X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fsearch.cpp;h=851797dd22d49abf8e62d414f35289fcaf8f86fa;hp=9923ef1dbc1fdf5ce2d6493dc05662d599900e29;hb=4a3b162c8cf16b2dee5f6a0899e94e018b19f483;hpb=b69d9ee3f720ba04bbc22eb24203123f4b79707f diff --git a/src/search.cpp b/src/search.cpp index 9923ef1d..851797dd 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -20,11 +20,11 @@ #include #include #include -#include #include #include #include #include +#include #include "book.h" #include "evaluate.h" @@ -129,7 +129,7 @@ namespace { inline Value futility_margin(Depth d, int mn) { - return d < 7 * ONE_PLY ? FutilityMargins[Max(d, 1)][Min(mn, 63)] + return d < 7 * ONE_PLY ? FutilityMargins[std::max(int(d), 1)][std::min(mn, 63)] : 2 * VALUE_INFINITE; } @@ -145,7 +145,7 @@ namespace { template inline Depth reduction(Depth d, int mn) { - return (Depth) Reductions[PvNode][Min(d / ONE_PLY, 63)][Min(mn, 63)]; + return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)]; } // Easy move margin. An easy move candidate must be at least this much @@ -159,16 +159,13 @@ namespace { RootMoveList Rml; // MultiPV mode - int MultiPV, UCIMultiPV, MultiPVIteration; + int MultiPV, UCIMultiPV, MultiPVIdx; // Time management variables bool StopOnPonderhit, FirstRootMove, StopRequest, QuitRequest, AspirationFailLow; TimeManager TimeMgr; SearchLimits Limits; - // Log file - std::ofstream LogFile; - // Skill level adjustment int SkillLevel; bool SkillLevelEnabled; @@ -200,7 +197,6 @@ namespace { bool connected_threat(const Position& pos, Move m, Move threat); Value refine_eval(const TTEntry* tte, Value defaultEval, int ply); void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount); - void update_gains(const Position& pos, Move move, Value before, Value after); void do_skill_level(Move* best, Move* ponder); int current_search_time(int set = 0); @@ -270,7 +266,7 @@ namespace { if (moveIsCheck && pos.see_sign(m) >= 0) result += CheckExtension[PvNode]; - if (piece_type(pos.piece_on(move_from(m))) == PAWN) + if (type_of(pos.piece_on(move_from(m))) == PAWN) { Color c = pos.side_to_move(); if (relative_rank(c, move_to(m)) == RANK_7) @@ -286,16 +282,16 @@ namespace { } if ( captureOrPromotion - && piece_type(pos.piece_on(move_to(m))) != PAWN + && type_of(pos.piece_on(move_to(m))) != PAWN && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) - - piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO) - && !move_is_special(m)) + - PieceValueMidgame[pos.piece_on(move_to(m))] == VALUE_ZERO) + && !is_special(m)) { result += PawnEndgameExtension[PvNode]; *dangerous = true; } - return Min(result, ONE_PLY); + return std::min(result, ONE_PLY); } } // namespace @@ -363,7 +359,7 @@ int64_t perft(Position& pos, Depth depth) { bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { - static Book book; + static Book book; // Define static to initialize the PRNG only once // Initialize global search-related variables StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = false; @@ -377,7 +373,7 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { // Set best NodesBetweenPolls interval to avoid lagging under time pressure if (Limits.maxNodes) - NodesBetweenPolls = Min(Limits.maxNodes, 30000); + NodesBetweenPolls = std::min(Limits.maxNodes, 30000); else if (Limits.time && Limits.time < 1000) NodesBetweenPolls = 1000; else if (Limits.time && Limits.time < 5000) @@ -391,7 +387,7 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { if (Options["Book File"].value() != book.name()) book.open(Options["Book File"].value()); - Move bookMove = book.get_move(pos, Options["Best Book Move"].value()); + Move bookMove = book.probe(pos, Options["Best Book Move"].value()); if (bookMove != MOVE_NONE) { if (Limits.ponder) @@ -421,7 +417,7 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { // Do we have to play with skill handicap? In this case enable MultiPV that // we will use behind the scenes to retrieve a set of possible moves. SkillLevelEnabled = (SkillLevel < 20); - MultiPV = (SkillLevelEnabled ? Max(UCIMultiPV, 4) : UCIMultiPV); + MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, 4) : UCIMultiPV); // Wake up needed threads and reset maxPly counter for (int i = 0; i < Threads.size(); i++) @@ -433,17 +429,14 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { // Write to log file and keep it open to be accessed during the search if (Options["Use Search Log"].value()) { - string name = Options["Search Log Filename"].value(); - LogFile.open(name.c_str(), std::ios::out | std::ios::app); - - if (LogFile.is_open()) - LogFile << "\nSearching: " << pos.to_fen() - << "\ninfinite: " << Limits.infinite - << " ponder: " << Limits.ponder - << " time: " << Limits.time - << " increment: " << Limits.increment - << " moves to go: " << Limits.movesToGo - << endl; + Log log(Options["Search Log Filename"].value()); + log << "\nSearching: " << pos.to_fen() + << "\ninfinite: " << Limits.infinite + << " ponder: " << Limits.ponder + << " time: " << Limits.time + << " increment: " << Limits.increment + << " moves to go: " << Limits.movesToGo + << endl; } // We're ready to start thinking. Call the iterative deepening loop function @@ -451,19 +444,19 @@ bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) { Move bestMove = id_loop(pos, searchMoves, &ponderMove); // Write final search statistics and close log file - if (LogFile.is_open()) + if (Options["Use Search Log"].value()) { int t = current_search_time(); - LogFile << "Nodes: " << pos.nodes_searched() - << "\nNodes/second: " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0) - << "\nBest move: " << move_to_san(pos, bestMove); + Log log(Options["Search Log Filename"].value()); + log << "Nodes: " << pos.nodes_searched() + << "\nNodes/second: " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0) + << "\nBest move: " << move_to_san(pos, bestMove); StateInfo st; pos.do_move(bestMove, st); - LogFile << "\nPonder move: " << move_to_san(pos, ponderMove) << endl; + log << "\nPonder move: " << move_to_san(pos, ponderMove) << endl; pos.undo_move(bestMove); // Return from think() with unchanged position - LogFile.close(); } // This makes all the threads to go to sleep @@ -510,7 +503,7 @@ namespace { *ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE; depth = aspirationDelta = 0; value = alpha = -VALUE_INFINITE, beta = VALUE_INFINITE; - ss->currentMove = MOVE_NULL; // Hack to skip update_gains() + ss->currentMove = MOVE_NULL; // Hack to skip update gains // Moves to search are verified and copied Rml.init(pos, searchMoves); @@ -527,29 +520,26 @@ namespace { // Iterative deepening loop until requested to stop or target depth reached while (!StopRequest && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth)) { - // Save last iteration's scores, this needs to be done now, because in - // the following MultiPV loop Rml moves could be reordered. + // Save now last iteration's scores, before Rml moves are reordered for (size_t i = 0; i < Rml.size(); i++) Rml[i].prevScore = Rml[i].score; Rml.bestMoveChanges = 0; - // MultiPV iteration loop. At depth 1 perform at least 2 iterations to - // get a score of the second best move for easy move detection. - int e = Min(Max(MultiPV, 2 * int(depth == 1)), (int)Rml.size()); - for (MultiPVIteration = 0; MultiPVIteration < e; MultiPVIteration++) + // MultiPV loop. We perform a full root search for each PV line + for (MultiPVIdx = 0; MultiPVIdx < std::min(MultiPV, (int)Rml.size()); MultiPVIdx++) { // Calculate dynamic aspiration window based on previous iterations - if (depth >= 5 && abs(Rml[MultiPVIteration].prevScore) < VALUE_KNOWN_WIN) + if (depth >= 5 && abs(Rml[MultiPVIdx].prevScore) < VALUE_KNOWN_WIN) { int prevDelta1 = bestValues[depth - 1] - bestValues[depth - 2]; int prevDelta2 = bestValues[depth - 2] - bestValues[depth - 3]; - aspirationDelta = Min(Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24); + aspirationDelta = std::min(std::max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24); aspirationDelta = (aspirationDelta + 7) / 8 * 8; // Round