- make clean && make -j2 ARCH=x86-32 optimize=no debug=yes build && ../tests/signature.sh $benchref
- make clean && make -j2 ARCH=x86-32 build && ../tests/signature.sh $benchref
- # Verify bench number is ONE_PLY independent by doubling its value
- - sed -i'.bak' 's/.*\(ONE_PLY = [0-9]*\),.*/\1 * 2,/g' types.h
- - make clean && make -j2 ARCH=x86-64 build && ../tests/signature.sh $benchref
#
# Check perft and reproducible search
- ../tests/perft.sh
Adrian Petrescu (apetresc)
Ajith Chandy Jose (ajithcj)
Alain Savard (Rocky640)
-alayan-stk-2
+Alayan Feh (Alayan-stk-2)
Alexander Kure
+Alexander Pagel (Lolligerhans)
Ali AlZhrani (Cooffe)
Andrew Grant (AndyGrant)
Andrey Neporada (nepal)
Jan Ondruš (hxim)
Jared Kish (Kurtbusch)
Jarrod Torriero (DU-jdto)
+Jean Gauthier (QuaisBla)
Jean-Francois Romang (jromang)
Jerry Donald Watson (jerrydonaldwatson)
Jonathan Calovski (Mysseno)
Luca Brivio (lucabrivio)
Lucas Braesch (lucasart)
Lyudmil Antonov (lantonov)
+Maciej Żenczykowski (zenczykowski)
Matthew Lai (matthewlai)
Matthew Sullivan
Mark Tenzer (31m059)
Moez Jellouli (MJZ1977)
Mohammed Li (tthsqe12)
Nathan Rugg (nmrugg)
+Nick Pelling (nickpelling)
Nicklas Persson (NicklasPersson)
Niklas Fiekas (niklasf)
Ondrej Mosnáček (WOnder93)
Torsten Franz (torfranz)
Uri Blass (uriblass)
Vince Negri
+
+# Additionally, we acknowledge the authors of fishtest,
+# an essential framework for the development of Stockfish:
+# https://github.com/glinscott/fishtest/blob/master/AUTHORS
CXXFLAGS += -fno-gcse -mthumb -march=armv7-a -mfloat-abi=softfp
endif
endif
-
+
ifeq ($(comp),$(filter $(comp),gcc clang icc))
ifeq ($(KERNEL),Darwin)
CXXFLAGS += -mdynamic-no-pic
ifeq ($(pext),yes)
CXXFLAGS += -DUSE_PEXT
ifeq ($(comp),$(filter $(comp),gcc clang mingw))
- CXXFLAGS += -mbmi2
+ CXXFLAGS += -msse4 -mbmi2
endif
endif
@echo ""
@echo "Supported archs:"
@echo ""
- @echo "x86-64 > x86 64-bit"
- @echo "x86-64-modern > x86 64-bit with popcnt support"
- @echo "x86-64-bmi2 > x86 64-bit with pext support"
- @echo "x86-32 > x86 32-bit with SSE support"
+ @echo "x86-64-bmi2 > x86 64-bit with pext support (also enables SSE4)"
+ @echo "x86-64-modern > x86 64-bit with popcnt support (also enables SSE3)"
+ @echo "x86-64 > x86 64-bit generic"
+ @echo "x86-32 > x86 32-bit (also enables SSE)"
@echo "x86-32-old > x86 32-bit fall back for old hardware"
@echo "ppc-64 > PPC 64-bit"
@echo "ppc-32 > PPC 32-bit"
@echo "Advanced examples, for experienced users: "
@echo ""
@echo "make build ARCH=x86-64 COMP=clang"
- @echo "make profile-build ARCH=x86-64-modern COMP=gcc COMPCXX=g++-4.8"
+ @echo "make profile-build ARCH=x86-64-bmi2 COMP=gcc COMPCXX=g++-4.8"
@echo ""
"1r3k2/4q3/2Pp3b/3Bp3/2Q2p2/1p1P2P1/1P2KP2/3N4 w - - 0 1",
"6k1/4pp1p/3p2p1/P1pPb3/R7/1r2P1PP/3B1P2/6K1 w - - 0 1",
"8/3p3B/5p2/5P2/p7/PP5b/k7/6K1 w - - 0 1",
+ "5rk1/q6p/2p3bR/1pPp1rP1/1P1Pp3/P3B1Q1/1K3P2/R7 w - - 93 90",
+ "4rrk1/1p1nq3/p7/2p1P1pp/3P2bp/3Q1Bn1/PPPB4/1K2R1NR w - - 40 21",
+ "r3k2r/3nnpbp/q2pp1p1/p7/Pp1PPPP1/4BNN1/1P5P/R2Q1RK1 w kq - 0 16",
+ "3Qb1k1/1r2ppb1/pN1n2q1/Pp1Pp1Pr/4P2p/4BP2/4B1R1/1R5K b - - 11 40",
// 5-man positions
"8/8/8/8/5kp1/P7/8/1K1N4 w - - 0 1", // Kc2 - mate
/// frontmost_sq() returns the most advanced square for the given color
-inline Square frontmost_sq(Color c, Bitboard b) { return c == WHITE ? msb(b) : lsb(b); }
+inline Square frontmost_sq(Color c, Bitboard b) {
+ return c == WHITE ? msb(b) : lsb(b);
+}
#endif // #ifndef BITBOARD_H_INCLUDED
#ifndef ENDGAME_H_INCLUDED
#define ENDGAME_H_INCLUDED
-#include <map>
+#include <unordered_map>
#include <memory>
#include <string>
#include <type_traits>
namespace Endgames {
template<typename T> using Ptr = std::unique_ptr<EndgameBase<T>>;
- template<typename T> using Map = std::map<Key, Ptr<T>>;
+ template<typename T> using Map = std::unordered_map<Key, Ptr<T>>;
extern std::pair<Map<Value>, Map<ScaleFactor>> maps;
template<typename T>
const EndgameBase<T>* probe(Key key) {
- return map<T>().count(key) ? map<T>()[key].get() : nullptr;
+ auto it = map<T>().find(key);
+ return it != map<T>().end() ? it->second.get() : nullptr;
}
}
constexpr Value SpaceThreshold = Value(12222);
// KingAttackWeights[PieceType] contains king attack weights by piece type
- constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
+ constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Penalties for enemy's safe checks
constexpr int QueenSafeCheck = 780;
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
- constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
+ constexpr Score RookOnFile[] = { S(21, 4), S(47, 25) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120)
+ S(0, 0), S(6, 32), S(59, 41), S(79, 56), S(90, 119), S(79, 161)
};
constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
+ S(0, 0), S(3, 44), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
};
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score KnightOnQueen = S( 16, 12);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
- constexpr Score Outpost = S( 18, 6);
+ constexpr Score Outpost = S( 32, 10);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score RestrictedPiece = S( 7, 7);
- constexpr Score RookOnPawn = S( 10, 32);
+ constexpr Score RookOnQueenFile = S( 7, 6);
constexpr Score SliderOnQueen = S( 59, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
- constexpr Score ThreatByRank = S( 13, 0);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 47, 4);
constexpr Score WeakQueen = S( 49, 15);
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
- Score initiative(Value eg) const;
+ Score initiative(Score score) const;
const Position& pos;
Material::Entry* me;
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
if (bb & s)
- score += Outpost * (Pt == KNIGHT ? 4 : 2);
-
- else if (bb & b & ~pos.pieces(Us))
score += Outpost * (Pt == KNIGHT ? 2 : 1);
+ else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
+ score += Outpost;
+
// Knight and Bishop bonus for being right behind a pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
if (Pt == ROOK)
{
- // Bonus for aligning rook with enemy pawns on the same rank/file
- if (relative_rank(Us, s) >= RANK_5)
- score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
+ // Bonus for rook on the same file as a queen
+ if (file_bb(s) & pos.pieces(QUEEN))
+ score += RookOnQueenFile;
// Bonus for rook on an open or semi-open file
if (pos.is_on_semiopen_file(Us, s))
- score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))];
+ score += RookOnFile[pos.is_on_semiopen_file(Them, s)];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
else
unsafeChecks |= knightChecks;
- // Unsafe or occupied checking squares will also be considered, as long as
- // the square is in the attacker's mobility area.
