### 3.1 Selecting compiler (default = gcc)
-CXXFLAGS += -Wall -Wcast-qual -fno-exceptions -fno-rtti -std=c++11 $(EXTRACXXFLAGS)
+CXXFLAGS += -Wall -Wcast-qual -fno-exceptions -fno-rtti $(EXTRACXXFLAGS)
LDFLAGS += $(EXTRALDFLAGS)
ifeq ($(COMP),)
ifeq ($(COMP),gcc)
comp=gcc
CXX=g++
- CXXFLAGS += -pedantic -Wno-long-long -Wextra -Wshadow
- ifneq ($(UNAME),Darwin)
- LDFLAGS += -Wl,--no-as-needed
- else
- LDFLAGS += -Wl
- endif
+ CXXFLAGS += -ansi -pedantic -Wno-long-long -Wextra -Wshadow
endif
ifeq ($(COMP),mingw)
comp=clang
CXX=clang++
CXXFLAGS += -pedantic -Wno-long-long -Wextra -Wshadow
- ifeq ($(UNAME),Darwin)
- CXXFLAGS += -std=c++0x -stdlib=libc++
- endif
endif
ifeq ($(comp),icc)
endif
ifeq ($(UNAME),Darwin)
- CXXFLAGS += -arch $(arch) -mmacosx-version-min=10.9
- LDFLAGS += -arch $(arch) -mmacosx-version-min=10.9
+ CXXFLAGS += -arch $(arch) -mmacosx-version-min=10.6
+ LDFLAGS += -arch $(arch) -mmacosx-version-min=10.6
endif
### On mingw use Windows threads, otherwise POSIX
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+#include <algorithm>
#include <fstream>
#include <iostream>
#include <istream>
namespace {
-const vector<string> Defaults = {
+const char* Defaults[] = {
"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
"r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 10",
"8/2p5/3p4/KP5r/1R3p1k/8/4P1P1/8 w - - 0 11",
TT.clear();
if (limitType == "time")
- limits.movetime = stoi(limit); // movetime is in ms
+ limits.movetime = atoi(limit.c_str()); // movetime is in ms
else if (limitType == "nodes")
- limits.nodes = stoi(limit);
+ limits.nodes = atoi(limit.c_str());
else if (limitType == "mate")
- limits.mate = stoi(limit);
+ limits.mate = atoi(limit.c_str());
else
- limits.depth = stoi(limit);
+ limits.depth = atoi(limit.c_str());
if (fenFile == "default")
- fens = Defaults;
+ fens.assign(Defaults, Defaults + 37);
else if (fenFile == "current")
fens.push_back(current.fen());
else
{
string fen;
- ifstream file(fenFile);
+ ifstream file(fenFile.c_str());
if (!file.is_open())
{
uint64_t nodes = 0;
Search::StateStackPtr st;
- TimePoint elapsed = now();
+ Time::point elapsed = Time::now();
for (size_t i = 0; i < fens.size(); ++i)
{
}
}
- elapsed = now() - elapsed + 1; // Ensure positivity to avoid a 'divide by zero'
+ elapsed = std::max(Time::now() - elapsed, Time::point(1)); // Avoid a 'divide by zero'
dbg_print(); // Just before to exit
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <algorithm>
#include <cassert>
-#include <numeric>
#include <vector>
#include "bitboard.h"
inline Result& operator|=(Result& r, Result v) { return r = Result(r | v); }
struct KPKPosition {
- KPKPosition() = default;
- explicit KPKPosition(unsigned idx);
+
+ KPKPosition(unsigned idx);
operator Result() const { return result; }
Result classify(const std::vector<KPKPosition>& db)
{ return us == WHITE ? classify<WHITE>(db) : classify<BLACK>(db); }
+ private:
template<Color Us> Result classify(const std::vector<KPKPosition>& db);
- unsigned id;
Color us;
- Square ksq[COLOR_NB], psq;
+ Square bksq, wksq, psq;
Result result;
};
void Bitbases::init() {
- std::vector<KPKPosition> db(MAX_INDEX);
+ unsigned idx, repeat = 1;
+ std::vector<KPKPosition> db;
+ db.reserve(MAX_INDEX);
// Initialize db with known win / draw positions
- std::generate(db.begin(), db.end(), [](){ static unsigned id; return KPKPosition(id++); });
+ for (idx = 0; idx < MAX_INDEX; ++idx)
+ db.push_back(KPKPosition(idx));
// Iterate through the positions until none of the unknown positions can be
// changed to either wins or draws (15 cycles needed).
- while (std::accumulate(db.begin(), db.end(), false, [&](bool repeat, KPKPosition& pos)
- { return (pos == UNKNOWN && pos.classify(db) != UNKNOWN) || repeat; })){}
+ while (repeat)
+ for (repeat = idx = 0; idx < MAX_INDEX; ++idx)
+ repeat |= (db[idx] == UNKNOWN && db[idx].classify(db) != UNKNOWN);
// Map 32 results into one KPKBitbase[] entry
- for (auto& pos : db)
- if (pos == WIN)
- KPKBitbase[pos.id / 32] |= 1 << (pos.id & 0x1F);
+ for (idx = 0; idx < MAX_INDEX; ++idx)
+ if (db[idx] == WIN)
+ KPKBitbase[idx / 32] |= 1 << (idx & 0x1F);
}
KPKPosition::KPKPosition(unsigned idx) {
- id = idx;
- ksq[WHITE] = Square((idx >> 0) & 0x3F);
- ksq[BLACK] = Square((idx >> 6) & 0x3F);
- us = Color ((idx >> 12) & 0x01);
- psq = make_square(File((idx >> 13) & 0x3), RANK_7 - Rank((idx >> 15) & 0x7));
+ wksq = Square((idx >> 0) & 0x3F);
+ bksq = Square((idx >> 6) & 0x3F);
+ us = Color ((idx >> 12) & 0x01);
+ psq = make_square(File((idx >> 13) & 0x3), RANK_7 - Rank((idx >> 15) & 0x7));
+ result = UNKNOWN;
// Check if two pieces are on the same square or if a king can be captured
- if ( distance(ksq[WHITE], ksq[BLACK]) <= 1
- || ksq[WHITE] == psq
- || ksq[BLACK] == psq
- || (us == WHITE && (StepAttacksBB[PAWN][psq] & ksq[BLACK])))
+ if ( distance(wksq, bksq) <= 1
+ || wksq == psq
+ || bksq == psq
+ || (us == WHITE && (StepAttacksBB[PAWN][psq] & bksq)))
result = INVALID;
- // Immediate win if a pawn can be promoted without getting captured
- else if ( us == WHITE
- && rank_of(psq) == RANK_7
- && ksq[us] != psq + DELTA_N
- && ( distance(ksq[~us], psq + DELTA_N) > 1
- || (StepAttacksBB[KING][ksq[us]] & (psq + DELTA_N))))
- result = WIN;
-
+ else if (us == WHITE)
+ {
+ // Immediate win if a pawn can be promoted without getting captured
+ if ( rank_of(psq) == RANK_7
+ && wksq != psq + DELTA_N
+ && ( distance(bksq, psq + DELTA_N) > 1
+ ||(StepAttacksBB[KING][wksq] & (psq + DELTA_N))))
+ result = WIN;
+ }
// Immediate draw if it is a stalemate or a king captures undefended pawn
- else if ( us == BLACK
- && ( !(StepAttacksBB[KING][ksq[us]] & ~(StepAttacksBB[KING][ksq[~us]] | StepAttacksBB[PAWN][psq]))
- || (StepAttacksBB[KING][ksq[us]] & psq & ~StepAttacksBB[KING][ksq[~us]])))
+ else if ( !(StepAttacksBB[KING][bksq] & ~(StepAttacksBB[KING][wksq] | StepAttacksBB[PAWN][psq]))
+ || (StepAttacksBB[KING][bksq] & psq & ~StepAttacksBB[KING][wksq]))
result = DRAW;
-
- // Position will be classified later
- else
- result = UNKNOWN;
}
template<Color Us>
Result KPKPosition::classify(const std::vector<KPKPosition>& db) {
- // White to move: If one move leads to a position classified as WIN, the result
+ // White to Move: If one move leads to a position classified as WIN, the result
// of the current position is WIN. If all moves lead to positions classified
// as DRAW, the current position is classified as DRAW, otherwise the current
// position is classified as UNKNOWN.
//
- // Black to move: If one move leads to a position classified as DRAW, the result
+ // Black to Move: If one move leads to a position classified as DRAW, the result
// of the current position is DRAW. If all moves lead to positions classified
// as WIN, the position is classified as WIN, otherwise the current position is
// classified as UNKNOWN.
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Result Good = (Us == WHITE ? WIN : DRAW);
- const Result Bad = (Us == WHITE ? DRAW : WIN);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
Result r = INVALID;
- Bitboard b = StepAttacksBB[KING][ksq[Us]];
+ Bitboard b = StepAttacksBB[KING][Us == WHITE ? wksq : bksq];
while (b)
- r |= Us == WHITE ? db[index(Them, ksq[Them] , pop_lsb(&b), psq)]
- : db[index(Them, pop_lsb(&b), ksq[Them] , psq)];
+ r |= Us == WHITE ? db[index(Them, bksq, pop_lsb(&b), psq)]
+ : db[index(Them, pop_lsb(&b), wksq, psq)];
- if (Us == WHITE)
+ if (Us == WHITE && rank_of(psq) < RANK_7)
{
- if (rank_of(psq) < RANK_7) // Single push
- r |= db[index(Them, ksq[Them], ksq[Us], psq + DELTA_N)];
+ Square s = psq + DELTA_N;
+ r |= db[index(BLACK, bksq, wksq, s)]; // Single push
- if ( rank_of(psq) == RANK_2 // Double push
- && psq + DELTA_N != ksq[Us]
- && psq + DELTA_N != ksq[Them])
- r |= db[index(Them, ksq[Them], ksq[Us], psq + DELTA_N + DELTA_N)];
+ if (rank_of(psq) == RANK_2 && s != wksq && s != bksq)
+ r |= db[index(BLACK, bksq, wksq, s + DELTA_N)]; // Double push
}
- return result = r & Good ? Good : r & UNKNOWN ? UNKNOWN : Bad;
+ if (Us == WHITE)
+ return result = r & WIN ? WIN : r & UNKNOWN ? UNKNOWN : DRAW;
+ else
+ return result = r & DRAW ? DRAW : r & UNKNOWN ? UNKNOWN : WIN;
}
} // namespace
string fen = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/"
+ sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10";
- return Position(fen, false, nullptr).material_key();
+ return Position(fen, false, NULL).material_key();
}
+ template<typename M>
+ void delete_endgame(const typename M::value_type& p) { delete p.second; }
+
} // namespace
add<KRPPKRP>("KRPPKRP");
}
+Endgames::~Endgames() {
+
+ for_each(m1.begin(), m1.end(), delete_endgame<M1>);
+ for_each(m2.begin(), m2.end(), delete_endgame<M2>);
+}
-template<EndgameType E, typename T>
+template<EndgameType E>
void Endgames::add(const string& code) {
- map<T>()[key(code, WHITE)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(WHITE));
- map<T>()[key(code, BLACK)] = std::unique_ptr<EndgameBase<T>>(new Endgame<E>(BLACK));
+
+ map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
+ map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
#define ENDGAME_H_INCLUDED
#include <map>
-#include <memory>
#include <string>
-#include <type_traits>
-#include <utility>
#include "position.h"
#include "types.h"
/// Endgame functions can be of two types depending on whether they return a
-/// Value or a ScaleFactor.
