X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=25cbdefd0b10a1b23e9674a35b09776c6bebe98e;hp=60fcbaa53364d1ecadd8363908f3163f3ea1db6d;hb=297c12e595ebc33e11be73ee4b188326418acb4f;hpb=3d0b60b0653852198011306a4c8d34f8ef98fc5e diff --git a/src/movepick.cpp b/src/movepick.cpp index 60fcbaa5..25cbdefd 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -63,24 +63,25 @@ namespace { /// search captures, promotions and some checks) and about how important good /// move ordering is at the current node. -MovePicker::MovePicker(const Position& p, bool pv, Move ttm, - const SearchStack& ss, Depth d) : pos(p) { - pvNode = pv; +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, + const History& h, SearchStack* ss) : pos(p), H(h) { ttMove = ttm; - mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller; - killer1 = ss.killers[0]; - killer2 = ss.killers[1]; - depth = d; - movesPicked = 0; - numOfMoves = 0; - numOfBadCaptures = 0; - checkKillers = checkLegal = false; + if (ss) + { + mateKiller = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller; + killer1 = ss->killers[0]; + killer2 = ss->killers[1]; + } else + mateKiller = killer1 = killer2 = MOVE_NONE; + + movesPicked = numOfMoves = numOfBadCaptures = 0; + checkKillers = checkLegal = finished = false; if (p.is_check()) phaseIndex = EvasionsPhaseIndex; - else if (depth > Depth(0)) + else if (d > Depth(0)) phaseIndex = MainSearchPhaseIndex; - else if (depth == Depth(0)) + else if (d == Depth(0)) phaseIndex = QsearchWithChecksPhaseIndex; else phaseIndex = QsearchWithoutChecksPhaseIndex; @@ -162,7 +163,9 @@ Move MovePicker::get_next_move() { break; case PH_BAD_CAPTURES: - // It's probably a good idea to use SEE move ordering here. FIXME + // Bad captures SEE value is already calculated by score_captures() + // so just sort them to get SEE move ordering. + std::sort(badCaptures, badCaptures + numOfBadCaptures); movesPicked = 0; break; @@ -241,10 +244,10 @@ void MovePicker::score_captures() { for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; - seeValue = pos.see(m); + seeValue = pos.see_sign(m); if (seeValue >= 0) { - if (move_promotion(m)) + if (move_is_promotion(m)) moves[i].score = QueenValueMidgame; else moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) @@ -265,20 +268,23 @@ 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. - Move m; + Piece piece; + Square from, to; int hs; for (int i = 0; i < numOfMoves; i++) { - m = moves[i].move; - hs = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m)); + 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; // pst based scoring - moves[i].score = hs + pos.mg_pst_delta(m); + moves[i].score = hs + pos.pst_delta(piece, from, to); } } @@ -304,7 +310,7 @@ void MovePicker::score_qcaptures() { for (int i = 0; i < numOfMoves; i++) { Move m = moves[i].move; - if (move_promotion(m)) + if (move_is_promotion(m)) moves[i].score = QueenValueMidgame; else moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))