- unsafeChecks &= mobilityArea[Them];
-
// Find the squares that opponent attacks in our king flank, and the squares
// which are attacked twice in that flank.
b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
int kingFlankAttacks = popcount(b1) + popcount(b2);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
- + 69 * kingAttacksCount[Them]
+ 185 * popcount(kingRing[Us] & weak)
+ + 148 * popcount(unsafeChecks)
+ + 98 * popcount(pos.blockers_for_king(Us))
+ + 69 * kingAttacksCount[Them]
+ + 3 * kingFlankAttacks * kingFlankAttacks / 8
+ + mg_value(mobility[Them] - mobility[Us])
+ - 873 * !pos.count<QUEEN>(Them)
- 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING])
- + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
- - 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
- + mg_value(mobility[Them] - mobility[Us])
- + 5 * kingFlankAttacks * kingFlankAttacks / 16
- 7;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
// Enemies not strongly protected and under our attack
weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
- // Safe or protected squares
- safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
-
// Bonus according to the kind of attacking pieces
if (defended | weak)
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
- {
- Square s = pop_lsb(&b);
- score += ThreatByMinor[type_of(pos.piece_on(s))];
- if (type_of(pos.piece_on(s)) != PAWN)
- score += ThreatByRank * (int)relative_rank(Them, s);
- }
+ score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
b = weak & attackedBy[Us][ROOK];
while (b)
- {
- Square s = pop_lsb(&b);
- score += ThreatByRook[type_of(pos.piece_on(s))];
- if (type_of(pos.piece_on(s)) != PAWN)
- score += ThreatByRank * (int)relative_rank(Them, s);
- }
+ score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
score += RestrictedPiece * popcount(b);
+ // Protected or unattacked squares
+ safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
+
+ // Bonus for attacking enemy pieces with our relatively safe pawns
+ b = pos.pieces(Us, PAWN) & safe;
+ b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
+ score += ThreatBySafePawn * popcount(b);
+
// Find squares where our pawns can push on the next move
b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
score += ThreatByPawnPush * popcount(b);
- // Our safe or protected pawns
- b = pos.pieces(Us, PAWN) & safe;
-
- b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
- score += ThreatBySafePawn * popcount(b);
-
// Bonus for threats on the next moves against enemy queen
if (pos.count<QUEEN>(Them) == 1)
{
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
int r = relative_rank(Us, s);
- File f = file_of(s);
Score bonus = PassedRank[r];
|| (pos.pieces(PAWN) & (s + Up)))
bonus = bonus / 2;
- score += bonus - PassedFile * std::min(f, ~f);
+ score += bonus - PassedFile * map_to_queenside(file_of(s));
}
if (T)
// known attacking/defending status of the players.
template<Tracing T>
- Score Evaluation<T>::initiative(Value eg) const {
+ Score Evaluation<T>::initiative(Score score) const {
+
+ Value mg = mg_value(score);
+ Value eg = eg_value(score);
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
+ bool almostUnwinnable = !pe->passed_count()
+ && outflanking < 0
+ && !pawnsOnBothFlanks;
+
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()
+ 11 * pos.count<PAWN>()
+ 9 * outflanking
+ 18 * pawnsOnBothFlanks
+ 49 * !pos.non_pawn_material()
+ - 36 * almostUnwinnable
-103 ;
- // Now apply the bonus: note that we find the attacking side by extracting
- // the sign of the endgame value, and that we carefully cap the bonus so
- // that the endgame score will never change sign after the bonus.
+ // Now apply the bonus: note that we find the attacking side by extracting the
+ // sign of the midgame or endgame values, and that we carefully cap the bonus
+ // so that the midgame and endgame scores do not change sign after the bonus.
+ int u = ((mg > 0) - (mg < 0)) * std::max(std::min(complexity + 50, 0), -abs(mg));
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
if (T)
- Trace::add(INITIATIVE, make_score(0, v));
+ Trace::add(INITIATIVE, make_score(u, v));
- return make_score(0, v);
+ return make_score(u, v);
}
&& pos.non_pawn_material() == 2 * BishopValueMg)
sf = 16 + 4 * pe->passed_count();
else
- sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
+ sf = std::min(sf, 36 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide));
+ sf = std::max(0, sf - (pos.rule50_count() - 12) / 4);
}
return ScaleFactor(sf);
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
- score += initiative(eg_value(score));
+ score += initiative(score);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));
Position::init();
Bitbases::init();
Endgames::init();
- Search::init();
Threads.set(Options["Threads"]);
Search::clear(); // After threads are up
if (!fname.empty() && !l.file.is_open())
{
l.file.open(fname, ifstream::out);
+
+ if (!l.file.is_open())
+ {
+ cerr << "Unable to open debug log file " << fname << endl;
+ exit(EXIT_FAILURE);
+ }
+
cin.rdbuf(&l.in);
cout.rdbuf(&l.out);
}
std::ostream& operator<<(std::ostream& os, SyncCout sc) {
- static Mutex m;
+ static std::mutex m;
if (sc == IO_LOCK)
m.lock();
constexpr Direction UpRight = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
constexpr Direction UpLeft = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ const Square ksq = pos.square<KING>(Them);
Bitboard emptySquares;
Bitboard pawnsOn7 = pos.pieces(Us, PAWN) & TRank7BB;
if (Type == QUIET_CHECKS)
{
- Square ksq = pos.square<KING>(Them);
-
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
Bitboard b2 = shift<UpLeft >(pawnsOn7) & enemies;
Bitboard b3 = shift<Up >(pawnsOn7) & emptySquares;
- Square ksq = pos.square<KING>(Them);
-
while (b1)
moveList = make_promotions<Type, UpRight>(moveList, pop_lsb(&b1), ksq);
ExtMove* generate_moves(const Position& pos, ExtMove* moveList, Color us,
Bitboard target) {
- assert(Pt != KING && Pt != PAWN);
+ static_assert(Pt != KING && Pt != PAWN, "Unsupported piece type in generate_moves()");
const Square* pl = pos.squares<Pt>(us);
template<Color Us, GenType Type>
ExtMove* generate_all(const Position& pos, ExtMove* moveList, Bitboard target) {
- constexpr CastlingRight OO = Us | KING_SIDE;
- constexpr CastlingRight OOO = Us | QUEEN_SIDE;
+ constexpr CastlingRights OO = Us & KING_SIDE;
+ constexpr CastlingRights OOO = Us & QUEEN_SIDE;
constexpr bool Checks = Type == QUIET_CHECKS; // Reduce template instantations
moveList = generate_pawn_moves<Us, Type>(pos, moveList, target);
while (b)
*moveList++ = make_move(ksq, pop_lsb(&b));
- if (Type != CAPTURES && pos.can_castle(CastlingRight(OO | OOO)))
+ if (Type != CAPTURES && pos.can_castle(CastlingRights(OO | OOO)))
{
if (!pos.castling_impeded(OO) && pos.can_castle(OO))
*moveList++ = make<CASTLING>(ksq, pos.castling_rook_square(OO));
template<GenType Type>
ExtMove* generate(const Position& pos, ExtMove* moveList) {
- assert(Type == CAPTURES || Type == QUIETS || Type == NON_EVASIONS);
+ static_assert(Type == CAPTURES || Type == QUIETS || Type == NON_EVASIONS, "Unsupported type in generate()");
assert(!pos.checkers());
Color us = pos.side_to_move();
: pos(p), mainHistory(mh), captureHistory(cph), continuationHistory(ch),
refutations{{killers[0], 0}, {killers[1], 0}, {cm, 0}}, depth(d) {
- assert(d > DEPTH_ZERO);
+ assert(d > 0);
stage = pos.checkers() ? EVASION_TT : MAIN_TT;
ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
const CapturePieceToHistory* cph, const PieceToHistory** ch, Square rs)
: pos(p), mainHistory(mh), captureHistory(cph), continuationHistory(ch), recaptureSquare(rs), depth(d) {
- assert(d <= DEPTH_ZERO);
+ assert(d <= 0);
stage = pos.checkers() ? EVASION_TT : QSEARCH_TT;
ttMove = ttm
+ (*captureHistory)[pos.moved_piece(m)][to_sq(m)][type_of(pos.piece_on(to_sq(m)))];
else if (Type == QUIETS)
- m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
- + (*continuationHistory[0])[pos.moved_piece(m)][to_sq(m)]
- + (*continuationHistory[1])[pos.moved_piece(m)][to_sq(m)]
- + (*continuationHistory[3])[pos.moved_piece(m)][to_sq(m)]
- + (*continuationHistory[5])[pos.moved_piece(m)][to_sq(m)] / 2;
+ m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
+ + 2 * (*continuationHistory[0])[pos.moved_piece(m)][to_sq(m)]
+ + 2 * (*continuationHistory[1])[pos.moved_piece(m)][to_sq(m)]
+ + 2 * (*continuationHistory[3])[pos.moved_piece(m)][to_sq(m)]
+ + (*continuationHistory[5])[pos.moved_piece(m)][to_sq(m)];
else // Type == EVASIONS
{
endMoves = generate<QUIETS>(pos, cur);
score<QUIETS>();
- partial_insertion_sort(cur, endMoves, -4000 * depth / ONE_PLY);
+ partial_insertion_sort(cur, endMoves, -3000 * depth);
}
++stage;
/// In stats table, D=0 means that the template parameter is not used
enum StatsParams { NOT_USED = 0 };
-
+enum StatsType { NoCaptures, Captures };
/// ButterflyHistory records how often quiet moves have been successful or
/// unsuccessful during the current search, and is used for reduction and move
// Pawn penalties
constexpr Score Backward = S( 9, 24);
+ constexpr Score BlockedStorm = S(82, 82);
constexpr Score Doubled = S(11, 56);
constexpr Score Isolated = S( 5, 15);
constexpr Score WeakLever = S( 0, 56);
// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
- // is behind our king.
