X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=5c8338c0c19ab96d08f55879015d8f422002985c;hp=1b84f14ee83614ca1995e78b50f38d5e94ce8054;hb=6b16ebc82566a69b9336cca6aa7a19ab1824b85d;hpb=ec9b037e5f318c9a3af05d0fcc24d5d99891cd99 diff --git a/src/movepick.cpp b/src/movepick.cpp index 1b84f14e..34d29562 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -1,14 +1,14 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the @@ -18,354 +18,333 @@ along with this program. If not, see . */ -#include #include -#include "movegen.h" #include "movepick.h" +#include "thread.h" namespace { - enum Sequencer { - MAIN_SEARCH, TT_MOVE_S1, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, - QUIETS_2_S1, BAD_CAPTURES_S1, STOP_S1, - EVASIONS, TT_MOVE_S2, EVASIONS_S2, STOP_S2, - CAPTURES_AND_CHECKS, TT_MOVE_S3, CAPTURES_S3, QUIET_CHECKS_S3, STOP_S3, - CAPTURES, TT_MOVE_S4, CAPTURES_S4, STOP_S4, - PROBCUT, TT_MOVE_S5, CAPTURES_S5, STOP_S5, - RECAPTURES, CAPTURES_S6, STOP_S6 + enum Stages { + MAIN_SEARCH, CAPTURES_INIT, GOOD_CAPTURES, KILLERS, COUNTERMOVE, QUIET_INIT, QUIET, BAD_CAPTURES, + EVASION, EVASIONS_INIT, ALL_EVASIONS, + PROBCUT, PROBCUT_INIT, PROBCUT_CAPTURES, + QSEARCH_WITH_CHECKS, QCAPTURES_1_INIT, QCAPTURES_1, QCHECKS, + QSEARCH_NO_CHECKS, QCAPTURES_2_INIT, QCAPTURES_2, + QSEARCH_RECAPTURES, QRECAPTURES }; - // 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; } + // Our insertion sort, which is guaranteed to be stable, as it should be + void insertion_sort(ExtMove* begin, ExtMove* end) + { + ExtMove tmp, *p, *q; + + for (p = begin + 1; p < end; ++p) + { + tmp = *p; + for (q = p; q != begin && *(q-1) < tmp; --q) + *q = *(q-1); + *q = tmp; + } + } - // 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) + // pick_best() finds the best move in the range (begin, end) and moves it to + // the front. It's faster than sorting all the moves in advance when there + // are few moves, e.g., the possible captures. + Move pick_best(ExtMove* begin, ExtMove* end) { - std::swap(*firstMove, *std::max_element(firstMove, lastMove)); - return firstMove; + std::swap(*begin, *std::max_element(begin, end)); + return *begin; } -} + +} // namespace /// Constructors of the MovePicker class. As arguments we pass information -/// to help it to return the presumably good moves first, to decide which +/// 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. +/// search captures, promotions, and some checks) and how important good move +/// ordering is at the current node. -MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, - Search::Stack* ss, Value beta) : pos(p), H(h), depth(d) { +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Search::Stack* s) + : pos(p), ss(s), depth(d) { assert(d > DEPTH_ZERO); - captureThreshold = 0; - curMove = lastMove = 0; - badCaptures = moves + MAX_MOVES; - - if (p.in_check()) - phase = EVASIONS; + Square prevSq = to_sq((ss-1)->currentMove); + countermove = pos.this_thread()->counterMoves[pos.piece_on(prevSq)][prevSq]; - else - { - 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; - - // Consider negative captures as good if still enough to reach beta - else if (ss && ss->eval > beta) - captureThreshold = beta - ss->eval; - - phase = MAIN_SEARCH; - } - - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - phase += (ttMove == MOVE_NONE); + stage = pos.checkers() ? EVASION : MAIN_SEARCH; + ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE; + stage += (ttMove == MOVE_NONE); } -MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, - Square sq) : pos(p), H(h), curMove(0), lastMove(0) { +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Square s) + : pos(p) { assert(d <= DEPTH_ZERO); - if (p.in_check()) - phase = EVASIONS; + if (pos.checkers()) + stage = EVASION; - else if (d >= DEPTH_QS_CHECKS) - phase = CAPTURES_AND_CHECKS; + else if (d > DEPTH_QS_NO_CHECKS) + stage = QSEARCH_WITH_CHECKS; - else if (d >= DEPTH_QS_RECAPTURES) - { - phase = CAPTURES; + else if (d > DEPTH_QS_RECAPTURES) + stage = QSEARCH_NO_CHECKS; - // 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 = RECAPTURES - 1; - recaptureSquare = sq; - ttm = MOVE_NONE; + stage = QSEARCH_RECAPTURES; + recaptureSquare = s; + return; } - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - phase += (ttMove == MOVE_NONE); + ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE; + stage += (ttMove == MOVE_NONE); } -MovePicker::MovePicker(const Position& p, Move ttm, const History& h, - PieceType parentCapture) : pos(p), H(h) { +MovePicker::MovePicker(const