X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=e0bd2a674025d0795955310c60758127509b4867;hp=0be426ab659b969b8073b0bb5c8c528f911a2451;hb=333696318555004770f6d2acaae0eb743cc7e9de;hpb=5bb766e826af935b159cbd2ab9c59b279930dc5e diff --git a/src/movepick.cpp b/src/movepick.cpp index 0be426ab..e0bd2a67 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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, 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 @@ -18,133 +18,134 @@ along with this program. If not, see . */ -#include #include -#include "movegen.h" #include "movepick.h" +#include "thread.h" namespace { - enum Sequencer { + enum Stages { MAIN_SEARCH, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, QUIETS_2_S1, BAD_CAPTURES_S1, EVASION, EVASIONS_S2, QSEARCH_0, CAPTURES_S3, QUIET_CHECKS_S3, QSEARCH_1, CAPTURES_S4, - PROBCUT, CAPTURES_S5, + MULTICUT, CAPTURES_S5, RECAPTURE, CAPTURES_S6, STOP }; + // Our insertion sort, which is guaranteed (and also needed) to be stable + 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; + } + } + // 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; } + // ones so as to sort the two sets separately, with the second sort delayed. + inline bool has_positive_score(const ExtMove& ms) { return ms.score > 0; } - // 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) + // Picks 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. possible captures. + inline ExtMove* 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; } } /// 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, const HistoryStats& h, + Move* cm, Move* fm, Search::Stack* s) : pos(p), history(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; + countermoves = cm; + followupmoves = fm; + ss = s; - if (p.in_check()) - phase = EVASION; + if (p.checkers()) + stage = EVASION; else - { - phase = MAIN_SEARCH; + stage = MAIN_SEARCH; - 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; - } - - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - lastMove += (ttMove != MOVE_NONE); + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : 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) { +MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, + Square sq) : pos(p), history(h), cur(moves), end(moves) { assert(d <= DEPTH_ZERO); - if (p.in_check()) - phase = EVASION; + if (p.checkers()) + stage = EVASION; else if (d > DEPTH_QS_NO_CHECKS) - phase = QSEARCH_0; + stage = QSEARCH_0; else if (d > DEPTH_QS_RECAPTURES) { - phase = QSEARCH_1; + stage = QSEARCH_1; - // Skip TT move if is not a capture or a promotion, this avoids qsearch + // 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)) + if (ttm && !pos.capture_or_promotion(ttm)) ttm = MOVE_NONE; } else { - phase = RECAPTURE; + stage = RECAPTURE; recaptureSquare = sq; ttm = MOVE_NONE; } - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); - lastMove += (ttMove != MOVE_NONE); + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : 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) { +MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, PieceType pt) + : pos(p), history(h), cur(moves), end(moves) { - assert(!pos.in_check()); + assert(!pos.checkers()); - phase = PROBCUT; + stage = MULTICUT; - // In ProbCut we generate only captures better than parent's captured piece - captureThreshold = PieceValueMidgame[pt]; - ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE); + // In MultiCut we generate only captures that are better than the parent's + // captured piece. + captureThreshold = PieceValue[MG][pt]; + ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); - if (ttMove && (!pos.is_capture(ttMove) || pos.see(ttMove) <= captureThreshold)) + if (ttMove && (!pos.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 @@ -154,110 +155,136 @@ void MovePicker::score_captures() { // 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). + // In 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 in pick_move_from_list(). This way we save some SEE + // calls in case we get a cutoff. Move m; - for (MoveStack* cur = moves; cur != lastMove; cur++) + for (ExtMove* 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.moved_piece(m)); - if (is_promotion(m)) - cur->score += PieceValueMidgame[promotion_type(m)]; + if (type_of(m) == PROMOTION) + it->score += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN]; + + 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 (ExtMove* it = moves; it != end; ++it) { - m = cur->move; - cur->score = H.value(pos.piece_moved(m), to_sq(m)); + m = it->move; + it->score = history[pos.moved_piece(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 (ExtMove* 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 - 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 = seeScore - HistoryStats::Max; // At the bottom + + else if (pos.capture(m)) + it->score = PieceValue[MG][pos.piece_on(to_sq(m))] + - type_of(pos.moved_piece(m)) + HistoryStats::Max; else - cur->score = H.value(pos.piece_moved(m), to_sq(m)); + it->score = history[pos.moved_piece(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_stage() generates, scores and sorts the next bunch of moves, +/// when there are no more moves to try for the current stage. -void MovePicker::generate_next() { +void MovePicker::generate_next_stage() { - curMove = moves; + cur = moves; - switch (++phase) { + switch (++stage) { 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; + + killers[0].move = ss->killers[0]; + killers[1].move = ss->killers[1]; + killers[2].move = killers[3].move = MOVE_NONE; + killers[4].move = killers[5].move = MOVE_NONE; + + // Please note that following code is racy and could yield to rare (less + // than 1 out of a million) duplicated entries in SMP case. This is harmless. + + // Be sure countermoves are different from killers + for (int i = 0; i < 2; ++i) + if ( countermoves[i] != (cur+0)->move + && countermoves[i] != (cur+1)->move) + (end++)->move = countermoves[i]; + + // Be sure followupmoves are different from killers and countermoves + for (int i = 0; i < 2; ++i) + if ( followupmoves[i] != (cur+0)->move + && followupmoves[i] != (cur+1)->move + && followupmoves[i] != (cur+2)->move + && followupmoves[i] != (cur+3)->move) + (end++)->move = followupmoves[i]; 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 EVASION: case QSEARCH_0: case QSEARCH_1: case MULTICUT: case RECAPTURE: + stage = STOP; case STOP: - lastMove = curMove + 1; // Avoid another next_phase() call + end = cur + 1; // Avoid another next_phase() call return; default: @@ -266,82 +293,82 @@ 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 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 ttMove if it has already been searched. +template<> +Move MovePicker::next_move() { Move move; while (true) { - while (curMove == lastMove) - generate_next(); + while (cur == end) + generate_next_stage(); - switch (phase) { + switch (stage) { - case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: - curMove++; + case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case MULTICUT: + ++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() - - if (pos.see_sign(move) >= captureThreshold) + if (pos.see_sign(move) >= 0) 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; - if ( move != MOVE_NONE - && pos.is_pseudo_legal(move) - && move != ttMove - && !pos.is_capture(move)) + move = (cur++)->move; + if ( move != MOVE_NONE + && pos.pseudo_legal(move) + && move != ttMove + && !pos.capture(move)) return 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) + && move != killers[1].move + && move != killers[2].move + && move != killers[3].move + && move != killers[4].move + && move != killers[5].move) return 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 +381,10 @@ 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->splitPoint->movePicker->next_move(); }