- // [0][1-2] accommodate opponent pawn on edge (likely blocked by our king)
+ // is behind our king. Note that UnblockedStorm[0][1-2] accommodate opponent pawn
+ // on edge, likely blocked by our king.
constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
{ V( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) },
{ V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) },
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
- Bitboard neighbours, stoppers, doubled, support, phalanx;
- Bitboard lever, leverPush;
+ Bitboard neighbours, stoppers, support, phalanx, opposed;
+ Bitboard lever, leverPush, blocked;
Square s;
- bool opposed, backward, passed;
+ bool backward, passed, doubled;
Score score = SCORE_ZERO;
const Square* pl = pos.squares<PAWN>(Us);
Bitboard doubleAttackThem = pawn_double_attacks_bb<Them>(theirPawns);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
+ e->passedPawns[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
- e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
+ e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb<Us>(ourPawns);
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
Rank r = relative_rank(Us, s);
- e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
-
// Flag the pawn
opposed = theirPawns & forward_file_bb(Us, s);
+ blocked = theirPawns & (s + Up);
stoppers = theirPawns & passed_pawn_span(Us, s);
lever = theirPawns & PawnAttacks[Us][s];
leverPush = theirPawns & PawnAttacks[Us][s + Up];
support = neighbours & rank_bb(s - Up);
// A pawn is backward when it is behind all pawns of the same color on
- // the adjacent files and cannot safely advance. Phalanx and isolated
- // pawns will be excluded when the pawn is scored.
- backward = !(neighbours & forward_ranks_bb(Them, s))
- && (stoppers & (leverPush | (s + Up)));
+ // the adjacent files and cannot safely advance.
+ backward = !(neighbours & forward_ranks_bb(Them, s + Up))
+ && (leverPush | blocked);
+
+ // Compute additional span if pawn is not backward nor blocked
+ if (!backward && !blocked)
+ e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// A pawn is passed if one of the three following conditions is true:
// (a) there is no stoppers except some levers
passed = !(stoppers ^ lever)
|| ( !(stoppers ^ leverPush)
&& popcount(phalanx) >= popcount(leverPush))
- || ( stoppers == square_bb(s + Up) && r >= RANK_5
+ || ( stoppers == blocked && r >= RANK_5
&& (shift<Up>(support) & ~(theirPawns | doubleAttackThem)));
// Passed pawns will be properly scored later in evaluation when we have
// Score this pawn
if (support | phalanx)
{
- int v = Connected[r] * (phalanx ? 3 : 2) / (opposed ? 2 : 1)
- + 17 * popcount(support);
+ int v = Connected[r] * (2 + bool(phalanx) - bool(opposed))
+ + 21 * popcount(support);
score += make_score(v, v * (r - 2) / 4);
}
else if (!neighbours)
- score -= Isolated + WeakUnopposed * int(!opposed);
+ score -= Isolated
+ + WeakUnopposed * !opposed;
else if (backward)
- score -= Backward + WeakUnopposed * int(!opposed);
+ score -= Backward
+ + WeakUnopposed * !opposed;
- if (doubled && !support)
- score -= Doubled;
+ if (!support)
+ score -= Doubled * doubled
+ + WeakLever * more_than_one(lever);
}
- // Penalize our unsupported pawns attacked twice by enemy pawns
- score -= WeakLever * popcount( ourPawns
- & doubleAttackThem
- & ~e->pawnAttacks[Us]);
-
return score;
}
/// penalty for a king, looking at the king file and the two closest files.
template<Color Us>
-void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
+Score Entry::evaluate_shelter(const Position& pos, Square ksq) {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
for (File f = File(center - 1); f <= File(center + 1); ++f)
{
b = ourPawns & file_bb(f);
- Rank ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
+ int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
b = theirPawns & file_bb(f);
- Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
+ int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
- int d = std::min(f, ~f);
+ File d = map_to_queenside(f);
bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
- bonus -= make_score(82 * (theirRank == RANK_3), 82 * (theirRank == RANK_3));
+ bonus -= BlockedStorm * int(theirRank == RANK_3);
else
bonus -= make_score(UnblockedStorm[d][theirRank], 0);
}
- if (mg_value(bonus) > mg_value(shelter))
- shelter = bonus;
+ return bonus;
}
Square ksq = pos.square<KING>(Us);
kingSquares[Us] = ksq;
castlingRights[Us] = pos.castling_rights(Us);
+ auto compare = [](Score a, Score b) { return mg_value(a) < mg_value(b); };
+
+ Score shelter = evaluate_shelter<Us>(pos, ksq);
+
+ // If we can castle use the bonus after castling if it is bigger
+
+ if (pos.can_castle(Us & KING_SIDE))
+ shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)), compare);
+ if (pos.can_castle(Us & QUEEN_SIDE))
+ shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)), compare);
+
+ // In endgame we like to bring our king near our closest pawn
Bitboard pawns = pos.pieces(Us, PAWN);
int minPawnDist = pawns ? 8 : 0;
if (pawns & PseudoAttacks[KING][ksq])
minPawnDist = 1;
-
else while (pawns)
minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns)));
- Score shelter = make_score(-VALUE_INFINITE, VALUE_ZERO);
- evaluate_shelter<Us>(pos, ksq, shelter);
-
- // If we can castle use the bonus after the castling if it is bigger
- if (pos.can_castle(Us | KING_SIDE))
- evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1), shelter);
-
- if (pos.can_castle(Us | QUEEN_SIDE))
- evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1), shelter);
-
- return shelter - make_score(VALUE_ZERO, 16 * minPawnDist);
+ return shelter - make_score(0, 16 * minPawnDist);
}
// Explicit template instantiation
Score do_king_safety(const Position& pos);
template<Color Us>
- void evaluate_shelter(const Position& pos, Square ksq, Score& shelter);
+ Score evaluate_shelter(const Position& pos, Square ksq);
Key key;
Score scores[COLOR_NB];
void Position::set_castling_right(Color c, Square rfrom) {
Square kfrom = square<KING>(c);
- CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
- CastlingRight cr = (c | cs);
+ CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE: QUEEN_SIDE);
st->castlingRights |= cr;
castlingRightsMask[kfrom] |= cr;
castlingRightsMask[rfrom] |= cr;
castlingRookSquare[cr] = rfrom;
- Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
- Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
+ Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1);
+ Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1);
castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
& ~(square_bb(kfrom) | rfrom);
if (end >= 4)
{
StateInfo* stp = st->previous->previous;
- for (int i=4; i <= end; i += 2)
+ for (int i = 4; i <= end; i += 2)
{
stp = stp->previous->previous;
if (stp->key == st->key)
}
for (Color c : { WHITE, BLACK })
- for (CastlingSide s : {KING_SIDE, QUEEN_SIDE})
+ for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
{
- if (!can_castle(c | s))
+ if (!can_castle(cr))
continue;
- if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
- || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
- || (castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
+ if ( piece_on(castlingRookSquare[cr]) != make_piece(c, ROOK)
+ || castlingRightsMask[castlingRookSquare[cr]] != cr
+ || (castlingRightsMask[square<KING>(c)] & cr) != cr)
assert(0 && "pos_is_ok: Castling");
}
// Castling
int castling_rights(Color c) const;
- bool can_castle(CastlingRight cr) const;
- bool castling_impeded(CastlingRight cr) const;
- Square castling_rook_square(CastlingRight cr) const;
+ bool can_castle(CastlingRights cr) const;
+ bool castling_impeded(CastlingRights cr) const;
+ Square castling_rook_square(CastlingRights cr) const;
// Checking
Bitboard checkers() const;
return !(pieces(c, PAWN) & file_bb(s));
}
-inline bool Position::can_castle(CastlingRight cr) const {
+inline bool Position::can_castle(CastlingRights cr) const {
return st->castlingRights & cr;
}
return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
}
-inline bool Position::castling_impeded(CastlingRight cr) const {
+inline bool Position::castling_impeded(CastlingRights cr) const {
return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
-inline Square Position::castling_rook_square(CastlingRight cr) const {
+inline Square Position::castling_rook_square(CastlingRights cr) const {
return castlingRookSquare[cr];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
- assert(Pt != PAWN);
+ static_assert(Pt != PAWN, "Pawn attacks need color");
+
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: PseudoAttacks[Pt][s];
{ S(-48,-51), S( -3,-40), S(-12,-39), S(-25,-20) }
},
{ // Rook
- { S(-24, -2), S(-13,-6), S(-7, -3), S( 2,-2) },
- { S(-18,-10), S(-10,-7), S(-5, 1), S( 9, 0) },
- { S(-21, 10), S( -7,-4), S( 3, 2), S(-1,-2) },
- { S(-13, -5), S( -5, 2), S(-4, -8), S(-6, 8) },
- { S(-24, -8), S(-12, 5), S(-1, 4), S( 6,-9) },
- { S(-24, 3), S( -4,-2), S( 4,-10), S(10, 7) },
- { S( -8, 1), S( 6, 2), S(10, 17), S(12,-8) },
- { S(-22, 12), S(-24,-6), S(-6, 13), S( 4, 7) }
+ { S(-31, -9), S(-20,-13), S(-14,-10), S(-5, -9) },
+ { S(-21,-12), S(-13, -9), S( -8, -1), S( 6, -2) },
+ { S(-25, 6), S(-11, -8), S( -1, -2), S( 3, -6) },
+ { S(-13, -6), S( -5, 1), S( -4, -9), S(-6, 7) },
+ { S(-27, -5), S(-15, 8), S( -4, 7), S( 3, -6) },
+ { S(-22, 6), S( -2, 1), S( 6, -7), S(12, 10) },
+ { S( -2, 4), S( 12, 5), S( 16, 20), S(18, -5) },
+ { S(-17, 18), S(-19, 0), S( -1, 19), S( 9, 13) }
},
{ // Queen
{ S( 3,-69), S(-5,-57), S(-5,-47), S( 4,-26) },
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
- File f = std::min(file_of(s), ~file_of(s));
+ File f = map_to_queenside(file_of(s));
psq[ pc][ s] = score + (type_of(pc) == PAWN ? PBonus[rank_of(s)][file_of(s)]
: Bonus[pc][rank_of(s)][f]);
psq[~pc][~s] = -psq[pc][s];
// Razor and futility margins
constexpr int RazorMargin = 661;
Value futility_margin(Depth d, bool improving) {
- return Value((168 - 51 * improving) * d / ONE_PLY);
+ return Value(198 * (d - improving));
}
// Reductions lookup table, initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]
Depth reduction(bool i, Depth d, int mn) {
- int r = Reductions[d / ONE_PLY] * Reductions[mn];
- return ((r + 520) / 1024 + (!i && r > 999)) * ONE_PLY;
+ int r = Reductions[d] * Reductions[mn];
+ return (r + 520) / 1024 + (!i && r > 999);
}
- constexpr int futility_move_count(bool improving, int depth) {
+ constexpr int futility_move_count(bool improving, Depth depth) {
return (5 + depth * depth) * (1 + improving) / 2;
}
// History and stats update bonus, based on depth
- int stat_bonus(Depth depth) {
- int d = depth / ONE_PLY;
+ int stat_bonus(Depth d) {
return d > 17 ? -8 : 22 * d * d + 151 * d - 140;
}
// Add a small random component to draw evaluations to avoid 3fold-blindness
- Value value_draw(Depth depth, Thread* thisThread) {
- return depth < 4 * ONE_PLY ? VALUE_DRAW
- : VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
+ Value value_draw(Thread* thisThread) {
+ return VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
}
// Skill structure is used to implement strength limit
struct Skill {
explicit Skill(int l) : level(l) {}
bool enabled() const { return level < 20; }
- bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; }
+ bool time_to_pick(Depth depth) const { return depth == 1 + level; }
Move pick_best(size_t multiPV);
int level;
Move best = MOVE_NONE;
};
- // Breadcrumbs are used to mark nodes as being searched by a given thread.