-template<EndgameType E> using
-eg_type = typename std::conditional<(E < SCALING_FUNCTIONS), Value, ScaleFactor>::type;
+/// Value or a ScaleFactor. Type eg_fun<int>::type returns either ScaleFactor
+/// or Value depending on whether the template parameter is 0 or 1.
+
+template<int> struct eg_fun { typedef Value type; };
+template<> struct eg_fun<1> { typedef ScaleFactor type; };
/// Base and derived templates for endgame evaluation and scaling functions
};
-template<EndgameType E, typename T = eg_type<E>>
+template<EndgameType E, typename T = typename eg_fun<(E > SCALING_FUNCTIONS)>::type>
struct Endgame : public EndgameBase<T> {
explicit Endgame(Color c) : strongSide(c), weakSide(~c) {}
class Endgames {
- template<typename T> using Map = std::map<Key, std::unique_ptr<EndgameBase<T>>>;
+ typedef std::map<Key, EndgameBase<eg_fun<0>::type>*> M1;
+ typedef std::map<Key, EndgameBase<eg_fun<1>::type>*> M2;
- template<EndgameType E, typename T = eg_type<E>>
- void add(const std::string& code);
+ M1 m1;
+ M2 m2;
- template<typename T>
- Map<T>& map() {
- return std::get<std::is_same<T, ScaleFactor>::value>(maps);
- }
+ M1& map(M1::mapped_type) { return m1; }
+ M2& map(M2::mapped_type) { return m2; }
- std::pair<Map<Value>, Map<ScaleFactor>> maps;
+ template<EndgameType E> void add(const std::string& code);
public:
Endgames();
+ ~Endgames();
- template<typename T>
- EndgameBase<T>* probe(Key key) {
- return map<T>().count(key) ? map<T>()[key].get() : nullptr;
+ template<typename T> T probe(Key key, T& eg) {
+ return eg = map(eg).count(key) ? map(eg)[key] : NULL;
}
};
namespace {
- namespace Tracing {
-
- enum Term { // First 8 entries are for PieceType
- MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
- };
-
- Score scores[COLOR_NB][TERM_NB];
-
- std::ostream& operator<<(std::ostream& os, Term idx);
-
- double to_cp(Value v);
- void write(int idx, Color c, Score s);
- void write(int idx, Score w, Score b = SCORE_ZERO);
- std::string do_trace(const Position& pos);
- }
-
-
// Struct EvalInfo contains various information computed and collected
// by the evaluation functions.
struct EvalInfo {
Bitboard pinnedPieces[COLOR_NB];
};
+ namespace Tracing {
- // Evaluation weights, indexed by the corresponding evaluation term
- enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
+ enum Terms { // First 8 entries are for PieceType
+ MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
+ };
- const struct Weight { int mg, eg; } Weights[] = {
- {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
- };
+ Score scores[COLOR_NB][TERMS_NB];
+ EvalInfo ei;
+ ScaleFactor sf;
- Score operator*(Score s, const Weight& w) {
- return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
+ double to_cp(Value v);
+ void write(int idx, Color c, Score s);
+ void write(int idx, Score w, Score b = SCORE_ZERO);
+ void print(std::stringstream& ss, const char* name, int idx);
+ std::string do_trace(const Position& pos);
}
+ // Evaluation weights, indexed by evaluation term
+ enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
+ const struct Weight { int mg, eg; } Weights[] = {
+ {289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
+ };
#define V(v) Value(v)
#define S(mg, eg) make_score(mg, eg)
S( 25, 41), S( 25, 41), S(25, 41), S(25, 41) }
};
- // Outpost[Bishop/Knight][Square] contains bonuses for knights and bishops
- // outposts, indexed by piece type and square (from white's point of view).
+ // Outpost[PieceType][Square] contains bonuses for knights and bishops outposts,
+ // indexed by piece type and square (from white's point of view).
const Value Outpost[][SQUARE_NB] = {
{// A B C D E F G H
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
// type is attacked by an enemy pawn.
- const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
+ const Score ThreatenedByPawn[] = {
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
};
// by the space evaluation. In the middlegame, each side is given a bonus
// based on how many squares inside this area are safe and available for
// friendly minor pieces.
- const Bitboard SpaceMask[COLOR_NB] = {
+ const Bitboard SpaceMask[] = {
(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB),
(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
};
// in KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
// index to KingDanger[].
- Score KingDanger[512];
-
+ //
// KingAttackWeights[PieceType] contains king attack weights by piece type
- const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
+ const int KingAttackWeights[] = { 0, 0, 7, 5, 4, 1 };
- // Penalties for enemy's safe checks
+ // Bonuses for enemy's safe checks
const int QueenContactCheck = 89;
const int RookContactCheck = 71;
const int QueenCheck = 50;
const int BishopCheck = 6;
const int KnightCheck = 14;
+ // KingDanger[attackUnits] contains the actual king danger weighted
+ // scores, indexed by a calculated integer number.
+ Score KingDanger[512];
+
+ // apply_weight() weighs score 's' by weight 'w' trying to prevent overflow
+ Score apply_weight(Score s, const Weight& w) {
+ return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
+ }
+
// init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done at the beginning of the evaluation.
template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
- ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
+
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
| ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]);
- int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
+ int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea[Us])
+ : popcount<Full >(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
Score score = SCORE_ZERO;
// Non-pawn enemies defended by a pawn
- defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
+ defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
+ & ei.attackedBy[Them][PAWN];
// Add a bonus according to the kind of attacking pieces
if (defended)
}
if (Trace)
- Tracing::write(Tracing::PASSED, Us, score * Weights[PassedPawns]);
+ Tracing::write(Tracing::PASSED, Us, apply_weight(score, Weights[PassedPawns]));
// Add the scores to the middlegame and endgame eval
- return score * Weights[PassedPawns];
+ return apply_weight(score, Weights[PassedPawns]);
}
// Probe the pawn hash table
ei.pi = Pawns::probe(pos);
- score += ei.pi->pawns_score() * Weights[PawnStructure];
+ score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
// Initialize attack and king safety bitboards
init_eval_info<WHITE>(pos, ei);
// Evaluate pieces and mobility
score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
- score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
+ score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
}
// Evaluate space for both sides, only during opening
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 11756)
- score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
+ if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
+ {
+ Score s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
+ score += apply_weight(s, Weights[Space]);
+ }
// Scale winning side if position is more drawish than it appears
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
v /= int(PHASE_MIDGAME);
- // In case of tracing add all single evaluation terms for both white and black
+ // In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
Tracing::write(Tracing::MATERIAL, pos.psq_score());
Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance());
Tracing::write(PAWN, ei.pi->pawns_score());
- Tracing::write(Tracing::MOBILITY, mobility[WHITE] * Weights[Mobility]
- , mobility[BLACK] * Weights[Mobility]);
- Tracing::write(Tracing::SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
- , evaluate_space<BLACK>(pos, ei) * Weights[Space]);
+ Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
+ , apply_weight(mobility[BLACK], Weights[Mobility]));
+ Tracing::write(Tracing::SPACE, apply_weight(evaluate_space<WHITE>(pos, ei), Weights[Space])
+ , apply_weight(evaluate_space<BLACK>(pos, ei), Weights[Space]));
Tracing::write(Tracing::TOTAL, score);
+ Tracing::ei = ei;
+ Tracing::sf = sf;
}
- return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
+ return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo;
}
- // Tracing functions
+ // Tracing function definitions
double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; }
void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; }
void Tracing::write(int idx, Score w, Score b) {
- scores[WHITE][idx] = w, scores[BLACK][idx] = b;
- }
- std::ostream& Tracing::operator<<(std::ostream& os, Term t) {
-
- double wScore[] = { to_cp(mg_value(scores[WHITE][t])), to_cp(eg_value(scores[WHITE][t])) };
- double bScore[] = { to_cp(mg_value(scores[BLACK][t])), to_cp(eg_value(scores[BLACK][t])) };
-
- if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
- os << " --- --- | --- --- | ";
- else
- os << std::setw(5) << wScore[MG] << " " << std::setw(5) << wScore[EG] << " | "
- << std::setw(5) << bScore[MG] << " " << std::setw(5) << bScore[EG] << " | ";
-
- os << std::setw(5) << wScore[MG] - bScore[MG] << " "
- << std::setw(5) << wScore[EG] - bScore[EG] << " \n";
+ write(idx, WHITE, w);
+ write(idx, BLACK, b);
+ }
- return os;
+ void Tracing::print(std::stringstream& ss, const char* name, int idx) {
+
+ Score wScore = scores[WHITE][idx];
+ Score bScore = scores[BLACK][idx];
+
+ switch (idx) {
+ case MATERIAL: case IMBALANCE: case PAWN: case TOTAL:
+ ss << std::setw(15) << name << " | --- --- | --- --- | "
+ << std::setw(5) << to_cp(mg_value(wScore - bScore)) << " "
+ << std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n";
+ break;
+ default:
+ ss << std::setw(15) << name << " | " << std::noshowpos
+ << std::setw(5) << to_cp(mg_value(wScore)) << " "
+ << std::setw(5) << to_cp(eg_value(wScore)) << " | "
+ << std::setw(5) << to_cp(mg_value(bScore)) << " "
+ << std::setw(5) << to_cp(eg_value(bScore)) << " | "
+ << std::setw(5) << to_cp(mg_value(wScore - bScore)) << " "
+ << std::setw(5) << to_cp(eg_value(wScore - bScore)) << " \n";
+ }
}
std::string Tracing::do_trace(const Position& pos) {
ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
<< " Eval term | White | Black | Total \n"
<< " | MG EG | MG EG | MG EG \n"
- << "----------------+-------------+-------------+-------------\n"
- << " Material | " << Term(MATERIAL)
- << " Imbalance | " << Term(IMBALANCE)
- << " Pawns | " << Term(PAWN)
- << " Knights | " << Term(KNIGHT)
- << " Bishop | " << Term(BISHOP)
- << " Rooks | " << Term(ROOK)
- << " Queens | " << Term(QUEEN)
- << " Mobility | " << Term(MOBILITY)
- << " King safety | " << Term(KING)
- << " Threats | " << Term(THREAT)
- << " Passed pawns | " << Term(PASSED)
- << " Space | " << Term(SPACE)
- << "----------------+-------------+-------------+-------------\n"
- << " Total | " << Term(TOTAL);
+ << "----------------+-------------+-------------+-------------\n";
+
+ print(ss, "Material", MATERIAL);
+ print(ss, "Imbalance", IMBALANCE);
+ print(ss, "Pawns", PAWN);
+ print(ss, "Knights", KNIGHT);
+ print(ss, "Bishops", BISHOP);
+ print(ss, "Rooks", ROOK);
+ print(ss, "Queens", QUEEN);
+ print(ss, "Mobility", MOBILITY);
+ print(ss, "King safety", KING);
+ print(ss, "Threats", THREAT);
+ print(ss, "Passed pawns", PASSED);
+ print(ss, "Space", SPACE);
+
+ ss << "----------------+-------------+-------------+-------------\n";
+ print(ss, "Total", TOTAL);
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
for (int i = 0; i < 400; ++i)
{
t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
- KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
+ KingDanger[i] = apply_weight(make_score(t / 1000, 0), Weights[KingSafety]);
}
}
// Let's look if we have a specialized evaluation function for this particular
// material configuration. Firstly we look for a fixed configuration one, then
// for a generic one if the previous search failed.
