X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=5c8338c0c19ab96d08f55879015d8f422002985c;hp=a86a1702f19d1df5ee61868a78cc93052f38b8dc;hb=733d0099b2a3e3ad594bb551d37c8a06c62f13db;hpb=cdfe43eb8ff6f8b4315442318a4259deb4614167 diff --git a/src/movepick.cpp b/src/movepick.cpp index a86a1702..5c8338c0 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -18,11 +18,10 @@ along with this program. If not, see . */ -#include #include -#include "movegen.h" #include "movepick.h" +#include "thread.h" namespace { @@ -36,17 +35,31 @@ namespace { STOP }; + // Our insertion sort, guaranteed to be stable, as is needed + void insertion_sort(MoveStack* begin, MoveStack* end) + { + MoveStack 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; + } + } + // 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; } + inline bool has_positive_score(const MoveStack& ms) { return ms.score > 0; } - // Picks and moves to the front the best move in the range [firstMove, lastMove), + // Picks and moves to the front the best move in the range [begin, end), // 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) + inline MoveStack* pick_best(MoveStack* begin, MoveStack* end) { - std::swap(*firstMove, *std::max_element(firstMove, lastMove)); - return firstMove; + std::swap(*begin, *std::max_element(begin, end)); + return begin; } } @@ -58,15 +71,16 @@ namespace { /// 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) { + Search::Stack* s, Value beta) : pos(p), Hist(h), depth(d) { assert(d > DEPTH_ZERO); captureThreshold = 0; - curMove = lastMove = moves; - lastBadCapture = moves + MAX_MOVES - 1; + cur = end = moves; + endBadCaptures = moves + MAX_MOVES - 1; + ss = s; - if (p.in_check()) + if (p.checkers()) phase = EVASION; else @@ -77,24 +91,24 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, 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; + if (ss && ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY) + captureThreshold = -PawnValueMg; // Consider negative captures as good if still enough to reach beta - else if (ss && ss->eval > beta) - captureThreshold = beta - ss->eval; + else if (ss && ss->staticEval > beta) + captureThreshold = beta - ss->staticEval; } ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - lastMove += (ttMove != MOVE_NONE); + end += (ttMove != MOVE_NONE); } MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, - Square sq) : pos(p), H(h), curMove(moves), lastMove(moves) { + Square sq) : pos(p), Hist(h), cur(moves), end(moves) { assert(d <= DEPTH_ZERO); - if (p.in_check()) + if (p.checkers()) phase = EVASION; else if (d > DEPTH_QS_NO_CHECKS) @@ -118,33 +132,31 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, } ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - lastMove += (ttMove != MOVE_NONE); + end += (ttMove != MOVE_NONE); } MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType pt) - : pos(p), H(h), curMove(moves), lastMove(moves) { + : pos(p), Hist(h), cur(moves), end(moves) { - assert(!pos.in_check()); + assert(!pos.checkers()); phase = PROBCUT; // In ProbCut we generate only captures better than parent's captured piece - captureThreshold = PieceValueMidgame[pt]; + captureThreshold = PieceValue[MG][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); + end += (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() { +/// score() assign a numerical move ordering score to each move in a move list. +/// The moves with highest scores will be picked first. +template<> +void MovePicker::score() { // 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 @@ -160,104 +172,108 @@ void MovePicker::score_captures() { // some SEE calls in case we get a cutoff (idea from Pablo Vazquez). Move m; - for (MoveStack* cur = moves; cur != lastMove; cur++) + for (MoveStack* it = moves; it != end; ++it) { - m = cur->move; - cur->score = PieceValueMidgame[pos.piece_on(to_sq(m))] - - type_of(pos.piece_moved(m)); + m = it->move; + it->score = PieceValue[MG][pos.piece_on(to_sq(m))] + - type_of(pos.piece_moved(m)); + + if (type_of(m) == PROMOTION) + it->score += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN]; - if (is_promotion(m)) - cur->score += PieceValueMidgame[promotion_type(m)]; + else if (type_of(m) == ENPASSANT) + it->score += PieceValue[MG][PAWN]; } } -void MovePicker::score_noncaptures() { +template<> +void MovePicker::score() { Move m; - for (MoveStack* cur = moves; cur != lastMove; cur++) + for (MoveStack* it = moves; it != end; ++it) { - m = cur->move; - cur->score = H.value(pos.piece_moved(m), to_sq(m)); + m = it->move; + it->score = Hist[pos.piece_moved(m)][to_sq(m)]; } } -void MovePicker::score_evasions() { +template<> +void MovePicker::score() { // 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; - if (lastMove < moves + 2) - return; - - for (MoveStack* cur = moves; cur != lastMove; cur++) + for (MoveStack* it = moves; it != end; ++it) { - m = cur->move; + m = it->move; if ((seeScore = pos.see_sign(m)) < 0) - cur->score = seeScore - History::MaxValue; // Be sure we are at the bottom + it->score = seeScore - History::Max; // 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; + it->score = PieceValue[MG][pos.piece_on(to_sq(m))] + - type_of(pos.piece_moved(m)) + History::Max; else - cur->score = H.value(pos.piece_moved(m), to_sq(m)); + it->score = Hist[pos.piece_moved(m)][to_sq(m)]; } } -/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves, -/// when there are no more moves to try for the current phase. +/// generate_next() generates, scores and sorts the next bunch of moves, when +/// there are no more moves to try for the current phase. void MovePicker::generate_next() { - curMove = moves; + cur = moves; switch (++phase) { case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6: - lastMove = generate(pos, moves); - score_captures(); + end = generate(pos, moves); + score(); return; case KILLERS_S1: - curMove = killers; - lastMove = curMove + 2; + cur = killers; + end = cur + 2; return; case QUIETS_1_S1: - lastQuiet = lastMove = generate(pos, moves); - score_noncaptures(); - lastMove = std::partition(curMove, lastMove, has_positive_score); - sort(curMove, lastMove); + endQuiets = end = generate(pos, moves); + score(); + end = std::partition(cur, end, has_positive_score); + insertion_sort(cur, end); return; case QUIETS_2_S1: - curMove = lastMove; - lastMove = lastQuiet; + cur = end; + end = endQuiets; if (depth >= 3 * ONE_PLY) - sort(curMove, lastMove); + insertion_sort(cur, end); return; case BAD_CAPTURES_S1: // Just pick them in reverse order to get MVV/LVA ordering - curMove = moves + MAX_MOVES - 1; - lastMove = lastBadCapture; + cur = moves + MAX_MOVES - 1; + end = endBadCaptures; return; case EVASIONS_S2: - lastMove = generate(pos, moves); - score_evasions(); + end = generate(pos, moves); + if (end > moves + 1) + score(); return; case QUIET_CHECKS_S3: - lastMove = generate(pos, moves); + end = 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 + end = cur + 1; // Avoid another next_phase() call return; default: @@ -266,30 +282,28 @@ void MovePicker::generate_next() { } -/// 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() { +/// next_move() is the most important method of the MovePicker class. It returns +/// a new pseudo legal move every time 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 returning the ttMove if has already been searched previously. +template<> +Move MovePicker::next_move() { Move move; while (true) { - while (curMove == lastMove) + while (cur == end) generate_next(); switch (phase) { case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: - curMove++; + cur++; return ttMove; case CAPTURES_S1: - move = pick_best(curMove++, lastMove)->move; + move = pick_best(cur++, end)->move; if (move != ttMove) { assert(captureThreshold <= 0); // Otherwise we cannot use see_sign() @@ -298,12 +312,12 @@ Move MovePicker::next_move() { return move; // Losing capture, move it to the tail of the array - (lastBadCapture--)->move = move; + (endBadCaptures--)->move = move; } break; case KILLERS_S1: - move = (curMove++)->move; + move = (cur++)->move; if ( move != MOVE_NONE && pos.is_pseudo_legal(move) && move != ttMove @@ -312,7 +326,7 @@ Move MovePicker::next_move() { break; case QUIETS_1_S1: case QUIETS_2_S1: - move = (curMove++)->move; + move = (cur++)->move; if ( move != ttMove && move != killers[0].move && move != killers[1].move) @@ -320,28 +334,28 @@ Move MovePicker::next_move() { break; case BAD_CAPTURES_S1: - return (curMove--)->move; + return (cur--)->move; case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4: - move = pick_best(curMove++, lastMove)->move; + move = pick_best(cur++, end)->move; if (move != ttMove) return move; break; case CAPTURES_S5: - move = pick_best(curMove++, lastMove)->move; + move = pick_best(cur++, end)->move; if (move != ttMove && pos.see(move) > captureThreshold) return move; break; case CAPTURES_S6: - move = pick_best(curMove++, lastMove)->move; + move = pick_best(cur++, end)->move; if (to_sq(move) == recaptureSquare) return move; break; case QUIET_CHECKS_S3: - move = (curMove++)->move; + move = (cur++)->move; if (move != ttMove) return move; break; @@ -354,3 +368,10 @@ Move MovePicker::next_move() { } } } + + +/// Version of next_move() to use at split point nodes where the move is grabbed +/// from the split point's shared MovePicker object. This function is not thread +/// safe so must be lock protected by the caller. +template<> +Move MovePicker::next_move() { return ss->sp->movePicker->next_move(); }