+ // Breadcrumbs are used to mark nodes as being searched by a given thread
struct Breadcrumb {
std::atomic<Thread*> thread;
std::atomic<Key> key;
};
std::array<Breadcrumb, 1024> breadcrumbs;
- // ThreadHolding keeps track of which thread left breadcrumbs at the given node for potential reductions.
- // A free node will be marked upon entering the moves loop, and unmarked upon leaving that loop, by the ctor/dtor of this struct.
+ // ThreadHolding structure keeps track of which thread left breadcrumbs at the given
+ // node for potential reductions. A free node will be marked upon entering the moves
+ // loop by the constructor, and unmarked upon leaving that loop by the destructor.
struct ThreadHolding {
explicit ThreadHolding(Thread* thisThread, Key posKey, int ply) {
location = ply < 8 ? &breadcrumbs[posKey & (breadcrumbs.size() - 1)] : nullptr;
owning = false;
if (location)
{
- // see if another already marked this location, if not, mark it ourselves.
+ // See if another already marked this location, if not, mark it ourselves
Thread* tmp = (*location).thread.load(std::memory_order_relaxed);
if (tmp == nullptr)
{
}
~ThreadHolding() {
- if (owning) // free the marked location.
+ if (owning) // Free the marked location
(*location).thread.store(nullptr, std::memory_order_relaxed);
}
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode);
template <NodeType NT>
- Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth = DEPTH_ZERO);
+ Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth = 0);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
void update_pv(Move* pv, Move move, Move* childPv);
void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus);
- void update_quiet_stats(const Position& pos, Stack* ss, Move move, Move* quiets, int quietCount, int bonus);
- void update_capture_stats(const Position& pos, Move move, Move* captures, int captureCount, int bonus);
+ void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus);
+ void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
+ Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth);
// perft() is our utility to verify move generation. All the leaf nodes up
// to the given depth are generated and counted, and the sum is returned.
StateInfo st;
uint64_t cnt, nodes = 0;
- const bool leaf = (depth == 2 * ONE_PLY);
+ const bool leaf = (depth == 2);
for (const auto& m : MoveList<LEGAL>(pos))
{
- if (Root && depth <= ONE_PLY)
+ if (Root && depth <= 1)
cnt = 1, nodes++;
else
{
pos.do_move(m, st);
- cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - ONE_PLY);
+ cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - 1);
nodes += cnt;
pos.undo_move(m);
}
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
- Reductions[i] = int(23.4 * std::log(i));
+ Reductions[i] = int((23.4 + std::log(Threads.size()) / 2) * std::log(i));
}
if (Limits.perft)
{
- nodes = perft<true>(rootPos, Limits.perft * ONE_PLY);
+ nodes = perft<true>(rootPos, Limits.perft);
sync_cout << "\nNodes searched: " << nodes << "\n" << sync_endl;
return;
}
Move pv[MAX_PLY+1];
Value bestValue, alpha, beta, delta;
Move lastBestMove = MOVE_NONE;
- Depth lastBestMoveDepth = DEPTH_ZERO;
+ Depth lastBestMoveDepth = 0;
MainThread* mainThread = (this == Threads.main() ? Threads.main() : nullptr);
double timeReduction = 1, totBestMoveChanges = 0;
Color us = rootPos.side_to_move();
std::memset(ss-7, 0, 10 * sizeof(Stack));
for (int i = 7; i > 0; i--)
- (ss-i)->continuationHistory = &this->continuationHistory[NO_PIECE][0]; // Use as sentinel
+ (ss-i)->continuationHistory = &this->continuationHistory[0][0][NO_PIECE][0]; // Use as a sentinel
+
ss->pv = pv;
bestValue = delta = alpha = -VALUE_INFINITE;
: -make_score(ct, ct / 2));
// Iterative deepening loop until requested to stop or the target depth is reached
- while ( (rootDepth += ONE_PLY) < DEPTH_MAX
+ while ( ++rootDepth < MAX_PLY
&& !Threads.stop
- && !(Limits.depth && mainThread && rootDepth / ONE_PLY > Limits.depth))
+ && !(Limits.depth && mainThread && rootDepth > Limits.depth))
{
// Age out PV variability metric
if (mainThread)
selDepth = 0;
// Reset aspiration window starting size
- if (rootDepth >= 4 * ONE_PLY)
+ if (rootDepth >= 4)
{
Value previousScore = rootMoves[pvIdx].previousScore;
- delta = Value(23);
+ delta = Value(21 + abs(previousScore) / 128);
alpha = std::max(previousScore - delta,-VALUE_INFINITE);
beta = std::min(previousScore + delta, VALUE_INFINITE);
int failedHighCnt = 0;
while (true)
{
- Depth adjustedDepth = std::max(ONE_PLY, rootDepth - failedHighCnt * ONE_PLY);
+ Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt);
bestValue = ::search<PV>(rootPos, ss, alpha, beta, adjustedDepth, false);
// Bring the best move to the front. It is critical that sorting
++failedHighCnt;
}
else
+ {
+ ++rootMoves[pvIdx].bestMoveCount;
break;
+ }
delta += delta / 4 + 5;
fallingEval = clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
- timeReduction = lastBestMoveDepth + 9 * ONE_PLY < completedDepth ? 1.97 : 0.98;
+ timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.97 : 0.98;
double reduction = (1.36 + mainThread->previousTimeReduction) / (2.29 * timeReduction);
// Use part of the gained time from a previous stable move for the current move
&& !rootNode
&& pos.has_game_cycle(ss->ply))
{
- alpha = value_draw(depth, pos.this_thread());
+ alpha = value_draw(pos.this_thread());
if (alpha >= beta)
return alpha;
}
// Dive into quiescence search when the depth reaches zero
- if (depth < ONE_PLY)
+ if (depth <= 0)
return qsearch<NT>(pos, ss, alpha, beta);
assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(PvNode || (alpha == beta - 1));
- assert(DEPTH_ZERO < depth && depth < DEPTH_MAX);
+ assert(0 < depth && depth < MAX_PLY);
assert(!(PvNode && cutNode));
- assert(depth / ONE_PLY * ONE_PLY == depth);
Move pv[MAX_PLY+1], capturesSearched[32], quietsSearched[64];
StateInfo st;
Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue;
- bool ttHit, ttPv, inCheck, givesCheck, improving, doLMR;
- bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
+ bool ttHit, ttPv, inCheck, givesCheck, improving, didLMR, priorCapture;
+ bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture, singularLMR;
Piece movedPiece;
- int moveCount, captureCount, quietCount, singularLMR;
+ int moveCount, captureCount, quietCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
inCheck = pos.checkers();
+ priorCapture = pos.captured_piece();
Color us = pos.side_to_move();
- moveCount = captureCount = quietCount = singularLMR = ss->moveCount = 0;
+ moveCount = captureCount = quietCount = ss->moveCount = 0;
bestValue = -VALUE_INFINITE;
maxValue = VALUE_INFINITE;
|| pos.is_draw(ss->ply)
|| ss->ply >= MAX_PLY)
return (ss->ply >= MAX_PLY && !inCheck) ? evaluate(pos)
- : value_draw(depth, pos.this_thread());
+ : value_draw(pos.this_thread());
// Step 3. Mate distance pruning. Even if we mate at the next move our score
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
// statScore of the previous grandchild. This influences the reduction rules in
// LMR which are based on the statScore of parent position.