- if ((e->evaluationFunction = pos.this_thread()->endgames.probe<Value>(key)) != nullptr)
+ if (pos.this_thread()->endgames.probe(key, e->evaluationFunction))
return e;
for (Color c = WHITE; c <= BLACK; ++c)
// configuration. Is there a suitable specialized scaling function?
EndgameBase<ScaleFactor>* sf;
- if ((sf = pos.this_thread()->endgames.probe<ScaleFactor>(key)) != nullptr)
+ if (pos.this_thread()->endgames.probe(key, sf))
{
e->scalingFunction[sf->strong_side()] = sf; // Only strong color assigned
return e;
Score imbalance() const { return make_score(value, value); }
Phase game_phase() const { return gamePhase; }
- bool specialized_eval_exists() const { return evaluationFunction != nullptr; }
+ bool specialized_eval_exists() const { return evaluationFunction != NULL; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
// scale_factor takes a position and a color as input and returns a scale factor
std::ostream& operator<<(std::ostream& os, SyncCout sc) {
- static std::mutex m;
+ static Mutex m;
if (sc == IO_LOCK)
m.lock();
void start_logger(bool b) { Logger::start(b); }
+/// timed_wait() waits for msec milliseconds. It is mainly a helper to wrap
+/// the conversion from milliseconds to struct timespec, as used by pthreads.
+
+void timed_wait(WaitCondition& sleepCond, Lock& sleepLock, int msec) {
+
+#ifdef _WIN32
+ int tm = msec;
+#else
+ timespec ts, *tm = &ts;
+ uint64_t ms = Time::now() + msec;
+
+ ts.tv_sec = ms / 1000;
+ ts.tv_nsec = (ms % 1000) * 1000000LL;
+#endif
+
+ cond_timedwait(sleepCond, sleepLock, tm);
+}
+
+
/// prefetch() preloads the given address in L1/L2 cache. This is a non-blocking
/// function that doesn't stall the CPU waiting for data to be loaded from memory,
/// which can be quite slow.
#ifdef NO_PREFETCH
-void prefetch(void*) {}
+void prefetch(char*) {}
#else
-void prefetch(void* addr) {
+void prefetch(char* addr) {
# if defined(__INTEL_COMPILER)
// This hack prevents prefetches from being optimized away by
# endif
# if defined(__INTEL_COMPILER) || defined(_MSC_VER)
- _mm_prefetch((char*)addr, _MM_HINT_T0);
+ _mm_prefetch(addr, _MM_HINT_T0);
# else
__builtin_prefetch(addr);
# endif
#define MISC_H_INCLUDED
#include <cassert>
-#include <chrono>
#include <ostream>
#include <string>
#include <vector>
#include "types.h"
const std::string engine_info(bool to_uci = false);
-void prefetch(void* addr);
+void timed_wait(WaitCondition&, Lock&, int);
+void prefetch(char* addr);
void start_logger(bool b);
void dbg_hit_on(bool b);
void dbg_mean_of(int v);
void dbg_print();
-typedef std::chrono::milliseconds::rep TimePoint; // A value in milliseconds
-inline TimePoint now() {
- return std::chrono::duration_cast<std::chrono::milliseconds>
- (std::chrono::steady_clock::now().time_since_epoch()).count();
+namespace Time {
+ typedef int64_t point;
+ inline point now() { return system_time_to_msec(); }
}
+
template<class Entry, int Size>
struct HashTable {
+ HashTable() : table(Size, Entry()) {}
Entry* operator[](Key key) { return &table[(uint32_t)key & (Size - 1)]; }
private:
- std::vector<Entry> table = std::vector<Entry>(Size);
+ std::vector<Entry> table;
};
if (Checks && !pos.gives_check(m, *ci))
return moveList;
- *moveList++ = m;
+ (moveList++)->move = m;
- return (void)ci, moveList; // Silence a warning under MSVC
+ return moveList;
}
inline ExtMove* make_promotions(ExtMove* moveList, Square to, const CheckInfo* ci) {
if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
- *moveList++ = make<PROMOTION>(to - Delta, to, QUEEN);
+ (moveList++)->move = make<PROMOTION>(to - Delta, to, QUEEN);
if (Type == QUIETS || Type == EVASIONS || Type == NON_EVASIONS)
{
- *moveList++ = make<PROMOTION>(to - Delta, to, ROOK);
- *moveList++ = make<PROMOTION>(to - Delta, to, BISHOP);
- *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
+ (moveList++)->move = make<PROMOTION>(to - Delta, to, ROOK);
+ (moveList++)->move = make<PROMOTION>(to - Delta, to, BISHOP);
+ (moveList++)->move = make<PROMOTION>(to - Delta, to, KNIGHT);
}
// Knight promotion is the only promotion that can give a direct check
// that's not already included in the queen promotion.
if (Type == QUIET_CHECKS && (StepAttacksBB[W_KNIGHT][to] & ci->ksq))
- *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
+ (moveList++)->move = make<PROMOTION>(to - Delta, to, KNIGHT);
+ else
+ (void)ci; // Silence a warning under MSVC
- return (void)ci, moveList; // Silence a warning under MSVC
+ return moveList;
}
while (b1)
{
Square to = pop_lsb(&b1);
- *moveList++ = make_move(to - Up, to);
+ (moveList++)->move = make_move(to - Up, to);
}
while (b2)
{
Square to = pop_lsb(&b2);
- *moveList++ = make_move(to - Up - Up, to);
+ (moveList++)->move = make_move(to - Up - Up, to);
}
}
while (b1)
{
Square to = pop_lsb(&b1);
- *moveList++ = make_move(to - Right, to);
+ (moveList++)->move = make_move(to - Right, to);
}
while (b2)
{
Square to = pop_lsb(&b2);
- *moveList++ = make_move(to - Left, to);
+ (moveList++)->move = make_move(to - Left, to);
}
if (pos.ep_square() != SQ_NONE)
assert(b1);
while (b1)
- *moveList++ = make<ENPASSANT>(pop_lsb(&b1), pos.ep_square());
+ (moveList++)->move = make<ENPASSANT>(pop_lsb(&b1), pos.ep_square());
}
}
b &= ci->checkSq[Pt];
while (b)
- *moveList++ = make_move(from, pop_lsb(&b));
+ (moveList++)->move = make_move(from, pop_lsb(&b));
}
return moveList;
template<Color Us, GenType Type> FORCE_INLINE
ExtMove* generate_all(const Position& pos, ExtMove* moveList, Bitboard target,
- const CheckInfo* ci = nullptr) {
+ const CheckInfo* ci = NULL) {
const bool Checks = Type == QUIET_CHECKS;
Square ksq = pos.king_square(Us);
Bitboard b = pos.attacks_from<KING>(ksq) & target;
while (b)
- *moveList++ = make_move(ksq, pop_lsb(&b));
+ (moveList++)->move = make_move(ksq, pop_lsb(&b));
}
if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(Us))
b &= ~PseudoAttacks[QUEEN][ci.ksq];
while (b)
- *moveList++ = make_move(from, pop_lsb(&b));
+ (moveList++)->move = make_move(from, pop_lsb(&b));
}
return us == WHITE ? generate_all<WHITE, QUIET_CHECKS>(pos, moveList, ~pos.pieces(), &ci)
// Generate evasions for king, capture and non capture moves
Bitboard b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
while (b)
- *moveList++ = make_move(ksq, pop_lsb(&b));
+ (moveList++)->move = make_move(ksq, pop_lsb(&b));
if (more_than_one(pos.checkers()))
return moveList; // Double check, only a king move can save the day
moveList = pos.checkers() ? generate<EVASIONS >(pos, moveList)
: generate<NON_EVASIONS>(pos, moveList);
while (cur != moveList)
- if ( (pinned || from_sq(*cur) == ksq || type_of(*cur) == ENPASSANT)
- && !pos.legal(*cur, pinned))
- *cur = (--moveList)->move;
+ if ( (pinned || from_sq(cur->move) == ksq || type_of(cur->move) == ENPASSANT)
+ && !pos.legal(cur->move, pinned))
+ cur->move = (--moveList)->move;
else
++cur;
struct ExtMove {
Move move;
Value value;
-
- operator Move() const { return move; }
- void operator=(Move m) { move = m; }
};
inline bool operator<(const ExtMove& f, const ExtMove& s) {
template<GenType T>
struct MoveList {
- explicit MoveList(const Position& pos) : last(generate<T>(pos, moveList)) {}
- const ExtMove* begin() const { return moveList; }
- const ExtMove* end() const { return last; }
+ explicit MoveList(const Position& pos) : cur(moveList), last(generate<T>(pos, moveList)) { last->move = MOVE_NONE; }
+ void operator++() { ++cur; }
+ Move operator*() const { return cur->move; }
size_t size() const { return last - moveList; }
- bool contains(Move move) const {
- for (const auto& m : *this) if (m == move) return true;
+ bool contains(Move m) const {
+ for (const ExtMove* it(moveList); it != last; ++it) if (it->move == m) return true;
return false;
}
private:
- ExtMove moveList[MAX_MOVES], *last;
+ ExtMove moveList[MAX_MOVES];
+ ExtMove *cur, *last;
};
#endif // #ifndef MOVEGEN_H_INCLUDED
STOP
};
- // Our insertion sort, which is guaranteed to be stable, as it should be
+ // Our insertion sort, which is guaranteed (and also needed) to be stable
void insertion_sort(ExtMove* begin, ExtMove* end)
{
ExtMove tmp, *p, *q;
}
}
- // pick_best() finds the best move in the range (begin, end) and moves it to
- // the front. It's faster than sorting all the moves in advance when there
- // are few moves e.g. the possible captures.
