X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=45d989c91a80bdb0755a3516f19b64e29668b844;hp=d4242a300de7620e5f58665cb20c7e5ff0aa102c;hb=9e4befe3f1ea324bece88aee2e97b38659411c52;hpb=cff3a6d33e50d37322ffae511ddbe4c7e846505e diff --git a/src/movepick.cpp b/src/movepick.cpp index d4242a30..45d989c9 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 Marco Costalba + Copyright (C) 2008-2009 Marco Costalba Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -23,6 +23,7 @@ //// Includes //// +#include #include #include "history.h" @@ -41,18 +42,16 @@ namespace { /// Variables - MovePicker::MovegenPhase PhaseTable[32]; - int MainSearchPhaseIndex; - int EvasionsPhaseIndex; - int QsearchWithChecksPhaseIndex; - int QsearchNoCapturesPhaseIndex; - int QsearchWithoutChecksPhaseIndex; - int NoMovesPhaseIndex; - + 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}; } - //// //// Functions //// @@ -65,190 +64,137 @@ 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, EvalInfo* ei) : pos(p) { - pvNode = pv; - ttMove = ttm; - mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller; - killer1 = ss.killers[0]; - killer2 = ss.killers[1]; - depth = d; - movesPicked = 0; - numOfMoves = 0; +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; - // With EvalInfo we are able to know how many captures are possible before - // generating them. So avoid generating in case we know are zero. Color us = pos.side_to_move(); - Color them = opposite_color(us); - bool noCaptures = ei - && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0 - && !ei->mi->specialized_eval_exists() - && (pos.ep_square() == SQ_NONE) - && !pos.has_pawn_on_7th(us); + + dc = p.discovered_check_candidates(us); + pinned = p.pinned_pieces(us); if (p.is_check()) - phaseIndex = EvasionsPhaseIndex; - else if (depth > Depth(0)) - phaseIndex = MainSearchPhaseIndex; - else if (depth == Depth(0)) - phaseIndex = (noCaptures ? QsearchNoCapturesPhaseIndex : QsearchWithChecksPhaseIndex); + 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; else - phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex); - - dc = p.discovered_check_candidates(us); - pinned = p.pinned_pieces(p.side_to_move()); + phasePtr = QsearchWithoutChecksPhaseTable; - finished = false; + phasePtr--; + go_next_phase(); } -/// 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 of the types we are interested in. +/// MovePicker::go_next_phase() generates, scores and sorts the next bunch +/// of moves when there are no more moves to try for the current phase. -Move MovePicker::get_next_move() { +void MovePicker::go_next_phase() { - Move move; + curMove = moves; + phase = *(++phasePtr); + switch (phase) { - while (true) - { - // If we already have a list of generated moves, pick the best move from - // the list, and return it. - move = pick_move_from_list(); - if (move != MOVE_NONE) - { - assert(move_is_ok(move)); - return move; - } - - // Next phase - phaseIndex++; - switch (PhaseTable[phaseIndex]) { - - case PH_TT_MOVE: - if (ttMove != MOVE_NONE) - { - assert(move_is_ok(ttMove)); - if (move_is_legal(pos, ttMove, pinned)) - return ttMove; - } - break; - - case PH_MATE_KILLER: - if (mateKiller != MOVE_NONE) - { - assert(move_is_ok(mateKiller)); - if (move_is_legal(pos, mateKiller, pinned)) - return mateKiller; - } - break; - - case PH_GOOD_CAPTURES: - numOfMoves = generate_captures(pos, moves); - score_captures(); - movesPicked = 0; - break; - - case PH_BAD_CAPTURES: - badCapturesPicked = 0; - break; - - case PH_NONCAPTURES: - numOfMoves = generate_noncaptures(pos, moves); - score_noncaptures(); - movesPicked = 0; - break; - - case PH_EVASIONS: - assert(pos.is_check()); - numOfMoves = generate_evasions(pos, moves); - score_evasions(); - movesPicked = 0; - break; - - case PH_QCAPTURES: - numOfMoves = generate_captures(pos, moves); - score_qcaptures(); - movesPicked = 0; - break; - - case PH_QCHECKS: - numOfMoves = generate_checks(pos, moves, dc); - movesPicked = 0; - break; - - case PH_STOP: - return MOVE_NONE; - - default: - assert(false); - return