X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=7e338dbf62de586ec2e14fa0346eaab44c36b875;hp=4eb842a0e3e7d9eda96a7bf1e7a1ff1c599bb013;hb=b088f0aefd658261e9231b556382acf532920513;hpb=941f4e1643edbdf28118a47d0277747bb358d3ad diff --git a/src/movepick.cpp b/src/movepick.cpp index 4eb842a0..7e338dbf 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" @@ -41,16 +42,16 @@ namespace { /// Variables - MovePicker::MovegenPhase PhaseTable[32]; - int MainSearchPhaseIndex; - int EvasionsPhaseIndex; - int QsearchWithChecksPhaseIndex; - int QsearchWithoutChecksPhaseIndex; - + CACHE_LINE_ALIGNMENT + const MovegenPhaseT MainSearchPhaseTable[] = { PH_STOP, PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; + const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; + const MovegenPhaseT LowSearchPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_NULL_MOVE, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; + const MovegenPhaseT EvasionsPhaseTable[] = { PH_STOP, PH_EVASIONS, PH_STOP}; + const MovegenPhaseT QsearchWithChecksPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP}; + const MovegenPhaseT QsearchWithoutChecksPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_QCAPTURES, PH_STOP}; } - //// //// Functions //// @@ -63,33 +64,35 @@ 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; - 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; +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; + + movesPicked = numOfMoves = numOfBadCaptures = 0; + finished = false; if (p.is_check()) - phaseIndex = EvasionsPhaseIndex; - else if (depth > Depth(0)) - phaseIndex = MainSearchPhaseIndex; - else if (depth == Depth(0)) - phaseIndex = 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 = QsearchWithoutChecksPhaseIndex; + phasePtr = QsearchWithoutChecksPhaseTable; Color us = pos.side_to_move(); dc = p.discovered_check_candidates(us); pinned = p.pinned_pieces(us); - - finished = false; } @@ -113,40 +116,38 @@ Move MovePicker::get_next_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; + phasePtr++; + switch (*phasePtr) { - case PH_MATE_KILLER: - if (mateKiller != MOVE_NONE) - { - assert(move_is_ok(mateKiller)); - if (move_is_legal(pos, mateKiller, pinned)) - return mateKiller; - } + case PH_NULL_MOVE: + return MOVE_NULL; + + case PH_TT_MOVES: + movesPicked = 0; // This is used as index to ttMoves[] break; case PH_GOOD_CAPTURES: numOfMoves = generate_captures(pos, moves); score_captures(); + std::sort(moves, moves + numOfMoves); movesPicked = 0; break; - case PH_BAD_CAPTURES: - movesPicked = 0; + case PH_KILLERS: + movesPicked = 0; // This is used as index to killers[] break; case PH_NONCAPTURES: numOfMoves = generate_noncaptures(pos, moves); score_noncaptures(); + std::sort(moves, moves + numOfMoves); + movesPicked = 0; + break; + + 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); movesPicked = 0; break; @@ -154,17 +155,20 @@ Move MovePicker::get_next_move() { assert(pos.is_check()); numOfMoves = generate_evasions(pos, moves, pinned); score_evasions(); + std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_QCAPTURES: numOfMoves = generate_captures(pos, moves); - score_qcaptures(); + score_captures(); + std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_QCHECKS: - numOfMoves = generate_checks(pos, moves, dc); + // Perhaps we should order moves move here? FIXME + numOfMoves = generate_non_capture_checks(pos, moves, dc); movesPicked = 0; break; @@ -207,38 +211,28 @@ Move MovePicker::get_next_move(Lock &lock) { 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; + // Use MVV/LVA ordering for (int i = 0; i < numOfMoves; i++) { 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))); - } + if (move_is_promotion(m)) + moves[i].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]; - } + moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) + -int(pos.type_of_piece_on(move_from(m))); } } @@ -246,26 +240,23 @@ 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; - - 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(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); } } @@ -274,90 +265,15 @@ void MovePicker::score_evasions() { for (int i = 0; i < numOfMoves; i++) { Move m = moves[i].move; - if (m == ttMove) + 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)), 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() { - - assert(movesPicked < numOfMoves); - - int bestIndex = movesPicked, bestScore = moves[movesPicked].score; - - for (int i = movesPicked + 1; 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[]) { - - assert(movesPicked < numOfMoves); - - 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; - } + moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m)); } - - 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; } @@ -368,100 +284,86 @@ int MovePicker::find_best_index(Bitboard* squares, int values[]) { Move MovePicker::pick_move_from_list() { - int bestIndex; - Move move; + assert(movesPicked >= 0); + assert(!pos.is_check() || *phasePtr == PH_EVASIONS || *phasePtr == PH_STOP); + assert( pos.is_check() || *phasePtr != PH_EVASIONS); - switch (PhaseTable[phaseIndex]) { + switch (*phasePtr) { - case PH_GOOD_CAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); + 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) { - bestIndex = find_best_index(); - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller + Move move = moves[movesPicked++].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; - case PH_NONCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); + 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) { - // 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; - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - if ( move != ttMove - && move != mateKiller + 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)) return move; } break; case PH_EVASIONS: - assert(pos.is_check()); - assert(movesPicked >= 0); - - while (movesPicked < numOfMoves) - { - bestIndex = find_best_index(); - move = moves[bestIndex].move; - moves[bestIndex] = moves[movesPicked++]; - return move; - } - break; + if (movesPicked < numOfMoves) + return moves[movesPicked++].move; + break; case PH_BAD_CAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - // It's probably a good idea to use SEE move ordering here, instead - // of just picking the first move. FIXME - while (movesPicked < numOfBadCaptures) - { - move = badCaptures[movesPicked++].move; - if ( move != ttMove - && move != mateKiller - && pos.pl_move_is_legal(move, pinned)) - return move; - } + if (movesPicked < numOfBadCaptures) + return badCaptures[movesPicked++].move; break; case PH_QCAPTURES: - assert(!pos.is_check()); - assert(movesPicked >= 0); - while (movesPicked < numOfMoves) - { - bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked); - 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)) - return move; - } - 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)) + 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; } break; @@ -471,53 +373,3 @@ Move MovePicker::pick_move_from_list() { } return MOVE_NONE; } - - -/// 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]; -} - - -/// 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 without checks - QsearchWithoutChecksPhaseIndex = i - 1; - PhaseTable[i++] = PH_QCAPTURES; - PhaseTable[i++] = PH_STOP; - -}