- inline Move pick_best(ExtMove* begin, ExtMove* end)
+ // Unary predicate used by std::partition to split positive values from remaining
+ // ones so as to sort the two sets separately, with the second sort delayed.
+ inline bool has_positive_value(const ExtMove& move) { return move.value > VALUE_ZERO; }
+
+ // Picks the best move in the range (begin, end) and moves it to the front.
+ // It's faster than sorting all the moves in advance when there are few
+ // moves e.g. possible captures.
+ inline ExtMove* pick_best(ExtMove* begin, ExtMove* end)
{
std::swap(*begin, *std::max_element(begin, end));
- return *begin;
+ return begin;
}
-
} // namespace
assert(d > DEPTH_ZERO);
+ cur = end = moves;
endBadCaptures = moves + MAX_MOVES - 1;
countermoves = cm;
followupmoves = fm;
stage = MAIN_SEARCH;
ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE);
- endMoves += (ttMove != MOVE_NONE);
+ end += (ttMove != MOVE_NONE);
}
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
- Square s) : pos(p), history(h) {
+ Square s) : pos(p), history(h), cur(moves), end(moves) {
assert(d <= DEPTH_ZERO);
}
ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE);
- endMoves += (ttMove != MOVE_NONE);
+ end += (ttMove != MOVE_NONE);
}
MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, PieceType pt)
- : pos(p), history(h) {
+ : pos(p), history(h), cur(moves), end(moves) {
assert(!pos.checkers());
if (ttMove && (!pos.capture(ttMove) || pos.see(ttMove) <= captureThreshold))
ttMove = MOVE_NONE;
- endMoves += (ttMove != MOVE_NONE);
+ end += (ttMove != MOVE_NONE);
}
// badCaptures[] array, but instead of doing it now we delay until the move
// has been picked up in pick_move_from_list(). This way we save some SEE
// calls in case we get a cutoff.
- for (auto& m : *this)
+ Move m;
+
+ for (ExtMove* it = moves; it != end; ++it)
+ {
+ m = it->move;
+ it->value = PieceValue[MG][pos.piece_on(to_sq(m))]
+ - Value(type_of(pos.moved_piece(m)));
+
if (type_of(m) == ENPASSANT)
- m.value = PieceValue[MG][PAWN] - Value(PAWN);
+ it->value += PieceValue[MG][PAWN];
else if (type_of(m) == PROMOTION)
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(PAWN)
- + PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
- else
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- - Value(type_of(pos.moved_piece(m)));
+ it->value += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
+ }
}
template<>
void MovePicker::score<QUIETS>() {
- for (auto& m : *this)
- m.value = history[pos.moved_piece(m)][to_sq(m)];
+
+ Move m;
+
+ for (ExtMove* it = moves; it != end; ++it)
+ {
+ m = it->move;
+ it->value = history[pos.moved_piece(m)][to_sq(m)];
+ }
}
template<>
// Try good captures ordered by MVV/LVA, then non-captures if destination square
// is not under attack, ordered by history value, then bad-captures and quiet
// moves with a negative SEE. This last group is ordered by the SEE value.
+ Move m;
Value see;
- for (auto& m : *this)
+ for (ExtMove* it = moves; it != end; ++it)
+ {
+ m = it->move;
if ((see = pos.see_sign(m)) < VALUE_ZERO)
- m.value = see - HistoryStats::Max; // At the bottom
+ it->value = see - HistoryStats::Max; // At the bottom
else if (pos.capture(m))
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
+ it->value = PieceValue[MG][pos.piece_on(to_sq(m))]
+ - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
else
- m.value = history[pos.moved_piece(m)][to_sq(m)];
+ it->value = history[pos.moved_piece(m)][to_sq(m)];
+ }
}
switch (++stage) {
case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
- endMoves = generate<CAPTURES>(pos, moves);
+ end = generate<CAPTURES>(pos, moves);
score<CAPTURES>();
- break;
+ return;
case KILLERS_S1:
cur = killers;
- endMoves = cur + 2;
+ end = cur + 2;
- killers[0] = ss->killers[0];
- killers[1] = ss->killers[1];
+ killers[0].move = ss->killers[0];
+ killers[1].move = ss->killers[1];
killers[2].move = killers[3].move = MOVE_NONE;
killers[4].move = killers[5].move = MOVE_NONE;
- // In SMP case countermoves[] and followupmoves[] could have duplicated entries
- // in rare cases (less than 1 out of a million). This is harmless.
+ // Please note that following code is racy and could yield to rare (less
+ // than 1 out of a million) duplicated entries in SMP case. This is harmless.
- // Be sure countermoves and followupmoves are different from killers
+ // Be sure countermoves are different from killers
for (int i = 0; i < 2; ++i)
- if ( countermoves[i] != killers[0]
- && countermoves[i] != killers[1])
- *endMoves++ = countermoves[i];
+ if ( countermoves[i] != (cur+0)->move
+ && countermoves[i] != (cur+1)->move)
+ (end++)->move = countermoves[i];
+ // Be sure followupmoves are different from killers and countermoves
for (int i = 0; i < 2; ++i)
- if ( followupmoves[i] != killers[0]
- && followupmoves[i] != killers[1]
- && followupmoves[i] != killers[2]
- && followupmoves[i] != killers[3])
- *endMoves++ = followupmoves[i];
- break;
+ if ( followupmoves[i] != (cur+0)->move
+ && followupmoves[i] != (cur+1)->move
+ && followupmoves[i] != (cur+2)->move
+ && followupmoves[i] != (cur+3)->move)
+ (end++)->move = followupmoves[i];
+ return;
case QUIETS_1_S1:
- endQuiets = endMoves = generate<QUIETS>(pos, moves);
+ endQuiets = end = generate<QUIETS>(pos, moves);
score<QUIETS>();
- endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
- insertion_sort(cur, endMoves);
- break;
+ end = std::partition(cur, end, has_positive_value);
+ insertion_sort(cur, end);
+ return;
case QUIETS_2_S1:
- cur = endMoves;
- endMoves = endQuiets;
+ cur = end;
+ end = endQuiets;
if (depth >= 3 * ONE_PLY)
- insertion_sort(cur, endMoves);
- break;
+ insertion_sort(cur, end);
+ return;
case BAD_CAPTURES_S1:
// Just pick them in reverse order to get MVV/LVA ordering
cur = moves + MAX_MOVES - 1;
- endMoves = endBadCaptures;
- break;
+ end = endBadCaptures;
+ return;
case EVASIONS_S2:
- endMoves = generate<EVASIONS>(pos, moves);
- if (endMoves - moves > 1)
+ end = generate<EVASIONS>(pos, moves);
+ if (end > moves + 1)
score<EVASIONS>();
- break;
+ return;
case QUIET_CHECKS_S3:
- endMoves = generate<QUIET_CHECKS>(pos, moves);
- break;
+ end = generate<QUIET_CHECKS>(pos, moves);
+ return;
case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE:
stage = STOP;
/* Fall through */
case STOP:
- endMoves = cur + 1; // Avoid another generate_next_stage() call
- break;
+ end = cur + 1; // Avoid another next_phase() call
+ return;
default:
assert(false);
while (true)
{
- while (cur == endMoves)
+ while (cur == end)
generate_next_stage();
switch (stage) {
return ttMove;
case CAPTURES_S1:
- move = pick_best(cur++, endMoves);
+ move = pick_best(cur++, end)->move;
if (move != ttMove)
{
if (pos.see_sign(move) >= VALUE_ZERO)
return move;
// Losing capture, move it to the tail of the array
- *endBadCaptures-- = move;
+ (endBadCaptures--)->move = move;
}
break;
case KILLERS_S1:
- move = *cur++;
+ move = (cur++)->move;
if ( move != MOVE_NONE
&& move != ttMove
&& pos.pseudo_legal(move)
break;
case QUIETS_1_S1: case QUIETS_2_S1:
- move = *cur++;
+ move = (cur++)->move;
if ( move != ttMove
- && move != killers[0]
- && move != killers[1]
- && move != killers[2]
- && move != killers[3]
- && move != killers[4]
- && move != killers[5])
+ && move != killers[0].move
+ && move != killers[1].move
+ && move != killers[2].move
+ && move != killers[3].move
+ && move != killers[4].move
+ && move != killers[5].move)
return move;
break;
case BAD_CAPTURES_S1:
- return *cur--;
+ return (cur--)->move;
case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4:
- move = pick_best(cur++, endMoves);
+ move = pick_best(cur++, end)->move;
if (move != ttMove)
return move;
break;
case CAPTURES_S5:
- move = pick_best(cur++, endMoves);
+ move = pick_best(cur++, end)->move;
if (move != ttMove && pos.see(move) > captureThreshold)
return move;
break;
case CAPTURES_S6:
- move = pick_best(cur++, endMoves);
+ move = pick_best(cur++, end)->move;
if (to_sq(move) == recaptureSquare)
return move;
break;
case QUIET_CHECKS_S3:
- move = *cur++;
+ move = (cur++)->move;
if (move != ttMove)
return move;
break;
/// to get a cut-off first.
class MovePicker {
-public:
- MovePicker(const MovePicker&) = delete;
- MovePicker& operator=(const MovePicker&) = delete;
+ MovePicker& operator=(const MovePicker&); // Silence a warning under MSVC
+
+public:
MovePicker(const Position&, Move, Depth, const HistoryStats&, Square);
MovePicker(const Position&, Move, const HistoryStats&, PieceType);
MovePicker(const Position&, Move, Depth, const HistoryStats&, Move*, Move*, Search::Stack*);
private:
template<GenType> void score();
void generate_next_stage();
- ExtMove* begin() { return moves; }
- ExtMove* end() { return endMoves; }
const Position& pos;
const HistoryStats& history;
Square recaptureSquare;
Value captureThreshold;
int stage;
- ExtMove *endQuiets, *endBadCaptures;
- ExtMove moves[MAX_MOVES], *cur = moves, *endMoves = moves;
+ ExtMove *cur, *end, *endQuiets, *endBadCaptures;
+ ExtMove moves[MAX_MOVES];
};
#endif // #ifndef MOVEPICK_H_INCLUDED
isolated = !neighbours;
// Test for backward pawn.
