (ss) - { - ttMoves[1] = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller; - killers[0] = ss->killers[0]; - killers[1] = ss->killers[1]; - } else - ttMoves[1] = killers[0] = killers[1] = MOVE_NONE; - - numOfBadCaptures = 0; - finished = false; - - Color us = pos.side_to_move(); - - dc = p.discovered_check_candidates(us); - pinned = p.pinned_pieces(us); - - if (p.is_check()) - phasePtr = EvasionsPhaseTable; - else if (d >= Depth(3 * OnePly)) - phasePtr = useNullMove ? MainSearchPhaseTable : MainSearchNoNullPhaseTable; - else if (d > Depth(0)) - phasePtr = useNullMove ? LowSearchPhaseTable : MainSearchNoNullPhaseTable; - else if (d == Depth(0)) - phasePtr = QsearchWithChecksPhaseTable; +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, + Search::Stack* ss, Value beta) : pos(p), H(h), depth(d) { + + assert(d > DEPTH_ZERO); + + captureThreshold = 0; + curMove = lastMove = moves; + lastBadCapture = moves + MAX_MOVES - 1; + + if (p.in_check()) + phase = EVASION; + else - phasePtr = QsearchWithoutChecksPhaseTable; + { + phase = MAIN_SEARCH; - phasePtr--; - go_next_phase(); -} + killers[0].move = ss->killers[0]; + killers[1].move = ss->killers[1]; + // Consider sligtly negative captures as good if at low depth and far from beta + if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * ONE_PLY) + captureThreshold = -PawnValueMidgame; -/// MovePicker::go_next_phase() generates, scores and sorts the next bunch -/// of moves when there are no more moves to try for the currrent phase. + // Consider negative captures as good if still enough to reach beta + else if (ss && ss->eval > beta) + captureThreshold = beta - ss->eval; + } -void MovePicker::go_next_phase() { + ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); + lastMove += (ttMove != MOVE_NONE); +} - movesPicked = 0; - phase = *(++phasePtr); - switch (phase) { +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, + Square sq) : pos(p), H(h), curMove(moves), lastMove(moves) { - case PH_NULL_MOVE: - case PH_TT_MOVES: - return; + assert(d <= DEPTH_ZERO); - case PH_GOOD_CAPTURES: - numOfMoves = generate_captures(pos, moves); - score_captures(); - std::sort(moves, moves + numOfMoves); - return; + if (p.in_check()) + phase = EVASION; - case PH_KILLERS: - return; + else if (d > DEPTH_QS_NO_CHECKS) + phase = QSEARCH_0; - case PH_NONCAPTURES: - numOfMoves = generate_noncaptures(pos, moves); - score_noncaptures(); - std::sort(moves, moves + numOfMoves); - return; + else if (d > DEPTH_QS_RECAPTURES) + { + phase = QSEARCH_1; - case PH_BAD_CAPTURES: - // Bad captures SEE value is already calculated so just sort them - // to get SEE move ordering. - std::sort(badCaptures, badCaptures + numOfBadCaptures); - return; + // Skip TT move if is not a capture or a promotion, this avoids qsearch + // tree explosion due to a possible perpetual check or similar rare cases + // when TT table is full. + if (ttm && !pos.is_capture_or_promotion(ttm)) + ttm = MOVE_NONE; + } + else + { + phase = RECAPTURE; + recaptureSquare = sq; + ttm = MOVE_NONE; + } - case PH_EVASIONS: - assert(pos.is_check()); - numOfMoves = generate_evasions(pos, moves, pinned); - score_evasions(); - std::sort(moves, moves + numOfMoves); - return; + ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); + lastMove += (ttMove != MOVE_NONE); +} - case PH_QCAPTURES: - numOfMoves = generate_captures(pos, moves); - score_captures(); - std::sort(moves, moves + numOfMoves); - return; +MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType pt) + : pos(p), H(h), curMove(moves), lastMove(moves) { - case PH_QCHECKS: - // Perhaps we should order moves move here? FIXME - numOfMoves = generate_non_capture_checks(pos, moves, dc); - return; + assert(!pos.in_check()); - case PH_STOP: - return; + phase = PROBCUT; - default: - assert(false); - return; - } + // In ProbCut we generate only captures better than parent's captured piece + captureThreshold = PieceValueMidgame[pt]; + ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); + + if (ttMove && (!pos.is_capture(ttMove) || pos.see(ttMove) <= captureThreshold)) + ttMove = MOVE_NONE; + + lastMove += (ttMove != MOVE_NONE); } -/// MovePicker::score_captures(), MovePicker::score_noncaptures(), -/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a -/// numerical move ordering score to each move in a move list. The moves -/// with highest scores will be picked first by pick_move_from_list(). +/// MovePicker::score_captures(), MovePicker::score_noncaptures() and +/// MovePicker::score_evasions() assign a numerical move ordering score +/// to each move in a move list. The moves with highest scores will be +/// picked first by next_move(). void MovePicker::score_captures() { // Winning and equal captures in the main search are ordered by MVV/LVA. @@ -182,183 +160,197 @@ void MovePicker::score_captures() { // some SEE calls in case we get a cutoff (idea from Pablo Vazquez). Move m; - // Use MVV/LVA ordering - for (int i = 0; i < numOfMoves; i++) + for (MoveStack* cur = moves; cur != lastMove; cur++) { - m = moves[i].move; - if (move_is_promotion(m)) - moves[i].score = QueenValueMidgame; - else - moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) - -int(pos.type_of_piece_on(move_from(m))); + m = cur->move; + cur->score = PieceValueMidgame[pos.piece_on(to_sq(m))] + - type_of(pos.piece_moved(m)); + + if (is_promotion(m)) + cur->score += PieceValueMidgame[promotion_type(m)]; } } void MovePicker::score_noncaptures() { - // First score by history, when no history is available then use - // piece/square tables values. This seems to be better then a - // random choice when we don't have an history for any move. - Piece piece; - Square from, to; - int hs; - - for (int i = 0; i < numOfMoves; i++) - { - from = move_from(moves[i].move); - to = move_to(moves[i].move); - piece = pos.piece_on(from); - hs = H.move_ordering_score(piece, to); - // Ensure history is always preferred to pst - if (hs > 0) - hs += 1000; + Move m; - // pst based scoring - moves[i].score = hs + pos.pst_delta(piece, from, to); + for (MoveStack* cur = moves; cur != lastMove; cur++) + { + m = cur->move; + cur->score = H.value(pos.piece_moved(m), to_sq(m)); } } void MovePicker::score_evasions() { + // Try good captures ordered by MVV/LVA, then non-captures if destination square + // is not under attack, ordered by history value, then bad-captures and quiet + // moves with a negative SEE. This last group is ordered by the SEE score. + Move m; + int seeScore; - for (int i = 0; i < numOfMoves; i++) + if (lastMove < moves + 2) + return; + + for (MoveStack* cur = moves; cur != lastMove; cur++) { - Move m = moves[i].move; - if (m == ttMoves[0]) - moves[i].score = 2*HistoryMax; - else if (!pos.square_is_empty(move_to(m))) - { - int seeScore = pos.see(m); - moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore; - } else - moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m)); + m = cur->move; + if ((seeScore = pos.see_sign(m)) < 0) + cur->score = seeScore - History::MaxValue; // Be sure we are at the bottom + else if (pos.is_capture(m)) + cur->score = PieceValueMidgame[pos.piece_on(to_sq(m))] + - type_of(pos.piece_moved(m)) + History::MaxValue; + else + cur->score = H.value(pos.piece_moved(m), to_sq(m)); } } -/// MovePicker::get_next_move() is the most important method of the MovePicker -/// class. It returns a new legal move every time it is called, until there -/// are no more moves left. -/// It picks the move with the biggest score from a list of generated moves taking -/// care not to return the tt move if that has already been serched previously. -Move MovePicker::get_next_move() { +/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves, +/// when there are no more moves to try for the current phase. - assert(movesPicked >= 0); - assert(!pos.is_check() || *phasePtr == PH_EVASIONS || *phasePtr == PH_STOP); - assert( pos.is_check() || *phasePtr != PH_EVASIONS); +void MovePicker::generate_next() { + + curMove = moves; + + switch (++phase) { + + case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6: + lastMove = generate(pos, moves); + score_captures(); + return; + + case KILLERS_S1: + curMove = killers; + lastMove = curMove + 2; + return; + + case QUIETS_1_S1: + lastQuiet = lastMove = generate(pos, moves); + score_noncaptures(); + lastMove = std::partition(curMove, lastMove, has_positive_score); + sort(curMove, lastMove); + return; + + case QUIETS_2_S1: + curMove = lastMove; + lastMove = lastQuiet; + if (depth >= 3 * ONE_PLY) + sort(curMove, lastMove); + return; + + case BAD_CAPTURES_S1: + // Just pick them in reverse order to get MVV/LVA ordering + curMove = moves + MAX_MOVES - 1; + lastMove = lastBadCapture; + return; + + case EVASIONS_S2: + lastMove = generate(pos, moves); + score_evasions(); + return; + + case QUIET_CHECKS_S3: + lastMove = generate(pos, moves); + return; + + case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE: + phase = STOP; + case STOP: + lastMove = curMove + 1; // Avoid another next_phase() call + return; + + default: + assert(false); + } +} + + +/// MovePicker::next_move() is the most important method of the MovePicker class. +/// It returns a new pseudo legal move every time it is called, until there +/// are no more moves left. It picks the move with the biggest score from a list +/// of generated moves taking care not to return the tt move if has already been +/// searched previously. Note that this function is not thread safe so should be +/// lock protected by caller when accessed through a shared MovePicker object. + +Move MovePicker::next_move() { + + Move move; while (true) { + while (curMove == lastMove) + generate_next(); + switch (phase) { - case PH_NULL_MOVE: - go_next_phase(); - return MOVE_NULL; - - case PH_TT_MOVES: - while (movesPicked < 2) { - Move move = ttMoves[movesPicked++]; - if ( move != MOVE_NONE - && move_is_legal(pos, move, pinned)) - return move; - } - break; - - case PH_GOOD_CAPTURES: - while (movesPicked < numOfMoves) - { - Move move = moves[movesPicked++].move; - if ( move != ttMoves[0] - && move != ttMoves[1] - && pos.pl_move_is_legal(move, pinned)) - { - // Check for a non negative SEE now - int seeValue = pos.see_sign(move); - if (seeValue >= 0) - return move; - - // Losing capture, move it to the badCaptures[] array, note - // that move has now been already checked for legality. - assert(numOfBadCaptures < 63); - badCaptures[numOfBadCaptures].move = move; - badCaptures[numOfBadCaptures++].score = seeValue; - } - } - break; + case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: + curMove++; + return ttMove; - case PH_KILLERS: - while (movesPicked < 2) { - Move move = killers[movesPicked++]; - if ( move != MOVE_NONE - && move != ttMoves[0] - && move != ttMoves[1] - && move_is_legal(pos, move, pinned) - && !pos.move_is_capture(move)) - return move; - } - break; - - case PH_NONCAPTURES: - while (movesPicked < numOfMoves) + case CAPTURES_S1: + move = pick_best(curMove++, lastMove)->move; + if (move != ttMove) { - Move move = moves[movesPicked++].move; - if ( move != ttMoves[0] - && move != ttMoves[1] - && move != killers[0] - && move != killers[1] - && pos.pl_move_is_legal(move, pinned)) + assert(captureThreshold <= 0); // Otherwise we cannot use see_sign() + + if (pos.see_sign(move) >= captureThreshold) return move; + + // Losing capture, move it to the tail of the array + (lastBadCapture--)->move = move; } break; - case PH_EVASIONS: - if (movesPicked < numOfMoves) - return moves[movesPicked++].move; + case KILLERS_S1: + move = (curMove++)->move; + if ( move != MOVE_NONE + && pos.is_pseudo_legal(move) + && move != ttMove + && !pos.is_capture(move)) + return move; break; - case PH_BAD_CAPTURES: - if (movesPicked < numOfBadCaptures) - return badCaptures[movesPicked++].move; + case QUIETS_1_S1: case QUIETS_2_S1: + move = (curMove++)->move; + if ( move != ttMove + && move != killers[0].move + && move != killers[1].move) + return move; break; - case PH_QCAPTURES: - case PH_QCHECKS: - while (movesPicked < numOfMoves) - { - Move move = moves[movesPicked++].move; - // Maybe postpone the legality check until after futility pruning? - if ( move != ttMoves[0] - && pos.pl_move_is_legal(move, pinned)) - return move; - } + case BAD_CAPTURES_S1: + return (curMove--)->move; + + case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4: + move = pick_best(curMove++, lastMove)->move; + if (move != ttMove) + return move; + break; + + case CAPTURES_S5: + move = pick_best(curMove++, lastMove)->move; + if (move != ttMove && pos.see(move) > captureThreshold) + return move; + break; + + case CAPTURES_S6: + move = pick_best(curMove++, lastMove)->move; + if (to_sq(move) == recaptureSquare) + return move; + break; + + case QUIET_CHECKS_S3: + move = (curMove++)->move; + if (move != ttMove) + return move; break; - case PH_STOP: + case STOP: return MOVE_NONE; default: assert(false); - break; } - go_next_phase(); } - return MOVE_NONE; -} - -/// A variant of get_next_move() which takes a lock as a parameter, used to -/// prevent multiple threads from picking the same move at a split point. - -Move MovePicker::get_next_move(Lock &lock) { - - lock_grab(&lock); - if (finished) - { - lock_release(&lock); - return MOVE_NONE; - } - Move m = get_next_move(); - if (m == MOVE_NONE) - finished = true; - - lock_release(&lock); - return m; }