to match grainSize - alpha = Max(Rml[MultiPVIteration].prevScore - aspirationDelta, -VALUE_INFINITE); - beta = Min(Rml[MultiPVIteration].prevScore + aspirationDelta, VALUE_INFINITE); + alpha = std::max(Rml[MultiPVIdx].prevScore - aspirationDelta, -VALUE_INFINITE); + beta = std::min(Rml[MultiPVIdx].prevScore + aspirationDelta, VALUE_INFINITE); } else { @@ -560,48 +550,64 @@ namespace { // Start with a small aspiration window and, in case of fail high/low, // research with bigger window until not failing high/low anymore. do { - // Search starting from ss+1 to allow referencing (ss-1). This is - // needed by update_gains() and ss copy when splitting at Root. + // Search starts from ss+1 to allow referencing (ss-1). This is + // needed by update gains and ss copy when splitting at Root. value = search(pos, ss+1, alpha, beta, depth * ONE_PLY); - // It is critical that sorting is done with a stable algorithm - // because all the values but the first are usually set to - // -VALUE_INFINITE and we want to keep the same order for all - // the moves but the new PV that goes to head. - sort(Rml.begin() + MultiPVIteration, Rml.end()); - - // In case we have found an exact score reorder the PV moves - // before leaving the fail high/low loop, otherwise leave the - // last PV move in its position so to be searched again. - if (value > alpha && value < beta) - sort(Rml.begin(), Rml.begin() + MultiPVIteration); + // Bring to front the best move. It is critical that sorting is + // done with a stable algorithm because all the values but the first + // and eventually the new best one are set to -VALUE_INFINITE and + // we want to keep the same order for all the moves but the new + // PV that goes to the front. Note that in case of MultiPV search + // the already searched PV lines are preserved. + sort(Rml.begin() + MultiPVIdx, Rml.end()); + + // In case we have found an exact score and we are going to leave + // the fail high/low loop then reorder the PV moves, otherwise + // leave the last PV move in its position so to be searched again. + // Of course this is needed only in MultiPV search. + if (MultiPVIdx && value > alpha && value < beta) + sort(Rml.begin(), Rml.begin() + MultiPVIdx); // Write PV back to transposition table in case the relevant entries // have been overwritten during the search. - for (int i = 0; i <= MultiPVIteration; i++) + for (int i = 0; i <= MultiPVIdx; i++) Rml[i].insert_pv_in_tt(pos); - // Value cannot be trusted. Break out immediately! + // If search has been stopped exit the aspiration window loop, + // note that sorting and writing PV back to TT is safe becuase + // Rml is still valid, although refers to the previous iteration. if (StopRequest) break; // Send full PV info to GUI if we are going to leave the loop or - // if we have a fail high/low and we are deep in the search. + // if we have a fail high/low and we are deep in the search. UCI + // protocol requires to send all the PV lines also if are still + // to be searched and so refer to the previous search's score. if ((value > alpha && value < beta) || current_search_time() > 2000) - for (int i = 0; i < Min(UCIMultiPV, MultiPVIteration + 1); i++) + for (int i = 0; i < std::min(UCIMultiPV, (int)Rml.size()); i++) + { + bool updated = (i <= MultiPVIdx); + + if (depth == 1 && !updated) + continue; + + Depth d = (updated ? depth : depth - 1) * ONE_PLY; + Value s = (updated ? Rml[i].score : Rml[i].prevScore); + cout << "info" - << depth_to_uci(depth * ONE_PLY) - << (i == MultiPVIteration ? score_to_uci(Rml[i].score, alpha, beta) : - score_to_uci(Rml[i].score)) + << depth_to_uci(d) + << (i == MultiPVIdx ? score_to_uci(s, alpha, beta) : score_to_uci(s)) << speed_to_uci(pos.nodes_searched()) << pv_to_uci(&Rml[i].pv[0], i + 1, pos.is_chess960()) << endl; + } - // In case of failing high/low increase aspiration window and research, - // otherwise exit the fail high/low loop. + // In case of failing high/low increase aspiration window and + // research, otherwise exit the fail high/low loop. if (value >= beta) { - beta = Min(beta + aspirationDelta, VALUE_INFINITE); + beta = std::min(beta + aspirationDelta, VALUE_INFINITE); aspirationDelta += aspirationDelta / 2; } else if (value <= alpha) @@ -609,7 +615,7 @@ namespace { AspirationFailLow = true; StopOnPonderhit = false; - alpha = Max(alpha - aspirationDelta, -VALUE_INFINITE); + alpha = std::max(alpha - aspirationDelta, -VALUE_INFINITE); aspirationDelta += aspirationDelta / 2; } else @@ -624,14 +630,17 @@ namespace { bestValues[depth] = value; bestMoveChanges[depth] = Rml.bestMoveChanges; - // Do we need to pick now the best and the ponder moves ? + // Skills: Do we need to pick now the best and the ponder moves ? if (SkillLevelEnabled && depth == 1 + SkillLevel) do_skill_level(&skillBest, &skillPonder); - if (LogFile.is_open()) - LogFile << pretty_pv(pos, depth, value, current_search_time(), &Rml[0].pv[0]) << endl; + if (Options["Use Search Log"].value()) + { + Log log(Options["Search Log Filename"].value()); + log << pretty_pv(pos, depth, value, current_search_time(), &Rml[0].pv[0]) << endl; + } - // Init easyMove after first iteration or drop if differs from the best move + // Init easyMove at first iteration or drop it if differs from the best move if (depth == 1 && (Rml.size() == 1 || Rml[0].score > Rml[1].score + EasyMoveMargin)) easyMove = bestMove; else if (bestMove != easyMove) @@ -640,9 +649,9 @@ namespace { // Check for some early stop condition if (!StopRequest && Limits.useTimeManagement()) { - // Stop search early if one move seems to be much better than the - // others or if there is only a single legal move. Also in the latter - // case we search up to some depth anyway to get a proper score. + // Easy move: Stop search early if one move seems to be much better + // than the others or if there is only a single legal move. Also in + // the latter case search to some depth anyway to get a proper score. if ( depth >= 7 && easyMove == bestMove && ( Rml.size() == 1 @@ -758,8 +767,8 @@ namespace { // Step 3. Mate distance pruning if (!RootNode) { - alpha = Max(value_mated_in(ss->ply), alpha); - beta = Min(value_mate_in(ss->ply+1), beta); + alpha = std::max(value_mated_in(ss->ply), alpha); + beta = std::min(value_mate_in(ss->ply+1), beta); if (alpha >= beta) return alpha; } @@ -770,7 +779,7 @@ namespace { excludedMove = ss->excludedMove; posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key(); tte = TT.probe(posKey); - ttMove = RootNode ? Rml[MultiPVIteration].pv[0] : tte ? tte->move() : MOVE_NONE; + ttMove = RootNode ? Rml[MultiPVIdx].pv[0] : tte ? tte->move() : MOVE_NONE; // At PV nodes we check for exact scores, while at non-PV nodes we check for // a fail high/low. Biggest advantage at probing at PV nodes is to have a @@ -780,8 +789,18 @@ namespace { : can_return_tt(tte, depth, beta, ss->ply))) { TT.refresh(tte); - ss->bestMove = ttMove; // Can be MOVE_NONE - return value_from_tt(tte->value(), ss->ply); + ss->bestMove = move = ttMove; // Can be MOVE_NONE + value = value_from_tt(tte->value(), ss->ply); + + if ( value >= beta + && move + && !pos.is_capture_or_promotion(move) + && move != ss->killers[0]) + { + ss->killers[1] = ss->killers[0]; + ss->killers[0] = move; + } + return value; } // Step 5. Evaluate the position statically and update parent's gain statistics @@ -801,8 +820,17 @@ namespace { TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin); } - // Save gain for the parent non-capture move - update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval); + // Update gain for the parent non-capture move given the static position + // evaluation before and after the move. + if ( (move = (ss-1)->currentMove) != MOVE_NULL + && (ss-1)->eval != VALUE_NONE + && ss->eval != VALUE_NONE + && pos.captured_piece_type() == PIECE_TYPE_NONE + && !is_special(move)) + { + Square to = move_to(move); + H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval); + } // Step 6. Razoring (is omitted in PV nodes) if ( !PvNode @@ -851,12 +879,12 @@ namespace { if (refinedValue - PawnValueMidgame > beta) R++; - pos.do_null_move(st); + pos.do_null_move(st); (ss+1)->skipNullMove = true; nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch(pos, ss+1, -beta, -alpha, DEPTH_ZERO) : - search(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY); (ss+1)->skipNullMove = false; - pos.undo_null_move(); + pos.do_null_move(st); if (nullValue >= beta) { @@ -964,15 +992,15 @@ split_point_start: // At split points actual search starts from here && (move = mp.get_next_move()) != MOVE_NONE && !thread.cutoff_occurred()) { - assert(move_is_ok(move)); + assert(is_ok(move)); if (move == excludedMove) continue; - // At root obey the "searchmoves" option and skip moves not listed in Root Move List. - // Also in MultiPV mode we skip moves which already have got an exact score - // in previous MultiPV Iteration. Finally any illegal move is skipped here. - if (RootNode && !Rml.find(move, MultiPVIteration)) + // At root obey the "searchmoves" option and skip moves not listed in Root + // Move List, as a consequence any illegal move is also skipped. In MultiPV + // mode we also skip PV moves which have been already searched. + if (RootNode && !Rml.find(move, MultiPVIdx)) continue; // At PV and SpNode nodes we want all moves to be legal since the beginning @@ -999,12 +1027,13 @@ split_point_start: // At split points actual search starts from here if (pos.thread() == 0 && current_search_time() > 2000) cout << "info" << depth_to_uci(depth) << " currmove " << move - << " currmovenumber " << moveCount + MultiPVIteration << endl; + << " currmovenumber " << moveCount + MultiPVIdx << endl; } - isPvMove = (PvNode && moveCount == 1); + // At Root and at first iteration do a PV search on all the moves to score root moves + isPvMove = (PvNode && moveCount <= (RootNode && depth <= ONE_PLY ? MAX_MOVES : 1)); givesCheck = pos.move_gives_check(move, ci); - captureOrPromotion = pos.move_is_capture_or_promotion(move); + captureOrPromotion = pos.is_capture_or_promotion(move); // Step 12. Decide the new search depth ext = extension(pos, move, captureOrPromotion, givesCheck, &dangerous); @@ -1044,7 +1073,7 @@ split_point_start: // At split points actual search starts from here && !inCheck && !dangerous && move != ttMove - && !move_is_castle(move)) + && !is_castle(move)) { // Move count based pruning if ( moveCount >= futility_move_count(depth) @@ -1118,7 +1147,7 @@ split_point_start: // At split points actual search starts from here if ( depth > 3 * ONE_PLY && !captureOrPromotion && !dangerous - && !move_is_castle(move) + && !is_castle(move) && ss->killers[0] != move && ss->killers[1] != move && (ss->reduction = reduction(depth, moveCount)) != DEPTH_ZERO) @@ -1224,9 +1253,11 @@ split_point_start: // At split points actual search starts from here } // Step 20. Check for mate and stalemate - // All legal moves have been searched and if there are - // no legal moves, it must be mate or stalemate. - // If one move was excluded return fail low score. + // All legal moves have been searched and if there are no legal moves, it + // must be mate or stalemate. Note that we can have a false positive in + // case of StopRequest or thread.cutoff_occurred() are set, but this is + // harmless because return value is discarded anyhow in the parent nodes. + // If we are in a singular extension search then return a fail low score. if (!SpNode && !moveCount) return excludedMove ? oldAlpha : inCheck ? value_mated_in(ss->ply) : VALUE_DRAW; @@ -1243,7 +1274,7 @@ split_point_start: // At split points actual search starts from here // Update killers and history only for non capture moves that fails high if ( bestValue >= beta - && !pos.move_is_capture_or_promotion(move)) + && !pos.is_capture_or_promotion(move)) { if (move != ss->killers[0]) { @@ -1363,7 +1394,7 @@ split_point_start: // At split points actual search starts from here while ( bestValue < beta && (move = mp.get_next_move()) != MOVE_NONE) { - assert(move_is_ok(move)); + assert(is_ok(move)); givesCheck = pos.move_gives_check(move, ci); @@ -1373,12 +1404,12 @@ split_point_start: // At split points actual search starts from here && !givesCheck && move != ttMove && enoughMaterial - && !move_is_promotion(move) - && !pos.move_is_passed_pawn_push(move)) + && !is_promotion(move) + && !pos.is_passed_pawn_push(move)) { futilityValue = futilityBase - + piece_value_endgame(pos.piece_on(move_to(move))) - + (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO); + + PieceValueEndgame[pos.piece_on(move_to(move))] + + (is_enpassant(move) ? PawnValueEndgame : VALUE_ZERO); if (futilityValue < beta) { @@ -1399,14 +1430,14 @@ split_point_start: // At split points actual search starts from here evasionPrunable = !PvNode && inCheck && bestValue > VALUE_MATED_IN_PLY_MAX - && !pos.move_is_capture(move) + && !pos.is_capture(move) && !pos.can_castle(pos.side_to_move()); // Don't search moves with negative SEE values if ( !PvNode && (!inCheck || evasionPrunable) && move != ttMove - && !move_is_promotion(move) + && !is_promotion(move) && pos.see_sign(move) < 0) continue; @@ -1415,7 +1446,7 @@ split_point_start: // At split points actual search starts from here && !inCheck && givesCheck && move != ttMove - && !pos.move_is_capture_or_promotion(move) + && !pos.is_capture_or_promotion(move) && ss->eval + PawnValueMidgame / 4 < beta && !check_is_dangerous(pos, move, futilityBase, beta, &bestValue)) { @@ -1484,7 +1515,7 @@ split_point_start: // At split points actual search starts from here from = move_from(move); to = move_to(move); - them = opposite_color(pos.side_to_move()); + them = flip(pos.side_to_move()); ksq = pos.king_square(them); kingAtt = pos.attacks_from(ksq); pc = pos.piece_on(from); @@ -1500,7 +1531,7 @@ split_point_start: // At split points actual search starts from here return true; // Rule 2. Queen contact check is very dangerous - if ( piece_type(pc) == QUEEN + if ( type_of(pc) == QUEEN && bit_is_set(kingAtt, to)) return true; @@ -1510,7 +1541,7 @@ split_point_start: // At split points actual search starts from here while (b) { victimSq = pop_1st_bit(&b); - futilityValue = futilityBase + piece_value_endgame(pos.piece_on(victimSq)); + futilityValue = futilityBase + PieceValueEndgame[pos.piece_on(victimSq)]; // Note that here we generate illegal "double move"! if ( futilityValue >= beta @@ -1539,8 +1570,8 @@ split_point_start: // At split points actual search starts from here Piece p1, p2; Square ksq; - assert(m1 && move_is_ok(m1)); - assert(m2 && move_is_ok(m2)); + assert(is_ok(m1)); + assert(is_ok(m2)); // Case 1: The moving piece is the same in both moves f2 = move_from(m2); @@ -1615,10 +1646,10 @@ split_point_start: // At split points actual search starts from here bool connected_threat(const Position& pos, Move m, Move threat) { - assert(move_is_ok(m)); - assert(threat && move_is_ok(threat)); - assert(!pos.move_is_capture_or_promotion(m)); - assert(!pos.move_is_passed_pawn_push(m)); + assert(is_ok(m)); + assert(is_ok(threat)); + assert(!pos.is_capture_or_promotion(m)); + assert(!pos.is_passed_pawn_push(m)); Square mfrom, mto, tfrom, tto; @@ -1633,9 +1664,9 @@ split_point_start: // At split points actual search starts from here // Case 2: If the threatened piece has value less than or equal to the // value of the threatening piece, don't prune moves which defend it. - if ( pos.move_is_capture(threat) - && ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto)) - || piece_type(pos.piece_on(tfrom)) == KING) + if ( pos.is_capture(threat) + && ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)] + || type_of(pos.piece_on(tfrom)) == KING) && pos.move_attacks_square(m, tto)) return true; @@ -1658,8 +1689,8 @@ split_point_start: // At split points actual search starts from here Value v = value_from_tt(tte->value(), ply); return ( tte->depth() >= depth - || v >= Max(VALUE_MATE_IN_PLY_MAX, beta) - || v < Min(VALUE_MATED_IN_PLY_MAX, beta)) + || v >= std::max(VALUE_MATE_IN_PLY_MAX, beta) + || v < std::min(VALUE_MATED_IN_PLY_MAX, beta)) && ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta) || ((tte->type() & VALUE_TYPE_UPPER) && v < beta)); @@ -1704,20 +1735,6 @@ split_point_start: // At split points actual search starts from here } - // update_gains() updates the gains table of a non-capture move given - // the static position evaluation before and after the move. - - void update_gains(const Position& pos, Move m, Value before, Value after) { - - if ( m != MOVE_NULL - && before != VALUE_NONE - && after != VALUE_NONE - && pos.captured_piece_type() == PIECE_TYPE_NONE - && !move_is_special(m)) - H.update_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after)); - } - - // current_search_time() returns the number of milliseconds which have passed // since the beginning of the current search. @@ -1993,9 +2010,9 @@ split_point_start: // At split points actual search starts from here // Rml list is already sorted by score in descending order int s; int max_s = -VALUE_INFINITE; - int size = Min(MultiPV, (int)Rml.size()); + int size = std::min(MultiPV, (int)Rml.size()); int max = Rml[0].score; - int var = Min(max - Rml[size - 1].score, PawnValueMidgame); + int var = std::min(max - Rml[size - 1].score, int(PawnValueMidgame)); int wk = 120 - 2 * SkillLevel; // PRNG sequence should be non deterministic @@ -2074,7 +2091,7 @@ split_point_start: // At split points actual search starts from here int ply = 1; Move m = pv[0]; - assert(m != MOVE_NONE && pos.move_is_pl(m)); + assert(m != MOVE_NONE && pos.is_pseudo_legal(m)); pv.clear(); pv.push_back(m); @@ -2082,7 +2099,7 @@ split_point_start: // At split points actual search starts from here while ( (tte = TT.probe(pos.get_key())) != NULL && tte->move() != MOVE_NONE - && pos.move_is_pl(tte->move()) + && pos.is_pseudo_legal(tte->move()) && pos.pl_move_is_legal(tte->move(), pos.pinned_pieces()) && ply < PLY_MAX && (!pos.is_draw() || ply < 2)) @@ -2108,7 +2125,7 @@ split_point_start: // At split points actual search starts from here Value v, m = VALUE_NONE; int ply = 0; - assert(pv[0] != MOVE_NONE && pos.move_is_pl(pv[0])); + assert(pv[0] != MOVE_NONE && pos.is_pseudo_legal(pv[0])); do { k = pos.get_key(); @@ -2154,21 +2171,20 @@ void Thread::idle_loop(SplitPoint* sp) { // instead of wasting CPU time polling for work. while ( do_sleep || do_terminate - || (Threads.use_sleeping_threads() && state == Thread::AVAILABLE)) + || (Threads.use_sleeping_threads() && !is_searching)) { assert((!sp && threadID) || Threads.use_sleeping_threads()); - // Grab the lock to avoid races with Thread::wake_up() - lock_grab(&sleepLock); - // Slave thread should exit as soon as do_terminate flag raises if (do_terminate) { assert(!sp); - lock_release(&sleepLock); return; } + // Grab the lock to avoid races with Thread::wake_up() + lock_grab(&sleepLock); + // If we are master and all slaves have finished don't go to sleep if (sp && all_slaves_finished(sp)) { @@ -2180,19 +2196,17 @@ void Thread::idle_loop(SplitPoint* sp) { // particular we need to avoid a deadlock in case a master thread has, // in the meanwhile, allocated us and sent the wake_up() call before we // had the chance to grab the lock. - if (do_sleep || state == Thread::AVAILABLE) + if (do_sleep || !is_searching) cond_wait(&sleepCond, &sleepLock); lock_release(&sleepLock); } // If this thread has been assigned work, launch a search - if (state == Thread::WORKISWAITING) + if (is_searching) { assert(!do_terminate); - state = Thread::SEARCHING; - // Copy split point position and search stack and call search() SearchStack ss[PLY_MAX_PLUS_2]; SplitPoint* tsp = splitPoint; @@ -2210,15 +2224,15 @@ void Thread::idle_loop(SplitPoint* sp) { else assert(false); - assert(state == Thread::SEARCHING); + assert(is_searching); - state = Thread::AVAILABLE; + is_searching = false; // Wake up master thread so to allow it to return from the idle loop in // case we are the last slave of the split point. if ( Threads.use_sleeping_threads() && threadID != tsp->master - && Threads[tsp->master].state == Thread::AVAILABLE) + && !Threads[tsp->master].is_searching) Threads[tsp->master].wake_up(); }