if (rootNode)
- (ss + 4)->statScore = 0;
+ (ss+4)->statScore = 0;
else
- (ss + 2)->statScore = 0;
+ (ss+2)->statScore = 0;
// Step 4. Transposition table lookup. We don't want the score of a partial
// search to overwrite a previous full search TT value, so we use a different
if (ttValue >= beta)
{
if (!pos.capture_or_promotion(ttMove))
- update_quiet_stats(pos, ss, ttMove, nullptr, 0, stat_bonus(depth));
+ update_quiet_stats(pos, ss, ttMove, stat_bonus(depth));
// Extra penalty for early quiet moves of the previous ply
- if ((ss-1)->moveCount <= 2 && !pos.captured_piece())
- update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
+ if ((ss-1)->moveCount <= 2 && !priorCapture)
+ update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + 1));
}
// Penalty for a quiet ttMove that fails low
else if (!pos.capture_or_promotion(ttMove))
|| (b == BOUND_LOWER ? value >= beta : value <= alpha))
{
tte->save(posKey, value_to_tt(value, ss->ply), ttPv, b,
- std::min(DEPTH_MAX - ONE_PLY, depth + 6 * ONE_PLY),
+ std::min(MAX_PLY - 1, depth + 6),
MOVE_NONE, VALUE_NONE);
return value;
if (eval == VALUE_NONE)
ss->staticEval = eval = evaluate(pos);
+ if (eval == VALUE_DRAW)
+ eval = value_draw(thisThread);
+
// Can ttValue be used as a better position evaluation?
if ( ttValue != VALUE_NONE
&& (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER)))
// Step 7. Razoring (~2 Elo)
if ( !rootNode // The required rootNode PV handling is not available in qsearch
- && depth < 2 * ONE_PLY
+ && depth < 2
&& eval <= alpha - RazorMargin)
return qsearch<NT>(pos, ss, alpha, beta);
// Step 8. Futility pruning: child node (~30 Elo)
if ( !PvNode
- && depth < 7 * ONE_PLY
+ && depth < 7
&& eval - futility_margin(depth, improving) >= beta
&& eval < VALUE_KNOWN_WIN) // Do not return unproven wins
return eval;
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 22661
&& eval >= beta
- && ss->staticEval >= beta - 33 * depth / ONE_PLY + 299
+ && eval >= ss->staticEval
+ && ss->staticEval >= beta - 33 * depth + 299 - improving * 30
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth and value
- Depth R = ((835 + 70 * depth / ONE_PLY) / 256 + std::min(int(eval - beta) / 185, 3)) * ONE_PLY;
+ Depth R = (835 + 70 * depth) / 256 + std::min(int(eval - beta) / 185, 3);
ss->currentMove = MOVE_NULL;
- ss->continuationHistory = &thisThread->continuationHistory[NO_PIECE][0];
+ ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
pos.do_null_move(st);
if (nullValue >= VALUE_MATE_IN_MAX_PLY)
nullValue = beta;
- if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 13 * ONE_PLY))
+ if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 13))
return nullValue;
assert(!thisThread->nmpMinPly); // Recursive verification is not allowed
// Do verification search at high depths, with null move pruning disabled
// for us, until ply exceeds nmpMinPly.
- thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / (4 * ONE_PLY);
+ thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / 4;
thisThread->nmpColor = us;
Value v = search<NonPV>(pos, ss, beta-1, beta, depth-R, false);
// If we have a good enough capture and a reduced search returns a value
// much above beta, we can (almost) safely prune the previous move.
if ( !PvNode
- && depth >= 5 * ONE_PLY
+ && depth >= 5
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
{
Value raisedBeta = std::min(beta + 191 - 46 * improving, VALUE_INFINITE);
&& probCutCount < 2 + 2 * cutNode)
if (move != excludedMove && pos.legal(move))
{
+ assert(pos.capture_or_promotion(move));
+ assert(depth >= 5);
+
+ captureOrPromotion = true;
probCutCount++;
ss->currentMove = move;
- ss->continuationHistory = &thisThread->continuationHistory[pos.moved_piece(move)][to_sq(move)];
-
- assert(depth >= 5 * ONE_PLY);
+ ss->continuationHistory = &thisThread->continuationHistory[inCheck]
+ [captureOrPromotion]
+ [pos.moved_piece(move)]
+ [to_sq(move)];
pos.do_move(move, st);
// If the qsearch held, perform the regular search
if (value >= raisedBeta)
- value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 4 * ONE_PLY, !cutNode);
+ value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 4, !cutNode);
pos.undo_move(move);
}
// Step 11. Internal iterative deepening (~2 Elo)
- if (depth >= 7 * ONE_PLY && !ttMove)
+ if (depth >= 7 && !ttMove)
{
- search<NT>(pos, ss, alpha, beta, depth - 7 * ONE_PLY, cutNode);
+ search<NT>(pos, ss, alpha, beta, depth - 7, cutNode);
tte = TT.probe(posKey, ttHit);
ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
moves_loop: // When in check, search starts from here
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
- nullptr, (ss-4)->continuationHistory,
- nullptr, (ss-6)->continuationHistory };
+ nullptr , (ss-4)->continuationHistory,
+ nullptr , (ss-6)->continuationHistory };
Move countermove = thisThread->counterMoves[pos.piece_on(prevSq)][prevSq];
countermove,
ss->killers);
- value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
- moveCountPruning = false;
+ value = bestValue;
+ singularLMR = moveCountPruning = false;
ttCapture = ttMove && pos.capture_or_promotion(ttMove);
- // Mark this node as being searched.
+ // Mark this node as being searched
ThreadHolding th(thisThread, posKey, ss->ply);
// Step 12. Loop through all pseudo-legal moves until no moves remain
ss->moveCount = ++moveCount;
if (rootNode && thisThread == Threads.main() && Time.elapsed() > 3000)
- sync_cout << "info depth " << depth / ONE_PLY
+ sync_cout << "info depth " << depth
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + thisThread->pvIdx << sync_endl;
if (PvNode)
(ss+1)->pv = nullptr;
- extension = DEPTH_ZERO;
+ extension = 0;
captureOrPromotion = pos.capture_or_promotion(move);
movedPiece = pos.moved_piece(move);
givesCheck = pos.gives_check(move);
// then that move is singular and should be extended. To verify this we do
// a reduced search on all the other moves but the ttMove and if the
// result is lower than ttValue minus a margin then we will extend the ttMove.
- if ( depth >= 6 * ONE_PLY
+ if ( depth >= 6
&& move == ttMove
&& !rootNode
&& !excludedMove // Avoid recursive singular search
/* && ttValue != VALUE_NONE Already implicit in the next condition */
&& abs(ttValue) < VALUE_KNOWN_WIN
&& (tte->bound() & BOUND_LOWER)
- && tte->depth() >= depth - 3 * ONE_PLY
+ && tte->depth() >= depth - 3
&& pos.legal(move))
{
- Value singularBeta = ttValue - 2 * depth / ONE_PLY;
- Depth halfDepth = depth / (2 * ONE_PLY) * ONE_PLY; // ONE_PLY invariant
+ Value singularBeta = ttValue - 2 * depth;
+ Depth halfDepth = depth / 2;
ss->excludedMove = move;
value = search<NonPV>(pos, ss, singularBeta - 1, singularBeta, halfDepth, cutNode);
ss->excludedMove = MOVE_NONE;
if (value < singularBeta)
{
- extension = ONE_PLY;
- singularLMR++;
-
- if (value < singularBeta - std::min(4 * depth / ONE_PLY, 36))
- singularLMR++;
+ extension = 1;
+ singularLMR = true;
}
// Multi-cut pruning
// Check extension (~2 Elo)
else if ( givesCheck
&& (pos.is_discovery_check_on_king(~us, move) || pos.see_ge(move)))
- extension = ONE_PLY;
-
- // Castling extension
- else if (type_of(move) == CASTLING)
- extension = ONE_PLY;
+ extension = 1;
// Shuffle extension
else if ( PvNode
&& pos.rule50_count() > 18
- && depth < 3 * ONE_PLY
+ && depth < 3
&& ++thisThread->shuffleExts < thisThread->nodes.load(std::memory_order_relaxed) / 4) // To avoid too many extensions
- extension = ONE_PLY;
+ extension = 1;
// Passed pawn extension
else if ( move == ss->killers[0]
&& pos.advanced_pawn_push(move)
&& pos.pawn_passed(us, to_sq(move)))
- extension = ONE_PLY;
+ extension = 1;
+
+ // Castling extension
+ if (type_of(move) == CASTLING)
+ extension = 1;
// Calculate new depth for this move
- newDepth = depth - ONE_PLY + extension;
+ newDepth = depth - 1 + extension;
// Step 14. Pruning at shallow depth (~170 Elo)
if ( !rootNode
&& bestValue > VALUE_MATED_IN_MAX_PLY)
{
// Skip quiet moves if movecount exceeds our FutilityMoveCount threshold
- moveCountPruning = moveCount >= futility_move_count(improving, depth / ONE_PLY);
+ moveCountPruning = moveCount >= futility_move_count(improving, depth);
if ( !captureOrPromotion
&& !givesCheck
continue;
// Reduced depth of the next LMR search
- int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount), DEPTH_ZERO);
- lmrDepth /= ONE_PLY;
+ int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount), 0);
// Countermoves based pruning (~20 Elo)
if ( lmrDepth < 4 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
if (!pos.see_ge(move, Value(-(31 - std::min(lmrDepth, 18)) * lmrDepth * lmrDepth)))
continue;
}
- else if ( (!givesCheck || !extension)
- && !pos.see_ge(move, Value(-199) * (depth / ONE_PLY))) // (~20 Elo)
+ else if ( !(givesCheck && extension)
+ && !pos.see_ge(move, Value(-199) * depth)) // (~20 Elo)
continue;
}
// Update the current move (this must be done after singular extension search)
ss->currentMove = move;
- ss->continuationHistory = &thisThread->continuationHistory[movedPiece][to_sq(move)];
+ ss->continuationHistory = &thisThread->continuationHistory[inCheck]
+ [captureOrPromotion]
+ [movedPiece]
+ [to_sq(move)];
// Step 15. Make the move
pos.do_move(move, st, givesCheck);
// Step 16. Reduced depth search (LMR). If the move fails high it will be
// re-searched at full depth.