MOVE_NONE; - } - } -} + case PH_NULL_MOVE: + case PH_TT_MOVES: + movesPicked = 0; + return; + case PH_GOOD_CAPTURES: + lastMove = generate_captures(pos, moves); + score_captures(); + std::sort(moves, lastMove); + return; -/// 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. + case PH_KILLERS: + movesPicked = 0; + return; -Move MovePicker::get_next_move(Lock &lock) { + case PH_NONCAPTURES: + lastMove = generate_noncaptures(pos, moves); + score_noncaptures(); + std::sort(moves, lastMove); + return; - lock_grab(&lock); - if (finished) - { - lock_release(&lock); - return MOVE_NONE; - } - Move m = get_next_move(); - if (m == MOVE_NONE) - finished = true; + case PH_BAD_CAPTURES: + // Bad captures SEE value is already calculated so just sort them + // to get SEE move ordering. + curMove = badCaptures; + lastMove = badCaptures + numOfBadCaptures; + std::sort(badCaptures, lastMove); + return; - lock_release(&lock); - return m; + case PH_EVASIONS: + assert(pos.is_check()); + lastMove = generate_evasions(pos, moves, pinned); + score_evasions(); + std::sort(moves, lastMove); + return; + + case PH_QCAPTURES: + lastMove = generate_captures(pos, moves); + score_captures(); + std::sort(moves, lastMove); + return; + + case PH_QCHECKS: + // Perhaps we should order moves move here? FIXME + lastMove = generate_non_capture_checks(pos, moves, dc); + return; + + case PH_STOP: + return; + + default: + assert(false); + return; + } } -/// 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 get_next_move(). void MovePicker::score_captures() { // Winning and equal captures in the main search are ordered by MVV/LVA. // Suprisingly, this appears to perform slightly better than SEE based - // move ordering. The reason is probably that in a position with a winning + // move ordering. The reason is probably that in a position with a winning // capture, capturing a more valuable (but sufficiently defended) piece - // first usually doesn't hurt. The opponent will have to recapture, and + // first usually doesn't hurt. The opponent will have to recapture, and // the hanging piece will still be hanging (except in the unusual cases // where it is possible to recapture with the hanging piece). Exchanging // big pieces before capturing a hanging piece probably helps to reduce // the subtree size. - // While scoring captures it moves all captures with negative SEE values - // to the badCaptures[] array. + // In main search we want to push captures with negative SEE values to + // badCaptures[] array, but instead of doing it now we delay till when + // the move has been picked up in pick_move_from_list(), this way we save + // some SEE calls in case we get a cutoff (idea from Pablo Vazquez). Move m; - int seeValue; - for (int i = 0; i < numOfMoves; i++) + // Use MVV/LVA ordering + for (MoveStack* cur = moves; cur != lastMove; cur++) { - m = moves[i].move; - seeValue = pos.see(m); - if (seeValue >= 0) - { - if (move_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; + if (move_is_promotion(m)) + cur->score = QueenValueMidgame; else - { - // Losing capture, move it to the badCaptures[] array - assert(numOfBadCaptures < 63); - moves[i].score = seeValue; - badCaptures[numOfBadCaptures++] = moves[i]; - moves[i--] = moves[--numOfMoves]; - } + cur->score = int(pos.midgame_value_of_piece_on(move_to(m))) + -int(pos.type_of_piece_on(move_from(m))); } } @@ -256,297 +202,164 @@ 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++) + for (MoveStack* cur = moves; cur != lastMove; cur++) { - m = moves[i].move; - - if (m == killer1) - hs = HistoryMax + 2; - else if (m == killer2) - hs = HistoryMax + 1; - else - hs = H.move_ordering_score(pos.piece_on(move_from(m)), m); + from = move_from(cur->move); + to = move_to(cur->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); + cur->score = hs + pos.pst_delta(piece, from, to); } } void MovePicker::score_evasions() { - for (int i = 0; i < numOfMoves; i++) + for (MoveStack* cur = moves; cur != lastMove; cur++) { - Move m = moves[i].move; - if (m == ttMove) - moves[i].score = 2*HistoryMax; + Move m = cur->move; + if (m == ttMoves[0]) + cur->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; + cur->score = (seeScore >= 0)? seeScore + HistoryMax : seeScore; } else - moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); + cur->score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m)); } } -void MovePicker::score_qcaptures() { - - // Use MVV/LVA ordering - for (int i = 0; i < numOfMoves; i++) - { - Move m = moves[i].move; - if (move_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))); - } -} - - -/// find_best_index() loops across the moves and returns index of -/// the highest scored one. There is also a second version that -/// lowers the priority of moves that attack the same square, -/// so that if the best move that attack a square fails the next -/// move picked attacks a different square if any, not the same one. - -int MovePicker::find_best_index() { - - int bestScore = -10000000, bestIndex = -1; - - for (int i = movesPicked; i < numOfMoves; i++) - if (moves[i].score > bestScore) - { - bestIndex = i; - bestScore = moves[i].score; - } - return bestIndex; -} - -int MovePicker::find_best_index(Bitboard* squares, int values[]) { - - int hs; - Move m; - Square to; - int bestScore = -10000000, bestIndex = -1; - - for (int i = movesPicked; i < numOfMoves; i++) - { - m = moves[i].move; - to = move_to(m); - - if (!bit_is_set(*squares, to)) - { - // Init at first use - set_bit(squares, to); - values[to] = 0; - } - - hs = moves[i].score - values[to]; - if (hs > bestScore) - { - bestIndex = i; - bestScore = hs; - } - } - - if (bestIndex != -1) - { - // Raise value of the picked square, so next attack - // to the same square will get low priority. - to = move_to(moves[bestIndex].move); - values[to] += 0xB00; - } - return bestIndex; -} - - -/// MovePicker::pick_move_from_list() picks the move with the biggest score -/// from a list of generated moves (moves[] or badCaptures[], depending on -/// the current move generation phase). It takes care not to return the -/// transposition table move if that has already been serched previously. +/// 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::pick_move_from_list() { +Move MovePicker::get_next_move() { - int bestIndex; - Move move; + assert(!pos.is_check() || *phasePtr == PH_EVASIONS || *phasePtr == PH_STOP); + assert( pos.is_check() || *phasePtr != PH_EVASIONS); - switch (PhaseTable[phaseIndex]) { - case PH_GOOD_CAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); + while (true) + { + switch (phase) { - while (movesPicked < numOfMoves) - { - bestIndex = find_best_index(); + case PH_NULL_MOVE: + go_next_phase(); + return MOVE_NULL; - if (bestIndex != -1) // Found a good capture + case PH_TT_MOVES: + while (movesPicked < 2) { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller - && pos.pl_move_is_legal(move, pinned)) + Move move = ttMoves[movesPicked++]; + if ( move != MOVE_NONE + && move_is_legal(pos, move, pinned)) return move; } - } - break; - - case PH_NONCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - - while (movesPicked < numOfMoves) - { - // If this is a PV node or we have only picked a few moves, scan - // the entire move list for the best move. If many moves have already - // been searched and it is not a PV node, we are probably failing low - // anyway, so we just pick the first move from the list. - bestIndex = (pvNode || movesPicked < 12) ? find_best_index() : movesPicked; + break; - if (bestIndex != -1) + case PH_GOOD_CAPTURES: + while (curMove != lastMove) { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller + Move move = (curMove++)->move; + if ( move != ttMoves[0] + && move != ttMoves[1] && pos.pl_move_is_legal(move, pinned)) - return move; + { + // 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; + break; - case PH_EVASIONS: - assert(pos.is_check()); - assert(movesPicked >= 0); - - while (movesPicked < numOfMoves) - { - bestIndex = find_best_index(); - - if (bestIndex != -1) + case PH_KILLERS: + while (movesPicked < 2) { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - return move; + 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; + break; - case PH_BAD_CAPTURES: - assert(!pos.is_check()); - assert(badCapturesPicked >= 0); - // It's probably a good idea to use SEE move ordering here, instead - // of just picking the first move. FIXME - while (badCapturesPicked < numOfBadCaptures) - { - move = badCaptures[badCapturesPicked++].move; - if ( move != ttMove - && move != mateKiller - && pos.pl_move_is_legal(move, pinned)) - return move; - } - break; + case PH_NONCAPTURES: + while (curMove != lastMove) + { + Move move = (curMove++)->move; + if ( move != ttMoves[0] + && move != ttMoves[1] + && move != killers[0] + && move != killers[1] + && pos.pl_move_is_legal(move, pinned)) + return move; + } + break; - case PH_QCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) - { - bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked); + case PH_EVASIONS: + case PH_BAD_CAPTURES: + if (curMove != lastMove) + return (curMove++)->move; + break; - if (bestIndex != -1) + case PH_QCAPTURES: + case PH_QCHECKS: + while (curMove != lastMove) { - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - // Remember to change the line below if we decide to hash the qsearch! - // Maybe also postpone the legality check until after futility pruning? - if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned)) + Move move = (curMove++)->move; + // Maybe postpone the legality check until after futility pruning? + if ( move != ttMoves[0] + && pos.pl_move_is_legal(move, pinned)) return move; } - } - break; + break; - case PH_QCHECKS: - assert(!pos.is_check()); - assert(movesPicked >= 0); - // Perhaps we should do something better than just picking the first - // move here? FIXME - while (movesPicked < numOfMoves) - { - move = moves[movesPicked++].move; - // Remember to change the line below if we decide to hash the qsearch! - if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned)) - return move; - } - break; + case PH_STOP: + return MOVE_NONE; - default: - break; + 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. -/// MovePicker::current_move_type() returns the type of the just -/// picked next move. It can be used in search to further differentiate -/// according to the current move type: capture, non capture, escape, etc. -MovePicker::MovegenPhase MovePicker::current_move_type() const { - - return PhaseTable[phaseIndex]; -} +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; -/// MovePicker::init_phase_table() initializes the PhaseTable[], -/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex -/// QsearchNoCapturesPhaseIndex, QsearchWithoutChecksPhaseIndex and -/// NoMovesPhaseIndex variables. It is only called once during program -/// startup, and never again while the program is running. - -void MovePicker::init_phase_table() { - - int i = 0; - - // Main search - MainSearchPhaseIndex = i - 1; - PhaseTable[i++] = PH_TT_MOVE; - PhaseTable[i++] = PH_MATE_KILLER; - PhaseTable[i++] = PH_GOOD_CAPTURES; - // PH_KILLER_1 and PH_KILLER_2 are not yet used. - // PhaseTable[i++] = PH_KILLER_1; - // PhaseTable[i++] = PH_KILLER_2; - PhaseTable[i++] = PH_NONCAPTURES; - PhaseTable[i++] = PH_BAD_CAPTURES; - PhaseTable[i++] = PH_STOP; - - // Check evasions - EvasionsPhaseIndex = i - 1; - PhaseTable[i++] = PH_EVASIONS; - PhaseTable[i++] = PH_STOP; - - // Quiescence search with checks - QsearchWithChecksPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCAPTURES; - PhaseTable[i++] = PH_QCHECKS; - PhaseTable[i++] = PH_STOP; - - // Quiescence search with checks only and no captures - QsearchNoCapturesPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCHECKS; - PhaseTable[i++] = PH_STOP; - - // Quiescence search without checks - QsearchWithoutChecksPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCAPTURES; - PhaseTable[i++] = PH_STOP; - - // Do not generate any move - NoMovesPhaseIndex = i - 1; - PhaseTable[i++] = PH_STOP; + lock_release(&lock); + return m; }