- // If the pawn is passed, isolated, lever or connected it cannot be
+ // If the pawn is passed, isolated, connected or a lever it cannot be
// backward. If there are friendly pawns behind on adjacent files
// it cannot be backward either.
if ( (passed | isolated | lever | connected)
--- /dev/null
+/*
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+
+ Stockfish is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ Stockfish is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#ifndef PLATFORM_H_INCLUDED
+#define PLATFORM_H_INCLUDED
+
+#ifdef _MSC_VER
+
+// Disable some silly and noisy warnings from MSVC compiler
+#pragma warning(disable: 4127) // Conditional expression is constant
+#pragma warning(disable: 4146) // Unary minus operator applied to unsigned type
+#pragma warning(disable: 4800) // Forcing value to bool 'true' or 'false'
+#pragma warning(disable: 4996) // Function _ftime() may be unsafe
+
+// MSVC does not support <inttypes.h>
+typedef signed __int8 int8_t;
+typedef unsigned __int8 uint8_t;
+typedef signed __int16 int16_t;
+typedef unsigned __int16 uint16_t;
+typedef signed __int32 int32_t;
+typedef unsigned __int32 uint32_t;
+typedef signed __int64 int64_t;
+typedef unsigned __int64 uint64_t;
+
+#else
+# include <inttypes.h>
+#endif
+
+#ifndef _WIN32 // Linux - Unix
+
+# include <sys/time.h>
+
+inline int64_t system_time_to_msec() {
+ timeval t;
+ gettimeofday(&t, NULL);
+ return t.tv_sec * 1000LL + t.tv_usec / 1000;
+}
+
+# include <pthread.h>
+typedef pthread_mutex_t Lock;
+typedef pthread_cond_t WaitCondition;
+typedef pthread_t NativeHandle;
+typedef void*(*pt_start_fn)(void*);
+
+# define lock_init(x) pthread_mutex_init(&(x), NULL)
+# define lock_grab(x) pthread_mutex_lock(&(x))
+# define lock_release(x) pthread_mutex_unlock(&(x))
+# define lock_destroy(x) pthread_mutex_destroy(&(x))
+# define cond_destroy(x) pthread_cond_destroy(&(x))
+# define cond_init(x) pthread_cond_init(&(x), NULL)
+# define cond_signal(x) pthread_cond_signal(&(x))
+# define cond_wait(x,y) pthread_cond_wait(&(x),&(y))
+# define cond_timedwait(x,y,z) pthread_cond_timedwait(&(x),&(y),z)
+# define thread_create(x,f,t) pthread_create(&(x),NULL,(pt_start_fn)f,t)
+# define thread_join(x) pthread_join(x, NULL)
+
+#else // Windows and MinGW
+
+# include <sys/timeb.h>
+
+inline int64_t system_time_to_msec() {
+ _timeb t;
+ _ftime(&t);
+ return t.time * 1000LL + t.millitm;
+}
+
+#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
+
+// We use critical sections on Windows to support Windows XP and older versions.
+// Unfortunately, cond_wait() is racy between lock_release() and WaitForSingleObject()
+// but apart from this they have the same speed performance of SRW locks.
+typedef CRITICAL_SECTION Lock;
+typedef HANDLE WaitCondition;
+typedef HANDLE NativeHandle;
+
+// On Windows 95 and 98 parameter lpThreadId may not be null
+inline DWORD* dwWin9xKludge() { static DWORD dw; return &dw; }
+
+# define lock_init(x) InitializeCriticalSection(&(x))
+# define lock_grab(x) EnterCriticalSection(&(x))
+# define lock_release(x) LeaveCriticalSection(&(x))
+# define lock_destroy(x) DeleteCriticalSection(&(x))
+# define cond_init(x) { x = CreateEvent(0, FALSE, FALSE, 0); }
+# define cond_destroy(x) CloseHandle(x)
+# define cond_signal(x) SetEvent(x)
+# define cond_wait(x,y) { lock_release(y); WaitForSingleObject(x, INFINITE); lock_grab(y); }
+# define cond_timedwait(x,y,z) { lock_release(y); WaitForSingleObject(x,z); lock_grab(y); }
+# define thread_create(x,f,t) (x = CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)f,t,0,dwWin9xKludge()))
+# define thread_join(x) { WaitForSingleObject(x, INFINITE); CloseHandle(x); }
+
+#endif
+
+#endif // #ifndef PLATFORM_H_INCLUDED
#include <algorithm>
#include <cassert>
-#include <cstring> // For std::memset, std::memcmp
+#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
Position& Position::operator=(const Position& pos) {
std::memcpy(this, &pos, sizeof(Position));
- std::memcpy(&startState, st, sizeof(StateInfo));
+ startState = *st;
st = &startState;
nodes = 0;
else if ((idx = PieceToChar.find(token)) != string::npos)
{
- put_piece(color_of(Piece(idx)), type_of(Piece(idx)), sq);
+ put_piece(sq, color_of(Piece(idx)), type_of(Piece(idx)));
++sq;
}
}
si->psq += psq[color_of(pc)][type_of(pc)][s];
}
- if (si->epSquare != SQ_NONE)
- si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
+ if (ep_square() != SQ_NONE)
+ si->key ^= Zobrist::enpassant[file_of(ep_square())];
if (sideToMove == BLACK)
si->key ^= Zobrist::side;
- si->key ^= Zobrist::castling[si->castlingRights];
+ si->key ^= Zobrist::castling[st->castlingRights];
for (Bitboard b = pieces(PAWN); b; )
{
return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
| (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (attacks_bb<ROOK >(s, occupied) & pieces(ROOK, QUEEN))
+ | (attacks_bb<ROOK>(s, occupied) & pieces(ROOK, QUEEN))
| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
| (attacks_from<KING>(s) & pieces(KING));
}
return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
- if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
+ if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
// If the 'from' square is not occupied by a piece belonging to the side to
return false;
if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
+
&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
+
&& !( (from + 2 * pawn_push(us) == to) // Not a double push
&& (rank_of(from) == relative_rank(us, RANK_2))
&& empty(to)
Square from = from_sq(m);
Square to = to_sq(m);
+ PieceType pt = type_of(piece_on(from));
// Is there a direct check?
- if (ci.checkSq[type_of(piece_on(from))] & to)
+ if (ci.checkSq[pt] & to)
return true;
// Is there a discovered check?
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
-void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
+void Position::do_move(Move m, StateInfo& newSt) {
+
+ CheckInfo ci(*this);
+ do_move(m, newSt, gives_check(m, ci));
+}
+
+void Position::do_move(Move m, StateInfo& newSt, bool moveIsCheck) {
assert(is_ok(m));
assert(&newSt != st);
++nodes;
- Key k = st->key ^ Zobrist::side;
+ Key k = st->key;
// Copy some fields of the old state to our new StateInfo object except the
// ones which are going to be recalculated from scratch anyway and then switch
// our state pointer to point to the new (ready to be updated) state.
- std::memcpy(&newSt, st, offsetof(StateInfo, key));
+ std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
+
newSt.previous = st;
st = &newSt;
+ // Update side to move
+ k ^= Zobrist::side;
+
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- PieceType pt = type_of(piece_on(from));
+ Piece pc = piece_on(from);
+ PieceType pt = type_of(pc);
PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
- assert(color_of(piece_on(from)) == us);
- assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == (type_of(m) != CASTLING ? them : us));
+ assert(color_of(pc) == us);
+ assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
assert(captured != KING);
if (type_of(m) == CASTLING)
{
- assert(pt == KING);
+ assert(pc == make_piece(us, KING));
Square rfrom, rto;
- do_castling<true>(us, from, to, rfrom, rto);
+ do_castling<true>(from, to, rfrom, rto);
captured = NO_PIECE_TYPE;
st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
{
if (type_of(m) == ENPASSANT)
{
- capsq -= pawn_push(us);
+ capsq += pawn_push(them);
assert(pt == PAWN);
assert(to == st->epSquare);
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
- board[capsq] = NO_PIECE; // Not done by remove_piece()
+ board[capsq] = NO_PIECE;
}
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
- remove_piece(them, captured, capsq);
+ remove_piece(capsq, them, captured);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[them][captured][capsq];
st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
- prefetch(thisThread->materialTable[st->materialKey]);
+ prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psq -= psq[them][captured][capsq];
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
- move_piece(us, pt, from, to);
+ move_piece(from, to, us, pt);
// If the moving piece is a pawn do some special extra work
if (pt == PAWN)
{
// Set en-passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
- && (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
+ && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
- st->epSquare = (from + to) / 2;
+ st->epSquare = Square((from + to) / 2);
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- remove_piece(us, PAWN, to);
- put_piece(us, promotion, to);
+ remove_piece(to, us, PAWN);
+ put_piece(to, us, promotion);
// Update hash keys
k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
// Update pawn hash key and prefetch access to pawnsTable
st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
- prefetch(thisThread->pawnsTable[st->pawnKey]);
+ prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
// Reset rule 50 draw counter
st->rule50 = 0;
// Update the key with the final value
st->key = k;
- // Calculate checkers bitboard (if move gives check)
- st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
+ // Calculate checkers bitboard (if move is check)
+ st->checkersBB = moveIsCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
if (type_of(m) == PROMOTION)
{
- assert(relative_rank(us, to) == RANK_8);
assert(pt == promotion_type(m));
- assert(pt >= KNIGHT && pt <= QUEEN);
+ assert(relative_rank(us, to) == RANK_8);
+ assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
- remove_piece(us, pt, to);
- put_piece(us, PAWN, to);
+ remove_piece(to, us, promotion_type(m));
+ put_piece(to, us, PAWN);
pt = PAWN;
}
if (type_of(m) == CASTLING)
{
Square rfrom, rto;
- do_castling<false>(us, from, to, rfrom, rto);
+ do_castling<false>(from, to, rfrom, rto);
}
else
{
- move_piece(us, pt, to, from); // Put the piece back at the source square
+ move_piece(to, from, us, pt); // Put the piece back at the source square
if (st->capturedType)
{
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(capsq) == NO_PIECE);
- assert(st->capturedType == PAWN);
}
- put_piece(~us, st->capturedType, capsq); // Restore the captured piece
+ put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
}
}
/// Position::do_castling() is a helper used to do/undo a castling move. This
/// is a bit tricky, especially in Chess960.