- if ( depth >= 3 * ONE_PLY
- && moveCount > 1 + 3 * rootNode
+ if ( depth >= 3
+ && moveCount > 1 + 2 * rootNode
+ && (!rootNode || thisThread->best_move_count(move) == 0)
&& ( !captureOrPromotion
|| moveCountPruning
- || ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha))
+ || ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
+ || cutNode))
{
Depth r = reduction(improving, depth, moveCount);
// Reduction if other threads are searching this position.
if (th.marked())
- r += ONE_PLY;
+ r++;
// Decrease reduction if position is or has been on the PV
if (ttPv)
- r -= 2 * ONE_PLY;
+ r -= 2;
// Decrease reduction if opponent's move count is high (~10 Elo)
if ((ss-1)->moveCount > 15)
- r -= ONE_PLY;
+ r--;
- // Decrease reduction if move has been singularly extended
- r -= singularLMR * ONE_PLY;
+ // Decrease reduction if ttMove has been singularly extended
+ if (singularLMR)
+ r -= 2;
if (!captureOrPromotion)
{
// Increase reduction if ttMove is a capture (~0 Elo)
if (ttCapture)
- r += ONE_PLY;
+ r++;
// Increase reduction for cut nodes (~5 Elo)
if (cutNode)
- r += 2 * ONE_PLY;
+ r += 2;
// Decrease reduction for moves that escape a capture. Filter out
// castling moves, because they are coded as "king captures rook" and
// hence break make_move(). (~5 Elo)
else if ( type_of(move) == NORMAL
- && !pos.see_ge(make_move(to_sq(move), from_sq(move))))
- r -= 2 * ONE_PLY;
+ && !pos.see_ge(reverse_move(move)))
+ r -= 2;
ss->statScore = thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
// Decrease/increase reduction by comparing opponent's stat score (~10 Elo)
if (ss->statScore >= -99 && (ss-1)->statScore < -116)
- r -= ONE_PLY;
+ r--;
else if ((ss-1)->statScore >= -117 && ss->statScore < -144)
- r += ONE_PLY;
+ r++;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
- r -= ss->statScore / 16384 * ONE_PLY;
+ r -= ss->statScore / 16384;
}
- Depth d = clamp(newDepth - r, ONE_PLY, newDepth);
+ Depth d = clamp(newDepth - r, 1, newDepth);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
- doFullDepthSearch = (value > alpha && d != newDepth), doLMR = true;
+ doFullDepthSearch = (value > alpha && d != newDepth), didLMR = true;
}
else
- doFullDepthSearch = !PvNode || moveCount > 1, doLMR = false;
+ doFullDepthSearch = !PvNode || moveCount > 1, didLMR = false;
// Step 17. Full depth search when LMR is skipped or fails high
if (doFullDepthSearch)
{
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
- if (doLMR && !captureOrPromotion)
+ if (didLMR && !captureOrPromotion)
{
int bonus = value > alpha ? stat_bonus(newDepth)
: -stat_bonus(newDepth);
if (!moveCount)
bestValue = excludedMove ? alpha
: inCheck ? mated_in(ss->ply) : VALUE_DRAW;
- else if (bestMove)
- {
- // Quiet best move: update move sorting heuristics
- if (!pos.capture_or_promotion(bestMove))
- update_quiet_stats(pos, ss, bestMove, quietsSearched, quietCount,
- stat_bonus(depth + (bestValue > beta + PawnValueMg ? ONE_PLY : DEPTH_ZERO)));
- update_capture_stats(pos, bestMove, capturesSearched, captureCount, stat_bonus(depth + ONE_PLY));
-
- // Extra penalty for a quiet TT or main killer move in previous ply when it gets refuted
- if ( ((ss-1)->moveCount == 1 || ((ss-1)->currentMove == (ss-1)->killers[0]))
- && !pos.captured_piece())
- update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
+ else if (bestMove)
+ update_all_stats(pos, ss, bestMove, bestValue, beta, prevSq,
+ quietsSearched, quietCount, capturesSearched, captureCount, depth);
- }
// Bonus for prior countermove that caused the fail low
- else if ( (depth >= 3 * ONE_PLY || PvNode)
- && !pos.captured_piece())
+ else if ( (depth >= 3 || PvNode)
+ && !priorCapture)
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth));
if (PvNode)
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert(PvNode || (alpha == beta - 1));
- assert(depth <= DEPTH_ZERO);
- assert(depth / ONE_PLY * ONE_PLY == depth);
+ assert(depth <= 0);
Move pv[MAX_PLY+1];
StateInfo st;
Move ttMove, move, bestMove;
Depth ttDepth;
Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
- bool ttHit, pvHit, inCheck, givesCheck, evasionPrunable;
+ bool ttHit, pvHit, inCheck, givesCheck, captureOrPromotion, evasionPrunable;
int moveCount;
if (PvNode)
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
- nullptr, (ss-4)->continuationHistory,
- nullptr, (ss-6)->continuationHistory };
+ nullptr , (ss-4)->continuationHistory,
+ nullptr , (ss-6)->continuationHistory };
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
assert(is_ok(move));
givesCheck = pos.gives_check(move);
+ captureOrPromotion = pos.capture_or_promotion(move);
moveCount++;
// Detect non-capture evasions that are candidates to be pruned
evasionPrunable = inCheck
- && (depth != DEPTH_ZERO || moveCount > 2)
+ && (depth != 0 || moveCount > 2)
&& bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.capture(move);
// Don't search moves with negative SEE values
if ( (!inCheck || evasionPrunable)
- && (!givesCheck || !(pos.blockers_for_king(~pos.side_to_move()) & from_sq(move)))
+ && !(givesCheck && pos.is_discovery_check_on_king(~pos.side_to_move(), move))
&& !pos.see_ge(move))
continue;
}
ss->currentMove = move;
- ss->continuationHistory = &thisThread->continuationHistory[pos.moved_piece(move)][to_sq(move)];
+ ss->continuationHistory = &thisThread->continuationHistory[inCheck]
+ [captureOrPromotion]
+ [pos.moved_piece(move)]
+ [to_sq(move)];
// Make and search the move
pos.do_move(move, st, givesCheck);
- value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
+ value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth - 1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
}
- // update_continuation_histories() updates histories of the move pairs formed
- // by moves at ply -1, -2, and -4 with current move.
