X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fsearch.cpp;h=cd815c2af266e679294ff81ba0f5806f7b548d4a;hp=03af5d66d96bc393bb1106dd56694d32f560a48a;hb=5413fda7397f8ffe32e41b9c7f13297c39929f5c;hpb=ef43e6b05d0c79bf2ec7be291866449eba2ef576 diff --git a/src/search.cpp b/src/search.cpp index 03af5d66..cd815c2a 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -45,7 +45,6 @@ namespace Search { Color RootColor; Time::point SearchTime; StateStackPtr SetupStates; - Value Contempt[2]; // [bestValue > VALUE_DRAW] } using std::string; @@ -61,13 +60,13 @@ namespace { enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV }; // Dynamic razoring margin based on depth - inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); } + inline Value razor_margin(Depth d) { return Value(512 + 16 * d); } // Futility lookup tables (initialized at startup) and their access functions int FutilityMoveCounts[2][32]; // [improving][depth] inline Value futility_margin(Depth d) { - return Value(100 * int(d)); + return Value(100 * d); } // Reduction lookup tables (initialized at startup) and their access function @@ -130,8 +129,8 @@ void Search::init() { { double pvRed = 0.00 + log(double(hd)) * log(double(mc)) / 3.00; double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25; - Reductions[1][1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0); - Reductions[0][1][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0); + Reductions[1][1][hd][mc] = int8_t( pvRed >= 1.0 ? pvRed * int(ONE_PLY) : 0); + Reductions[0][1][hd][mc] = int8_t(nonPVRed >= 1.0 ? nonPVRed * int(ONE_PLY) : 0); Reductions[1][0][hd][mc] = Reductions[1][1][hd][mc]; Reductions[0][0][hd][mc] = Reductions[0][1][hd][mc]; @@ -186,8 +185,9 @@ void Search::think() { RootColor = RootPos.side_to_move(); TimeMgr.init(Limits, RootPos.game_ply(), RootColor); - Contempt[0] = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns - Contempt[1] = (Options["Contempt Factor"] + 12) * PawnValueEg / 100; + int cf = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns + DrawValue[ RootColor] = VALUE_DRAW - Value(cf); + DrawValue[~RootColor] = VALUE_DRAW + Value(cf); if (RootMoves.empty()) { @@ -339,9 +339,6 @@ namespace { { bestValue = search(pos, ss, alpha, beta, depth * ONE_PLY, false); - DrawValue[ RootColor] = VALUE_DRAW - Contempt[bestValue > VALUE_DRAW]; - DrawValue[~RootColor] = VALUE_DRAW + Contempt[bestValue > VALUE_DRAW]; - // Bring the best move to the front. 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 @@ -682,7 +679,7 @@ namespace { // Step 10. Internal iterative deepening (skipped when in check) if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY) && !ttMove - && (PvNode || ss->staticEval + Value(256) >= beta)) + && (PvNode || ss->staticEval + 256 >= beta)) { Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4); @@ -822,7 +819,7 @@ moves_loop: // When in check and at SpNode search starts from here if (predictedDepth < 7 * ONE_PLY) { futilityValue = ss->staticEval + futility_margin(predictedDepth) - + Value(128) + Gains[pos.moved_piece(move)][to_sq(move)]; + + 128 + Gains[pos.moved_piece(move)][to_sq(move)]; if (futilityValue <= alpha) { @@ -935,12 +932,11 @@ moves_loop: // When in check and at SpNode search starts from here alpha = splitPoint->alpha; } - // Finished searching the move. If Signals.stop is true, the search - // was aborted because the user interrupted the search or because we - // ran out of time. In this case, the return value of the search cannot - // be trusted, and we don't update the best move and/or PV. + // Finished searching the move. If a stop or a cutoff occurred, the return + // value of the search cannot be trusted, and we return immediately without + // updating best move, PV and TT. if (Signals.stop || thisThread->cutoff_occurred()) - return value; // To avoid returning VALUE_INFINITE + return VALUE_ZERO; if (RootNode) { @@ -993,10 +989,14 @@ moves_loop: // When in check and at SpNode search starts from here && Threads.available_slave(thisThread) && thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD) { - assert(bestValue < beta); + assert(bestValue > -VALUE_INFINITE && bestValue < beta); thisThread->split(pos, ss, alpha, beta, &bestValue, &bestMove, depth, moveCount, &mp, NT, cutNode); + + if (Signals.stop || thisThread->cutoff_occurred()) + return VALUE_ZERO; + if (bestValue >= beta) break; } @@ -1005,21 +1005,22 @@ moves_loop: // When in check and at SpNode search starts from here if (SpNode) return bestValue; + // Following condition would detect a stop or a cutoff set only after move + // loop has been completed. But in this case bestValue is valid because we + // have fully searched our subtree, and we can anyhow save the result in TT. + /* + if (Signals.stop || thisThread->cutoff_occurred()) + return VALUE_DRAW; + */ + // 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. Note that we can have a false positive in - // case of Signals.stop 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. - // A split node has at least one move - the one tried before to be split. + // must be mate or stalemate. If we are in a singular extension search then + // return a fail low score. if (!moveCount) return excludedMove ? alpha : inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()]; - // If we have pruned all the moves without searching return a fail-low score - if (bestValue == -VALUE_INFINITE) - bestValue = alpha; - TT.store(posKey, value_to_tt(bestValue, ss->ply), bestValue >= beta ? BOUND_LOWER : PvNode && bestMove ? BOUND_EXACT : BOUND_UPPER, @@ -1127,7 +1128,7 @@ moves_loop: // When in check and at SpNode search starts from here if (PvNode && bestValue > alpha) alpha = bestValue; - futilityBase = bestValue + Value(128); + futilityBase = bestValue + 128; } // Initialize a MovePicker object for the current position, and prepare