template<bool Do>
-void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
+void Position::do_castling(Square from, Square& to, Square& rfrom, Square& rto) {
bool kingSide = to > from;
rfrom = to; // Castling is encoded as "king captures friendly rook"
- rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
- to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ rto = relative_square(sideToMove, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(sideToMove, kingSide ? SQ_G1 : SQ_C1);
// Remove both pieces first since squares could overlap in Chess960
- remove_piece(us, KING, Do ? from : to);
- remove_piece(us, ROOK, Do ? rfrom : rto);
+ remove_piece(Do ? from : to, sideToMove, KING);
+ remove_piece(Do ? rfrom : rto, sideToMove, ROOK);
board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
- put_piece(us, KING, Do ? to : from);
- put_piece(us, ROOK, Do ? rto : rfrom);
+ put_piece(Do ? to : from, sideToMove, KING);
+ put_piece(Do ? rto : rfrom, sideToMove, ROOK);
}
void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
- assert(&newSt != st);
- std::memcpy(&newSt, st, sizeof(StateInfo));
+ std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
+
newSt.previous = st;
st = &newSt;
}
st->key ^= Zobrist::side;
- prefetch(TT.first_entry(st->key));
+ prefetch((char*)TT.first_entry(st->key));
++st->rule50;
st->pliesFromNull = 0;
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ // Stop before processing a king capture
+ if (captured == KING)
+ {
+ if (stmAttackers == attackers)
+ ++slIndex;
+
+ break;
+ }
+
stm = ~stm;
stmAttackers = attackers & pieces(stm);
++slIndex;
- } while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
+ } while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
// achievable score from the point of view of the side to move.
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
+static char toggle_case(char c) {
+ return char(islower(c) ? toupper(c) : tolower(c));
+}
+
void Position::flip() {
string f, token;
ss >> token; // Castling availability
f += token + " ";
- std::transform(f.begin(), f.end(), f.begin(),
- [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
+ std::transform(f.begin(), f.end(), f.begin(), toggle_case);
ss >> token; // En passant square
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
/// Position::pos_is_ok() performs some consistency checks for the position object.
/// This is meant to be helpful when debugging.
-bool Position::pos_is_ok(int* failedStep) const {
+bool Position::pos_is_ok(int* step) const {
+
+ // Which parts of the position should be verified?
+ const bool all = false;
+
+ const bool testBitboards = all || false;
+ const bool testState = all || false;
+ const bool testKingCount = all || false;
+ const bool testKingCapture = all || false;
+ const bool testPieceCounts = all || false;
+ const bool testPieceList = all || false;
+ const bool testCastlingSquares = all || false;
- const bool Fast = true; // Quick (default) or full check?
+ if (step)
+ *step = 1;
- enum { Default, King, Bitboards, State, Lists, Castling };
+ if ( (sideToMove != WHITE && sideToMove != BLACK)
+ || piece_on(king_square(WHITE)) != W_KING
+ || piece_on(king_square(BLACK)) != B_KING
+ || ( ep_square() != SQ_NONE
+ && relative_rank(sideToMove, ep_square()) != RANK_6))
+ return false;
- for (int step = Default; step <= (Fast ? Default : Castling); step++)
+ if (step && ++*step, testBitboards)
{
- if (failedStep)
- *failedStep = step;
-
- if (step == Default)
- if ( (sideToMove != WHITE && sideToMove != BLACK)
- || piece_on(king_square(WHITE)) != W_KING
- || piece_on(king_square(BLACK)) != B_KING
- || ( ep_square() != SQ_NONE
- && relative_rank(sideToMove, ep_square()) != RANK_6))
- return false;
+ // The intersection of the white and black pieces must be empty
+ if (pieces(WHITE) & pieces(BLACK))
+ return false;
- if (step == King)
- if ( std::count(board, board + SQUARE_NB, W_KING) != 1
- || std::count(board, board + SQUARE_NB, B_KING) != 1
- || attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
- return false;
+ // The union of the white and black pieces must be equal to all
+ // occupied squares
+ if ((pieces(WHITE) | pieces(BLACK)) != pieces())
+ return false;
- if (step == Bitboards)
- {
- if ( (pieces(WHITE) & pieces(BLACK))
- ||(pieces(WHITE) | pieces(BLACK)) != pieces())
- return false;
+ // Separate piece type bitboards must have empty intersections
+ for (PieceType p1 = PAWN; p1 <= KING; ++p1)
+ for (PieceType p2 = PAWN; p2 <= KING; ++p2)
+ if (p1 != p2 && (pieces(p1) & pieces(p2)))
+ return false;
+ }
- for (PieceType p1 = PAWN; p1 <= KING; ++p1)
- for (PieceType p2 = PAWN; p2 <= KING; ++p2)
- if (p1 != p2 && (pieces(p1) & pieces(p2)))
- return false;
- }
+ if (step && ++*step, testState)
+ {
+ StateInfo si;
+ set_state(&si);
+ if ( st->key != si.key
+ || st->pawnKey != si.pawnKey
+ || st->materialKey != si.materialKey
+ || st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
+ || st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
+ || st->psq != si.psq
+ || st->checkersBB != si.checkersBB)
+ return false;
+ }
- if (step == State)
- {
- StateInfo si = *st;
- set_state(&si);
- if (std::memcmp(&si, st, sizeof(StateInfo)))
- return false;
- }
+ if (step && ++*step, testKingCount)
+ if ( std::count(board, board + SQUARE_NB, W_KING) != 1
+ || std::count(board, board + SQUARE_NB, B_KING) != 1)
+ return false;
- if (step == Lists)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- {
- if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
- return false;
+ if (step && ++*step, testKingCapture)
+ if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
+ return false;
- for (int i = 0; i < pieceCount[c][pt]; ++i)
- if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
- || index[pieceList[c][pt][i]] != i)
- return false;
- }
-
- if (step == Castling)
- for (Color c = WHITE; c <= BLACK; ++c)
- for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
- {
- if (!can_castle(c | s))
- continue;
-
- if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
- || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
- ||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
+ if (step && ++*step, testPieceCounts)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
+ return false;
+
+ if (step && ++*step, testPieceList)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ for (int i = 0; i < pieceCount[c][pt]; ++i)
+ if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
+ || index[pieceList[c][pt][i]] != i)
return false;
- }
- }
+
+ if (step && ++*step, testCastlingSquares)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
+ {
+ if (!can_castle(c | s))
+ continue;
+
+ if ( (castlingRightsMask[king_square(c)] & (c | s)) != (c | s)
+ || piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
+ || castlingRightsMask[castlingRookSquare[c | s]] != (c | s))
+ return false;
+ }
return true;
}
};
+/// When making a move the current StateInfo up to 'key' excluded is copied to
+/// the new one. Here we calculate the quad words (64 bit) needed to be copied.
+const size_t StateCopySize64 = offsetof(StateInfo, key) / sizeof(uint64_t) + 1;
+
+
/// Position class stores information regarding the board representation as
/// pieces, side to move, hash keys, castling info, etc. Important methods are
/// do_move() and undo_move(), used by the search to update node info when
friend std::ostream& operator<<(std::ostream&, const Position&);
+ Position(const Position&); // Disable the default copy constructor
+
public:
static void init();
- Position() = default; // To define the global object RootPos
- Position(const Position&) = delete;
+ Position() {} // To define the global object RootPos
Position(const Position& pos, Thread* th) { *this = pos; thisThread = th; }
Position(const std::string& f, bool c960, Thread* th) { set(f, c960, th); }
Position& operator=(const Position&); // To assign RootPos from UCI
bool opposite_bishops() const;
// Doing and undoing moves
- void do_move(Move m, StateInfo& st, bool givesCheck);
+ void do_move(Move m, StateInfo& st);
+ void do_move(Move m, StateInfo& st, bool moveIsCheck);
void undo_move(Move m);
void do_null_move(StateInfo& st);
void undo_null_move();
Value non_pawn_material(Color c) const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = nullptr) const;
+ bool pos_is_ok(int* step = NULL) const;
void flip();
private:
// Other helpers
Bitboard check_blockers(Color c, Color kingColor) const;
- void put_piece(Color c, PieceType pt, Square s);
- void remove_piece(Color c, PieceType pt, Square s);
- void move_piece(Color c, PieceType pt, Square from, Square to);
+ void put_piece(Square s, Color c, PieceType pt);
+ void remove_piece(Square s, Color c, PieceType pt);
+ void move_piece(Square from, Square to, Color c, PieceType pt);
template<bool Do>
- void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
+ void do_castling(Square from, Square& to, Square& rfrom, Square& rto);
// Data members
Piece board[SQUARE_NB];
return thisThread;
}
-inline void Position::put_piece(Color c, PieceType pt, Square s) {
+inline void Position::put_piece(Square s, Color c, PieceType pt) {
board[s] = make_piece(c, pt);
byTypeBB[ALL_PIECES] |= s;
pieceCount[c][ALL_PIECES]++;
}
-inline void Position::remove_piece(Color c, PieceType pt, Square s) {
+inline void Position::move_piece(Square from, Square to, Color c, PieceType pt) {
+
+ // index[from] is not updated and becomes stale. This works as long as index[]
+ // is accessed just by known occupied squares.
+ Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ byColorBB[c] ^= from_to_bb;
+ board[from] = NO_PIECE;
+ board[to] = make_piece(c, pt);
+ index[to] = index[from];
+ pieceList[c][pt][index[to]] = to;
+}
+
+inline void Position::remove_piece(Square s, Color c, PieceType pt) {
// WARNING: This is not a reversible operation. If we remove a piece in
// do_move() and then replace it in undo_move() we will put it at the end of
pieceCount[c][ALL_PIECES]--;
}
-inline void Position::move_piece(Color c, PieceType pt, Square from, Square to) {
-
- // index[from] is not updated and becomes stale. This works as long as index[]
- // is accessed just by known occupied squares.
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[pt] ^= from_to_bb;
- byColorBB[c] ^= from_to_bb;
- board[from] = NO_PIECE;
- board[to] = make_piece(c, pt);
- index[to] = index[from];
- pieceList[c][pt][index[to]] = to;
-}
-
#endif // #ifndef POSITION_H_INCLUDED
LimitsType Limits;
RootMoveVector RootMoves;
Position RootPos;
- TimePoint SearchTime;
+ Time::point SearchTime;
StateStackPtr SetupStates;
}
// Different node types, used as template parameter
enum NodeType { Root, PV, NonPV };
- // Razoring and futility margin based on depth
+ // Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(512 + 32 * d); }
- inline Value futility_margin(Depth d) { return Value(200 * d); }
- // Futility and reductions lookup tables, initialized at startup
- int FutilityMoveCounts[2][16]; // [improving][depth]
- Depth Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
+ // Futility lookup tables (initialized at startup) and their access functions
+ int FutilityMoveCounts[2][16]; // [improving][depth]
- template <bool PvNode> inline Depth reduction(bool i, Depth d, int mn) {
- return Reductions[PvNode][i][std::min(d, 63 * ONE_PLY)][std::min(mn, 63)];
+ inline Value futility_margin(Depth d) {
+ return Value(200 * d);
}
- // Skill struct is used to implement strength limiting
- struct Skill {
- Skill(int l) : level(l) {}
- bool enabled() const { return level < 20; }
- bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; }
- Move best_move(size_t multiPV) { return best ? best : pick_best(multiPV); }
- Move pick_best(size_t multiPV);
+ // Reduction lookup tables (initialized at startup) and their access function
+ int8_t Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
- int level;
- Move best = MOVE_NONE;
- };
+ template <bool PvNode> inline Depth reduction(bool i, Depth d, int mn) {
+ return (Depth) Reductions[PvNode][i][std::min(int(d), 63)][std::min(mn, 63)];
+ }
size_t PVIdx;
TimeManager TimeMgr;
Value value_from_tt(Value v, int ply);
void update_pv(Move* pv, Move move, Move* childPv);
void update_stats(const Position& pos, Stack* ss, Move move, Depth depth, Move* quiets, int quietsCnt);
+ string uci_pv(const Position& pos, Depth depth, Value alpha, Value beta);
+
+ struct Skill {
+ Skill(int l, size_t rootSize) : level(l),
+ candidates(l < 20 ? std::min(4, (int)rootSize) : 0),
+ best(MOVE_NONE) {}
+ ~Skill() {
+ if (candidates) // Swap best PV line with the sub-optimal one
+ std::swap(RootMoves[0], *std::find(RootMoves.begin(),
+ RootMoves.end(), best ? best : pick_move()));
+ }
+
+ size_t candidates_size() const { return candidates; }
+ bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; }
+ Move pick_move();
+
+ int level;
+ size_t candidates;
+ Move best;
+ };
} // namespace
void Search::init() {
- const double K[][2] = {{ 0.83, 2.25 }, { 0.50, 3.00 }};
+ // Init reductions array
+ for (int d = 1; d < 64; ++d)
+ for (int mc = 1; mc < 64; ++mc)
+ {
+ double pvRed = 0.00 + log(double(d)) * log(double(mc)) / 3.00;
+ double nonPVRed = 0.33 + log(double(d)) * log(double(mc)) / 2.25;
- for (int pv = 0; pv <= 1; ++pv)
- for (int imp = 0; imp <= 1; ++imp)
- for (int d = 1; d < 64; ++d)
- for (int mc = 1; mc < 64; ++mc)
- {
- double r = K[pv][0] + log(d) * log(mc) / K[pv][1];
+ Reductions[1][1][d][mc] = int8_t( pvRed >= 1.0 ? pvRed + 0.5: 0);
+ Reductions[0][1][d][mc] = int8_t(nonPVRed >= 1.0 ? nonPVRed + 0.5: 0);
- if (r >= 1.5)
- Reductions[pv][imp][d][mc] = int(r) * ONE_PLY;
+ Reductions[1][0][d][mc] = Reductions[1][1][d][mc];
+ Reductions[0][0][d][mc] = Reductions[0][1][d][mc];
- // Increase reduction when eval is not improving
- if (!pv && !imp && Reductions[pv][imp][d][mc] >= 2 * ONE_PLY)
- Reductions[pv][imp][d][mc] += ONE_PLY;
- }
+ // Increase reduction when eval is not improving
+ if (Reductions[0][0][d][mc] >= 2)
+ Reductions[0][0][d][mc] += 1;
+ }
+ // Init futility move count array
for (int d = 0; d < 16; ++d)
{
FutilityMoveCounts[0][d] = int(2.4 + 0.773 * pow(d + 0.00, 1.8));
CheckInfo ci(pos);
const bool leaf = (depth == 2 * ONE_PLY);
- for (const auto& m : MoveList<LEGAL>(pos))
+ for (MoveList<LEGAL> it(pos); *it; ++it)
{
if (Root && depth <= ONE_PLY)
cnt = 1, nodes++;
else
{
- pos.do_move(m, st, pos.gives_check(m, ci));
+ pos.do_move(*it, st, pos.gives_check(*it, ci));
cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - ONE_PLY);
nodes += cnt;
- pos.undo_move(m);
+ pos.undo_move(*it);
}
if (Root)
- sync_cout << UCI::move(m, pos.is_chess960()) << ": " << cnt << sync_endl;
+ sync_cout << UCI::move(*it, pos.is_chess960()) << ": " << cnt << sync_endl;
}
return nodes;
}
if (RootMoves.empty())
{
- RootMoves.push_back(RootMove(MOVE_NONE));
+ RootMoves.push_back(MOVE_NONE);
sync_cout << "info depth 0 score "
<< UCI::value(RootPos.checkers() ? -VALUE_MATE : VALUE_DRAW)
<< sync_endl;
}
}
- for (Thread* th : Threads)
- th->maxPly = 0;
+ for (size_t i = 0; i < Threads.size(); ++i)
+ Threads[i]->maxPly = 0;
Threads.timer->run = true;
Threads.timer->notify_one(); // Wake up the recurring timer
Followupmoves.clear();
size_t multiPV = Options["MultiPV"];
- Skill skill(Options["Skill Level"]);
+ Skill skill(Options["Skill Level"], RootMoves.size());
- // When playing with strength handicap enable MultiPV search that we will
- // use behind the scenes to retrieve a set of possible moves.
- if (skill.enabled())
- multiPV = std::max(multiPV, (size_t)4);
-
- multiPV = std::min(multiPV, RootMoves.size());
+ // Do we have to play with skill handicap? In this case enable MultiPV search
+ // that we will use behind the scenes to retrieve a set of possible moves.
+ multiPV = std::max(multiPV, skill.candidates_size());
// Iterative deepening loop until requested to stop or target depth reached
while (++depth < DEPTH_MAX && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
// Save the last iteration's scores before first PV line is searched and
// all the move scores except the (new) PV are set to -VALUE_INFINITE.
- for (RootMove& rm : RootMoves)
- rm.previousScore = rm.score;
+ for (size_t i = 0; i < RootMoves.size(); ++i)
+ RootMoves[i].previousScore = RootMoves[i].score;
// MultiPV loop. We perform a full root search for each PV line
- for (PVIdx = 0; PVIdx < multiPV && !Signals.stop; ++PVIdx)
+ for (PVIdx = 0; PVIdx < std::min(multiPV, RootMoves.size()) && !Signals.stop; ++PVIdx)
{
// Reset aspiration window starting size
if (depth >= 5 * ONE_PLY)
// the UI) before a re-search.
if ( multiPV == 1
&& (bestValue <= alpha || bestValue >= beta)
- && now() - SearchTime > 3000)
- sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
+ && Time::now() - SearchTime > 3000)
+ sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
// In case of failing low/high increase aspiration window and
// re-search, otherwise exit the loop.
if (Signals.stop)
sync_cout << "info nodes " << RootPos.nodes_searched()
- << " time " << now() - SearchTime << sync_endl;
+ << " time " << Time::now() - SearchTime << sync_endl;
- else if (PVIdx + 1 == multiPV || now() - SearchTime > 3000)
- sync_cout << UCI::pv(pos, depth, alpha, beta) << sync_endl;
+ else if ( PVIdx + 1 == std::min(multiPV, RootMoves.size())
+ || Time::now() - SearchTime > 3000)
+ sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
- // If skill level is enabled and time is up, pick a sub-optimal best move
- if (skill.enabled() && skill.time_to_pick(depth))
- skill.pick_best(multiPV);
+ // If skill levels are enabled and time is up, pick a sub-optimal best move
+ if (skill.candidates_size() && skill.time_to_pick(depth))
+ skill.pick_move();
// Have we found a "mate in x"?
if ( Limits.mate
// Stop the search if only one legal move is available or all
// of the available time has been used.