+ // update_all_stats() updates stats at the end of search() when a bestMove is found
- void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus) {
+ void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
+ Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth) {
- for (int i : {1, 2, 4, 6})
- if (is_ok((ss-i)->currentMove))
- (*(ss-i)->continuationHistory)[pc][to] << bonus;
- }
+ int bonus1, bonus2;
+ Color us = pos.side_to_move();
+ Thread* thisThread = pos.this_thread();
+ CapturePieceToHistory& captureHistory = thisThread->captureHistory;
+ Piece moved_piece = pos.moved_piece(bestMove);
+ PieceType captured = type_of(pos.piece_on(to_sq(bestMove)));
+
+ bonus1 = stat_bonus(depth + 1);
+ bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
+ : stat_bonus(depth); // smaller bonus
+ if (!pos.capture_or_promotion(bestMove))
+ {
+ update_quiet_stats(pos, ss, bestMove, bonus2);
- // update_capture_stats() updates move sorting heuristics when a new capture best move is found
+ // Decrease all the non-best quiet moves
+ for (int i = 0; i < quietCount; ++i)
+ {
+ thisThread->mainHistory[us][from_to(quietsSearched[i])] << -bonus2;
+ update_continuation_histories(ss, pos.moved_piece(quietsSearched[i]), to_sq(quietsSearched[i]), -bonus2);
+ }
+ }
+ else
+ captureHistory[moved_piece][to_sq(bestMove)][captured] << bonus1;
- void update_capture_stats(const Position& pos, Move move,
- Move* captures, int captureCount, int bonus) {
+ // Extra penalty for a quiet TT or main killer move in previous ply when it gets refuted
+ if ( ((ss-1)->moveCount == 1 || ((ss-1)->currentMove == (ss-1)->killers[0]))
+ && !pos.captured_piece())
+ update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -bonus1);
- CapturePieceToHistory& captureHistory = pos.this_thread()->captureHistory;
- Piece moved_piece = pos.moved_piece(move);
- PieceType captured = type_of(pos.piece_on(to_sq(move)));
+ // Decrease all the non-best capture moves
+ for (int i = 0; i < captureCount; ++i)
+ {
+ moved_piece = pos.moved_piece(capturesSearched[i]);
+ captured = type_of(pos.piece_on(to_sq(capturesSearched[i])));
+ captureHistory[moved_piece][to_sq(capturesSearched[i])][captured] << -bonus1;
+ }
+ }
- if (pos.capture_or_promotion(move))
- captureHistory[moved_piece][to_sq(move)][captured] << bonus;
- // Decrease all the other played capture moves
- for (int i = 0; i < captureCount; ++i)
- {
- moved_piece = pos.moved_piece(captures[i]);
- captured = type_of(pos.piece_on(to_sq(captures[i])));
- captureHistory[moved_piece][to_sq(captures[i])][captured] << -bonus;
- }
+ // update_continuation_histories() updates histories of the move pairs formed
+ // by moves at ply -1, -2, and -4 with current move.
+
+ void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus) {
+
+ for (int i : {1, 2, 4, 6})
+ if (is_ok((ss-i)->currentMove))
+ (*(ss-i)->continuationHistory)[pc][to] << bonus;
}
- // update_quiet_stats() updates move sorting heuristics when a new quiet best move is found
+ // update_quiet_stats() updates move sorting heuristics
- void update_quiet_stats(const Position& pos, Stack* ss, Move move,
- Move* quiets, int quietCount, int bonus) {
+ void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus) {
if (ss->killers[0] != move)
{
thisThread->mainHistory[us][from_to(move)] << bonus;
update_continuation_histories(ss, pos.moved_piece(move), to_sq(move), bonus);
+ if (type_of(pos.moved_piece(move)) != PAWN)
+ thisThread->mainHistory[us][from_to(reverse_move(move))] << -bonus;
+
if (is_ok((ss-1)->currentMove))
{
Square prevSq = to_sq((ss-1)->currentMove);
thisThread->counterMoves[pos.piece_on(prevSq)][prevSq] = move;
}
-
- // Decrease all the other played quiet moves
- for (int i = 0; i < quietCount; ++i)
- {
- thisThread->mainHistory[us][from_to(quiets[i])] << -bonus;
- update_continuation_histories(ss, pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);
- }
}
// When playing with strength handicap, choose best move among a set of RootMoves
{
bool updated = (i <= pvIdx && rootMoves[i].score != -VALUE_INFINITE);
- if (depth == ONE_PLY && !updated)
+ if (depth == 1 && !updated)
continue;
- Depth d = updated ? depth : depth - ONE_PLY;
+ Depth d = updated ? depth : depth - 1;
Value v = updated ? rootMoves[i].score : rootMoves[i].previousScore;
bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY;
ss << "\n";
ss << "info"
- << " depth " << d / ONE_PLY
+ << " depth " << d
<< " seldepth " << rootMoves[i].selDepth
<< " multipv " << i + 1
<< " score " << UCI::value(v);
RootInTB = false;
UseRule50 = bool(Options["Syzygy50MoveRule"]);
- ProbeDepth = int(Options["SyzygyProbeDepth"]) * ONE_PLY;
+ ProbeDepth = int(Options["SyzygyProbeDepth"]);
Cardinality = int(Options["SyzygyProbeLimit"]);
bool dtz_available = true;
if (Cardinality > MaxCardinality)
{
Cardinality = MaxCardinality;
- ProbeDepth = DEPTH_ZERO;
+ ProbeDepth = 0;
}
if (Cardinality >= popcount(pos.pieces()) && !pos.can_castle(ANY_CASTLING))
Value previousScore = -VALUE_INFINITE;
int selDepth = 0;
int tbRank = 0;
+ int bestMoveCount = 0;
Value tbScore;
std::vector<Move> pv;
};
#include <list>
#include <sstream>
#include <type_traits>
+#include <mutex>
#include "../bitboard.h"
#include "../movegen.h"
#include "../position.h"
#include "../search.h"
-#include "../thread_win32_osx.h"
#include "../types.h"
#include "../uci.h"
#include <sys/stat.h>
#else
#define WIN32_LEAN_AND_MEAN
-#define NOMINMAX
+#ifndef NOMINMAX
+# define NOMINMAX // Disable macros min() and max()
+#endif
#include <windows.h>
#endif
hasPawns = pos.pieces(PAWN);
hasUniquePieces = false;
- for (Color c : {WHITE, BLACK})
+ for (Color c : { WHITE, BLACK })
for (PieceType pt = PAWN; pt < KING; ++pt)
if (popcount(pos.pieces(c, pt)) == 1)
hasUniquePieces = true;
std::swap(squares[0], *std::max_element(squares, squares + leadPawnsCnt, pawns_comp));
- tbFile = file_of(squares[0]);
- if (tbFile > FILE_D)
- tbFile = file_of(squares[0] ^ 7); // Horizontal flip: SQ_H1 -> SQ_A1
+ tbFile = map_to_queenside(file_of(squares[0]));
}
// DTZ tables are one-sided, i.e. they store positions only for white to
enum { Split = 1, HasPawns = 2 };
- assert(e.hasPawns == !!(*data & HasPawns));
- assert((e.key != e.key2) == !!(*data & Split));
+ assert(e.hasPawns == bool(*data & HasPawns));
+ assert((e.key != e.key2) == bool(*data & Split));
data++; // First byte stores flags
template<TBType Type>
void* mapped(TBTable<Type>& e, const Position& pos) {
- static Mutex mutex;
+ static std::mutex mutex;
// Use 'acquire' to avoid a thread reading 'ready' == true while
// another is still working. (compiler reordering may cause this).
if (e.ready.load(std::memory_order_acquire))
return e.baseAddress; // Could be nullptr if file does not exist
- std::unique_lock<Mutex> lk(mutex);
+ std::unique_lock<std::mutex> lk(mutex);
if (e.ready.load(std::memory_order_relaxed)) // Recheck under lock
return e.baseAddress;
stdThread.join();
}
+/// Thread::bestMoveCount(Move move) return best move counter for the given root move
+
+int Thread::best_move_count(Move move) {
+
+ auto rm = std::find(rootMoves.begin() + pvIdx,
+ rootMoves.begin() + pvLast, move);
+
+ return rm != rootMoves.begin() + pvLast ? rm->bestMoveCount : 0;
+}
/// Thread::clear() reset histories, usually before a new game
mainHistory.fill(0);
captureHistory.fill(0);
- for (auto& to : continuationHistory)
- for (auto& h : to)
+ for (bool inCheck : { false, true })
+ for (StatsType c : { NoCaptures, Captures })
+ for (auto& to : continuationHistory[inCheck][c])
+ for (auto& h : to)
h->fill(0);
- continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
+ for (bool inCheck : { false, true })
+ for (StatsType c : { NoCaptures, Captures })
+ continuationHistory[inCheck][c][NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
- std::lock_guard<Mutex> lk(mutex);
+ std::lock_guard<std::mutex> lk(mutex);
searching = true;
cv.notify_one(); // Wake up the thread in idle_loop()
}
void Thread::wait_for_search_finished() {
- std::unique_lock<Mutex> lk(mutex);
+ std::unique_lock<std::mutex> lk(mutex);
cv.wait(lk, [&]{ return !searching; });
}
while (true)
{
- std::unique_lock<Mutex> lk(mutex);
+ std::unique_lock<std::mutex> lk(mutex);
searching = false;
cv.notify_one(); // Wake up anyone waiting for search finished
cv.wait(lk, [&]{ return searching; });
// Reallocate the hash with the new threadpool size
TT.resize(Options["Hash"]);
+
+ // Init thread number dependent search params.
+ Search::init();
}
}
for (Thread* th : *this)
{
th->shuffleExts = th->nodes = th->tbHits = th->nmpMinPly = 0;
- th->rootDepth = th->completedDepth = DEPTH_ZERO;
+ th->rootDepth = th->completedDepth = 0;
th->rootMoves = rootMoves;
th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
}
class Thread {
- Mutex mutex;
- ConditionVariable cv;
+ std::mutex mutex;
+ std::condition_variable cv;
size_t idx;
bool exit = false, searching = true; // Set before starting std::thread
NativeThread stdThread;
void idle_loop();
void start_searching();
void wait_for_search_finished();
+ int best_move_count(Move move);
Pawns::Table pawnsTable;
Material::Table materialTable;
CounterMoveHistory counterMoves;
ButterflyHistory mainHistory;
CapturePieceToHistory captureHistory;
- ContinuationHistory continuationHistory;
+ ContinuationHistory continuationHistory[2][2];
Score contempt;
};
#ifndef THREAD_WIN32_OSX_H_INCLUDED
#define THREAD_WIN32_OSX_H_INCLUDED
-/// STL thread library used by mingw and gcc when cross compiling for Windows
-/// relies on libwinpthread. Currently libwinpthread implements mutexes directly
-/// on top of Windows semaphores. Semaphores, being kernel objects, require kernel
-/// mode transition in order to lock or unlock, which is very slow compared to
-/// interlocked operations (about 30% slower on bench test). To work around this
-/// issue, we define our wrappers to the low level Win32 calls. We use critical
-/// sections to support Windows XP and older versions. Unfortunately, cond_wait()
-/// is racy between unlock() and WaitForSingleObject() but they have the same
-/// speed performance as the SRW locks.