Position& p, Move ttm, Value th) + : pos(p), threshold(th) { - assert (!pos.in_check()); + assert(!pos.checkers()); - // In ProbCut we consider only captures better than parent's move - captureThreshold = PieceValueMidgame[Piece(parentCapture)]; - curMove = lastMove = 0; - phase = PROBCUT; + stage = PROBCUT; - if ( ttm != MOVE_NONE - && (!pos.is_capture(ttm) || pos.see(ttm) <= captureThreshold)) - ttm = MOVE_NONE; + // In ProbCut we generate captures with SEE higher than or equal to the given threshold + ttMove = ttm + && pos.pseudo_legal(ttm) + && pos.capture(ttm) + && pos.see_ge(ttm, threshold)? ttm : MOVE_NONE; - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - phase += (ttMove == MOVE_NONE); + stage += (ttMove == MOVE_NONE); } -/// 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. - // Suprisingly, this appears to perform slightly better than SEE based - // 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 - // 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. - // 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; - - for (MoveStack* cur = moves; cur != lastMove; cur++) - { - 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[Piece(promotion_piece_type(m))]; - } +/// score() assigns a numerical value to each move in a move list. The moves with +/// highest values will be picked first. +template<> +void MovePicker::score() { + // Winning and equal captures in the main search are ordered by MVV, preferring + // captures near our home rank. Surprisingly, this appears to perform slightly + // better than SEE-based move ordering: exchanging big pieces before capturing + // a hanging piece probably helps to reduce the subtree size. + // In the main search we want to push captures with negative SEE values to the + // badCaptures[] array, but instead of doing it now we delay until the move + // has been picked up, saving some SEE calls in case we get a cutoff. + for (auto& m : *this) + m.value = PieceValue[MG][pos.piece_on(to_sq(m))] + - Value(200 * relative_rank(pos.side_to_move(), to_sq(m))); } -void MovePicker::score_noncaptures() { +template<> +void MovePicker::score() { - Move m; - Square from; + const HistoryStats& history = pos.this_thread()->history; + const FromToStats& fromTo = pos.this_thread()->fromTo; - for (MoveStack* cur = moves; cur != lastMove; cur++) - { - m = cur->move; - from = from_sq(m); - cur->score = H.value(pos.piece_on(from), to_sq(m)); - } -} + const CounterMoveStats* cmh = (ss-1)->counterMoves; + const CounterMoveStats* fmh = (ss-2)->counterMoves; + const CounterMoveStats* fmh2 = (ss-4)->counterMoves; -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; + Color c = pos.side_to_move(); - if (lastMove < moves + 2) - return; - - for (MoveStack* cur = moves; cur != lastMove; cur++) - { - 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)); - } + for (auto& m : *this) + m.value = history[pos.moved_piece(m)][to_sq(m)] + + (cmh ? (*cmh)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + (fmh ? (*fmh)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + (fmh2 ? (*fmh2)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO) + + fromTo.get(c, m); } - -/// MovePicker::next_phase() generates, scores and sorts the next bunch of moves, -/// when there are no more moves to try for the current phase. - -void MovePicker::next_phase() { - - curMove = moves; - - switch (++phase) { - - case TT_MOVE_S1: case TT_MOVE_S2: case TT_MOVE_S3: case TT_MOVE_S4: case TT_MOVE_S5: - lastMove = curMove + 1; - return; - - 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: - // Bad captures SEE value is already calculated so just pick them in order - // to get SEE move ordering. - curMove = badCaptures; - lastMove = moves + MAX_MOVES; - return; - - case EVASIONS_S2: - assert(pos.in_check()); - lastMove = generate(pos, moves); - score_evasions(); - return; - - case QUIET_CHECKS_S3: - lastMove = generate(pos, moves); - return; - - case STOP_S1: case STOP_S2: case STOP_S3: case STOP_S4: case STOP_S5: case STOP_S6: - lastMove = curMove + 1; // Avoid another next_phase() call - return; - - default: - assert(false); - } +template<> +void MovePicker::score() { + // Try captures ordered by MVV/LVA, then non-captures ordered by history value + const HistoryStats& history = pos.this_thread()->history; + const FromToStats& fromTo = pos.this_thread()->fromTo; + Color c = pos.side_to_move(); + + for (auto& m : *this) + if (pos.capture(m)) + m.value = PieceValue[MG][pos.piece_on(to_sq(m))] + - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max; + else + m.value = history[pos.moved_piece(m)][to_sq(m)] + fromTo.get(c, m); } -/// 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. +/// 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 value from a list of generated moves +/// taking care not to return the ttMove if it has already been searched. Move MovePicker::next_move() { Move move; - while (true) - { - while (curMove == lastMove) - next_phase(); + switch (stage) { - switch (phase) { + case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS: + case QSEARCH_NO_CHECKS: case PROBCUT: + ++stage; + return ttMove; - case TT_MOVE_S1: case TT_MOVE_S2: case TT_MOVE_S3: case TT_MOVE_S4: case TT_MOVE_S5: - curMove++; - return ttMove; - break; + case CAPTURES_INIT: + endBadCaptures = cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; - case CAPTURES_S1: - move = pick_best(curMove++, lastMove)->move; + case GOOD_CAPTURES: + while (cur < endMoves) + { + move = pick_best(cur++, endMoves); if (move != ttMove) { - assert(captureThreshold <= 0); // Otherwise we cannot use see_sign() - - int seeScore = pos.see_sign(move); - if (seeScore >= captureThreshold) + if (pos.see_ge(move, VALUE_ZERO)) return move; - // Losing capture, move it to the tail of the array - (--badCaptures)->move = move; - badCaptures->score = seeScore; + // Losing capture, move it to the beginning of the array + *endBadCaptures++ = move; } - break; + } - case KILLERS_S1: - move = (curMove++)->move; - if ( move != MOVE_NONE - && pos.is_pseudo_legal(move) - && move != ttMove - && !pos.is_capture(move)) - return move; - break; + ++stage; + move = ss->killers[0]; // First killer move + if ( move != MOVE_NONE + && move != ttMove + && pos.pseudo_legal(move) + && !pos.capture(move)) + return 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 KILLERS: + ++stage; + move = ss->killers[1]; // Second killer move + if ( move != MOVE_NONE + && move != ttMove + && pos.pseudo_legal(move) + && !pos.capture(move)) + return move; - case BAD_CAPTURES_S1: - move = pick_best(curMove++, lastMove)->move; + case COUNTERMOVE: + ++stage; + move = countermove; + if ( move != MOVE_NONE + && move != ttMove + && move != ss->killers[0] + && move != ss->killers[1] + && pos.pseudo_legal(move) + && !pos.capture(move)) return move; - case EVASIONS_S2: - case CAPTURES_S3: case CAPTURES_S4: - move = pick_best(curMove++, lastMove)->move; + case QUIET_INIT: + cur = endBadCaptures; + endMoves = generate(pos, cur); + score(); + if (depth < 3 * ONE_PLY) + { + ExtMove* goodQuiet = std::partition(cur, endMoves, [](const ExtMove& m) + { return m.value > VALUE_ZERO; }); + insertion_sort(cur, goodQuiet); + } else + insertion_sort(cur, endMoves); + ++stage; + + case QUIET: + while (cur < endMoves) + { + move = *cur++; + if ( move != ttMove + && move != ss->killers[0] + && move != ss->killers[1] + && move != countermove) + return move; + } + ++stage; + cur = moves; // Point to beginning of bad captures + + case BAD_CAPTURES: + if (cur < endBadCaptures) + return *cur++; + break; + + case EVASIONS_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case ALL_EVASIONS: + while (cur < endMoves) + { + move = pick_best(cur++, endMoves); 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) + } + break; + + case PROBCUT_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case PROBCUT_CAPTURES: + while (cur < endMoves) + { + move = pick_best(cur++, endMoves); + if ( move != ttMove + && pos.see_ge(move, threshold)) return move; - break; - - case QUIET_CHECKS_S3: - move = (curMove++)->move; + } + break; + + case QCAPTURES_1_INIT: case QCAPTURES_2_INIT: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case QCAPTURES_1: case QCAPTURES_2: + while (cur < endMoves) + { + move = pick_best(cur++, endMoves); if (move != ttMove) return move; + } + if (stage == QCAPTURES_2) break; - - case STOP_S1: case STOP_S2: case STOP_S3: case STOP_S4: case STOP_S5: case STOP_S6: - return MOVE_NONE; - - default: - assert(false); + cur = moves; + endMoves = generate(pos, cur); + ++stage; + + case QCHECKS: + while (cur < endMoves) + { + move = cur++->move; + if (move != ttMove) + return move; } + break; + + case QSEARCH_RECAPTURES: + cur = moves; + endMoves = generate(pos, cur); + score(); + ++stage; + + case QRECAPTURES: + while (cur < endMoves) + { + move = pick_best(cur++, endMoves); + if (to_sq(move) == recaptureSquare) + return move; + } + break; + + default: + assert(false); } + + return MOVE_NONE; }