-
-#include <condition_variable>
-#include <mutex>
#include <thread>
-#if defined(_WIN32) && !defined(_MSC_VER)
-
-#ifndef NOMINMAX
-# define NOMINMAX // Disable macros min() and max()
-#endif
-
-#define WIN32_LEAN_AND_MEAN
-#include <windows.h>
-#undef WIN32_LEAN_AND_MEAN
-#undef NOMINMAX
-
-/// Mutex and ConditionVariable struct are wrappers of the low level locking
-/// machinery and are modeled after the corresponding C++11 classes.
-
-struct Mutex {
- Mutex() { InitializeCriticalSection(&cs); }
- ~Mutex() { DeleteCriticalSection(&cs); }
- void lock() { EnterCriticalSection(&cs); }
- void unlock() { LeaveCriticalSection(&cs); }
-
-private:
- CRITICAL_SECTION cs;
-};
-
-typedef std::condition_variable_any ConditionVariable;
-
-#else // Default case: use STL classes
-
-typedef std::mutex Mutex;
-typedef std::condition_variable ConditionVariable;
-
-#endif
-
/// On OSX threads other than the main thread are created with a reduced stack
-/// size of 512KB by default, this is dangerously low for deep searches, so
-/// adjust it to TH_STACK_SIZE. The implementation calls pthread_create() with
-/// proper stack size parameter.
+/// size of 512KB by default, this is too low for deep searches, which require
+/// somewhat more than 1MB stack, so adjust it to TH_STACK_SIZE.
+/// The implementation calls pthread_create() with the stack size parameter
+/// equal to the linux 8MB default, on platforms that support it.
-#if defined(__APPLE__)
+#if defined(__APPLE__) || defined(__MINGW32__) || defined(__MINGW64__)
#include <pthread.h>
-static const size_t TH_STACK_SIZE = 2 * 1024 * 1024;
+static const size_t TH_STACK_SIZE = 8 * 1024 * 1024;
template <class T, class P = std::pair<T*, void(T::*)()>>
void* start_routine(void* ptr)
void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev) {
- assert(d / ONE_PLY * ONE_PLY == d);
-
// Preserve any existing move for the same position
if (m || (k >> 48) != key16)
move16 = (uint16_t)m;
// Overwrite less valuable entries
if ( (k >> 48) != key16
- ||(d - DEPTH_OFFSET) / ONE_PLY > depth8 - 4
+ || d - DEPTH_OFFSET > depth8 - 4
|| b == BOUND_EXACT)
{
- assert((d - DEPTH_OFFSET) / ONE_PLY >= 0);
+ assert(d >= DEPTH_OFFSET);
key16 = (uint16_t)(k >> 48);
value16 = (int16_t)v;
eval16 = (int16_t)ev;
genBound8 = (uint8_t)(TT.generation8 | uint8_t(pv) << 2 | b);
- depth8 = (uint8_t)((d - DEPTH_OFFSET) / ONE_PLY);
+ depth8 = (uint8_t)(d - DEPTH_OFFSET);
}
}
Move move() const { return (Move )move16; }
Value value() const { return (Value)value16; }
Value eval() const { return (Value)eval16; }
- Depth depth() const { return (Depth)(depth8 * int(ONE_PLY)) + DEPTH_OFFSET; }
+ Depth depth() const { return (Depth)depth8 + DEPTH_OFFSET; }
bool is_pv() const { return (bool)(genBound8 & 0x4); }
Bound bound() const { return (Bound)(genBound8 & 0x3); }
void save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev);
#include <climits>
#include <cstdint>
#include <cstdlib>
+#include <algorithm>
#if defined(_MSC_VER)
// Disable some silly and noisy warning from MSVC compiler
WHITE, BLACK, COLOR_NB = 2
};
-enum CastlingSide {
- KING_SIDE, QUEEN_SIDE, CASTLING_SIDE_NB = 2
-};
-
-enum CastlingRight {
+enum CastlingRights {
NO_CASTLING,
WHITE_OO,
WHITE_OOO = WHITE_OO << 1,
BLACK_OO = WHITE_OO << 2,
BLACK_OOO = WHITE_OO << 3,
- WHITE_CASTLING = WHITE_OO | WHITE_OOO,
- BLACK_CASTLING = BLACK_OO | BLACK_OOO,
+ KING_SIDE = WHITE_OO | BLACK_OO,
+ QUEEN_SIDE = WHITE_OOO | BLACK_OOO,
+ WHITE_CASTLING = WHITE_OO | WHITE_OOO,
+ BLACK_CASTLING = BLACK_OO | BLACK_OOO,
ANY_CASTLING = WHITE_CASTLING | BLACK_CASTLING,
CASTLING_RIGHT_NB = 16
extern Value PieceValue[PHASE_NB][PIECE_NB];
-enum Depth : int {
+typedef int Depth;
- ONE_PLY = 1,
+enum : int {
- DEPTH_ZERO = 0 * ONE_PLY,
- DEPTH_QS_CHECKS = 0 * ONE_PLY,
- DEPTH_QS_NO_CHECKS = -1 * ONE_PLY,
- DEPTH_QS_RECAPTURES = -5 * ONE_PLY,
+ DEPTH_QS_CHECKS = 0,
+ DEPTH_QS_NO_CHECKS = -1,
+ DEPTH_QS_RECAPTURES = -5,
- DEPTH_NONE = -6 * ONE_PLY,
+ DEPTH_NONE = -6,
DEPTH_OFFSET = DEPTH_NONE,
- DEPTH_MAX = MAX_PLY * ONE_PLY
};
-static_assert(!(ONE_PLY & (ONE_PLY - 1)), "ONE_PLY is not a power of 2");
-
enum Square : int {
SQ_A1, SQ_B1, SQ_C1, SQ_D1, SQ_E1, SQ_F1, SQ_G1, SQ_H1,
SQ_A2, SQ_B2, SQ_C2, SQ_D2, SQ_E2, SQ_F2, SQ_G2, SQ_H2,
inline T& operator/=(T& d, int i) { return d = T(int(d) / i); }
ENABLE_FULL_OPERATORS_ON(Value)
-ENABLE_FULL_OPERATORS_ON(Depth)
ENABLE_FULL_OPERATORS_ON(Direction)
ENABLE_INCR_OPERATORS_ON(PieceType)
return result;
}
+/// Multiplication of a Score by a boolean
+inline Score operator*(Score s, bool b) {
+ return Score(int(s) * int(b));
+}
+
constexpr Color operator~(Color c) {
return Color(c ^ BLACK); // Toggle color
}
return Square(s ^ SQ_A8); // Vertical flip SQ_A1 -> SQ_A8
}
-constexpr File operator~(File f) {
- return File(f ^ FILE_H); // Horizontal flip FILE_A -> FILE_H
-}
-
constexpr Piece operator~(Piece pc) {
return Piece(pc ^ 8); // Swap color of piece B_KNIGHT -> W_KNIGHT
}
-constexpr CastlingRight operator|(Color c, CastlingSide s) {
- return CastlingRight(WHITE_OO << ((s == QUEEN_SIDE) + 2 * c));
+inline File map_to_queenside(File f) {
+ return std::min(f, File(FILE_H - f)); // Map files ABCDEFGH to files ABCDDCBA
+}
+
+constexpr CastlingRights operator&(Color c, CastlingRights cr) {
+ return CastlingRights((c == WHITE ? WHITE_CASTLING : BLACK_CASTLING) & cr);
}
constexpr Value mate_in(int ply) {
return Move((from << 6) + to);
}
+constexpr Move reverse_move(Move m) {
+ return make_move(to_sq(m), from_sq(m));
+}
+
template<MoveType T>
constexpr Move make(Square from, Square to, PieceType pt = KNIGHT) {
return Move(T + ((pt - KNIGHT) << 12) + (from << 6) + to);
Position pos;
string token, cmd;
StateListPtr states(new std::deque<StateInfo>(1));
- auto uiThread = std::make_shared<Thread>(0);
- pos.set(StartFEN, false, &states->back(), uiThread.get());
+ pos.set(StartFEN, false, &states->back(), Threads.main());
for (int i = 1; i < argc; ++i)
cmd += std::string(argv[i]) + " ";
else if (token == "ucinewgame") Search::clear();
else if (token == "isready") sync_cout << "readyok" << sync_endl;
- // Additional custom non-UCI commands, mainly for debugging
+ // Additional custom non-UCI commands, mainly for debugging.
+ // Do not use these commands during a search!
else if (token == "flip") pos.flip();
else if (token == "bench") bench(pos, is, states);
else if (token == "d") sync_cout << pos << sync_endl;