if ( RootMoves.size() == 1
- || now() - SearchTime > TimeMgr.available_time())
+ || Time::now() - SearchTime > TimeMgr.available_time())
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
}
}
}
-
- // If skill level is enabled, swap best PV line with the sub-optimal one
- if (skill.enabled())
- std::swap(RootMoves[0], *std::find(RootMoves.begin(),
- RootMoves.end(), skill.best_move(multiPV)));
}
splitPoint = ss->splitPoint;
bestMove = splitPoint->bestMove;
bestValue = splitPoint->bestValue;
- tte = nullptr;
+ tte = NULL;
ttHit = false;
ttMove = excludedMove = MOVE_NONE;
ttValue = VALUE_NONE;
// If ttMove is quiet, update killers, history, counter move and followup move on TT hit
if (ttValue >= beta && ttMove && !pos.capture_or_promotion(ttMove) && !inCheck)
- update_stats(pos, ss, ttMove, depth, nullptr, 0);
+ update_stats(pos, ss, ttMove, depth, NULL, 0);
return ttValue;
}
continue;
moveCount = ++splitPoint->moveCount;
- splitPoint->spinlock.release();
+ splitPoint->mutex.unlock();
}
else
++moveCount;
{
Signals.firstRootMove = (moveCount == 1);
- if (thisThread == Threads.main() && now() - SearchTime > 3000)
+ if (thisThread == Threads.main() && Time::now() - SearchTime > 3000)
sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + PVIdx << sync_endl;
}
if (PvNode)
- (ss+1)->pv = nullptr;
+ (ss+1)->pv = NULL;
extension = DEPTH_ZERO;
captureOrPromotion = pos.capture_or_promotion(move);
&& moveCount >= FutilityMoveCounts[improving][depth])
{
if (SpNode)
- splitPoint->spinlock.acquire();
+ splitPoint->mutex.lock();
continue;
}
if (SpNode)
{
- splitPoint->spinlock.acquire();
+ splitPoint->mutex.lock();
if (bestValue > splitPoint->bestValue)
splitPoint->bestValue = bestValue;
}
if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO)
{
if (SpNode)
- splitPoint->spinlock.acquire();
+ splitPoint->mutex.lock();
continue;
}
}
// Speculative prefetch as early as possible
- prefetch(TT.first_entry(pos.key_after(move)));
+ prefetch((char*)TT.first_entry(pos.key_after(move)));
// Check for legality just before making the move
if (!RootNode && !SpNode && !pos.legal(move, ci.pinned))
// Step 18. Check for new best move
if (SpNode)
{
- splitPoint->spinlock.acquire();
+ splitPoint->mutex.lock();
bestValue = splitPoint->bestValue;
alpha = splitPoint->alpha;
}
continue;
// Speculative prefetch as early as possible
- prefetch(TT.first_entry(pos.key_after(move)));
+ prefetch((char*)TT.first_entry(pos.key_after(move)));
// Check for legality just before making the move
if (!pos.legal(move, ci.pinned))
// played quiet moves.
Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY));
History.update(pos.moved_piece(move), to_sq(move), bonus);
-
for (int i = 0; i < quietsCnt; ++i)
{
Move m = quiets[i];
}
- // When playing with strength handicap, choose best move among a set of RootMoves
- // using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
+ // When playing with a strength handicap, choose best move among the first 'candidates'
+ // RootMoves using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
- Move Skill::pick_best(size_t multiPV) {
+ Move Skill::pick_move() {
// PRNG sequence should be non-deterministic, so we seed it with the time at init
- static PRNG rng(now());
+ static PRNG rng(Time::now());
// RootMoves are already sorted by score in descending order
- int variance = std::min(RootMoves[0].score - RootMoves[multiPV - 1].score, PawnValueMg);
+ int variance = std::min(RootMoves[0].score - RootMoves[candidates - 1].score, PawnValueMg);
int weakness = 120 - 2 * level;
int maxScore = -VALUE_INFINITE;
+ best = MOVE_NONE;
// Choose best move. For each move score we add two terms both dependent on
- // weakness. One deterministic and bigger for weaker levels, and one random,
+ // weakness. One deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score.
- for (size_t i = 0; i < multiPV; ++i)
+ for (size_t i = 0; i < candidates; ++i)
{
+ int score = RootMoves[i].score;
+
// This is our magic formula
- int push = ( weakness * int(RootMoves[0].score - RootMoves[i].score)
- + variance * (rng.rand<unsigned>() % weakness)) / 128;
+ score += ( weakness * int(RootMoves[0].score - score)
+ + variance * (rng.rand<unsigned>() % weakness)) / 128;
- if (RootMoves[i].score + push > maxScore)
+ if (score > maxScore)
{
- maxScore = RootMoves[i].score + push;
+ maxScore = score;
best = RootMoves[i].pv[0];
}
}
return best;
}
-} // namespace
+ // uci_pv() formats PV information according to the UCI protocol. UCI
+ // requires that all (if any) unsearched PV lines are sent using a previous
+ // search score.
-/// UCI::pv() formats PV information according to the UCI protocol. UCI requires
-/// that all (if any) unsearched PV lines are sent using a previous search score.
+ string uci_pv(const Position& pos, Depth depth, Value alpha, Value beta) {
-string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
+ std::stringstream ss;
+ Time::point elapsed = Time::now() - SearchTime + 1;
+ size_t uciPVSize = std::min((size_t)Options["MultiPV"], RootMoves.size());
+ int selDepth = 0;
- std::stringstream ss;
- TimePoint elapsed = now() - SearchTime + 1;
- size_t multiPV = std::min((size_t)Options["MultiPV"], RootMoves.size());
- int selDepth = 0;
+ for (size_t i = 0; i < Threads.size(); ++i)
+ if (Threads[i]->maxPly > selDepth)
+ selDepth = Threads[i]->maxPly;
- for (Thread* th : Threads)
- if (th->maxPly > selDepth)
- selDepth = th->maxPly;
+ for (size_t i = 0; i < uciPVSize; ++i)
+ {
+ bool updated = (i <= PVIdx);
- for (size_t i = 0; i < multiPV; ++i)
- {
- bool updated = (i <= PVIdx);
+ if (depth == ONE_PLY && !updated)
+ continue;
- if (depth == ONE_PLY && !updated)
- continue;
+ Depth d = updated ? depth : depth - ONE_PLY;
+ Value v = updated ? RootMoves[i].score : RootMoves[i].previousScore;
- Depth d = updated ? depth : depth - ONE_PLY;
- Value v = updated ? RootMoves[i].score : RootMoves[i].previousScore;
+ bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY;
+ v = tb ? TB::Score : v;
- bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY;
- v = tb ? TB::Score : v;
+ if (ss.rdbuf()->in_avail()) // Not at first line
+ ss << "\n";
- if (ss.rdbuf()->in_avail()) // Not at first line
- ss << "\n";
+ ss << "info depth " << d / ONE_PLY
+ << " seldepth " << selDepth
+ << " multipv " << i + 1
+ << " score " << UCI::value(v);
- ss << "info"
- << " depth " << d / ONE_PLY
- << " seldepth " << selDepth
- << " multipv " << i + 1
- << " score " << UCI::value(v);
+ if (!tb && i == PVIdx)
+ ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
- if (!tb && i == PVIdx)
- ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
+ ss << " nodes " << pos.nodes_searched()
+ << " nps " << pos.nodes_searched() * 1000 / elapsed;
- ss << " nodes " << pos.nodes_searched()
- << " nps " << pos.nodes_searched() * 1000 / elapsed;
+ if (elapsed > 1000) // Earlier makes little sense
+ ss << " hashfull " << TT.hashfull();
- if (elapsed > 1000) // Earlier makes little sense
- ss << " hashfull " << TT.hashfull();
+ ss << " tbhits " << TB::Hits
+ << " time " << elapsed
+ << " pv";
- ss << " tbhits " << TB::Hits
- << " time " << elapsed
- << " pv";
+ for (size_t j = 0; j < RootMoves[i].pv.size(); ++j)
+ ss << " " << UCI::move(RootMoves[i].pv[j], pos.is_chess960());
+ }
- for (Move m : RootMoves[i].pv)
- ss << " " << UCI::move(m, pos.is_chess960());
+ return ss.str();
}
- return ss.str();
-}
+} // namespace
/// RootMove::insert_pv_in_tt() is called at the end of a search iteration, and
void RootMove::insert_pv_in_tt(Position& pos) {
StateInfo state[MAX_PLY], *st = state;
- bool ttHit;
+ size_t idx = 0;
- for (Move m : pv)
+ for ( ; idx < pv.size(); ++idx)
{
- assert(MoveList<LEGAL>(pos).contains(m));
-
+ bool ttHit;
TTEntry* tte = TT.probe(pos.key(), ttHit);
- if (!ttHit || tte->move() != m) // Don't overwrite correct entries
- tte->save(pos.key(), VALUE_NONE, BOUND_NONE, DEPTH_NONE, m, VALUE_NONE, TT.generation());
+ if (!ttHit || tte->move() != pv[idx]) // Don't overwrite correct entries
+ tte->save(pos.key(), VALUE_NONE, BOUND_NONE, DEPTH_NONE, pv[idx], VALUE_NONE, TT.generation());
+
+ assert(MoveList<LEGAL>(pos).contains(pv[idx]));
- pos.do_move(m, *st++, pos.gives_check(m, CheckInfo(pos)));
+ pos.do_move(pv[idx], *st++);
}
- for (size_t i = pv.size(); i > 0; )
- pos.undo_move(pv[--i]);
+ while (idx) pos.undo_move(pv[--idx]);
}
/// root. We try hard to have a ponder move to return to the GUI, otherwise in case of
/// 'ponder on' we have nothing to think on.
-bool RootMove::extract_ponder_from_tt(Position& pos)
+Move RootMove::extract_ponder_from_tt(Position& pos)
{
StateInfo st;
- bool ttHit;
+ bool found;
assert(pv.size() == 1);
- pos.do_move(pv[0], st, pos.gives_check(pv[0], CheckInfo(pos)));
- TTEntry* tte = TT.probe(pos.key(), ttHit);
- pos.undo_move(pv[0]);
+ pos.do_move(pv[0], st);
+ TTEntry* tte = TT.probe(pos.key(), found);
+ Move m = found ? tte->move() : MOVE_NONE;
+ if (!MoveList<LEGAL>(pos).contains(m))
+ m = MOVE_NONE;
- if (ttHit)
- {
- Move m = tte->move(); // Local copy to be SMP safe
- if (MoveList<LEGAL>(pos).contains(m))
- return pv.push_back(m), true;
- }
-
- return false;
+ pos.undo_move(pv[0]);
+ pv.push_back(m);
+ return m;
}
// If this thread has been assigned work, launch a search
while (searching)
{
- Threads.spinlock.acquire();
+ Threads.mutex.lock();
assert(activeSplitPoint);
SplitPoint* sp = activeSplitPoint;
- Threads.spinlock.release();
+ Threads.mutex.unlock();
Stack stack[MAX_PLY+4], *ss = stack+2; // To allow referencing (ss-2) and (ss+2)
Position pos(*sp->pos, this);
std::memcpy(ss-2, sp->ss-2, 5 * sizeof(Stack));
ss->splitPoint = sp;
- sp->spinlock.acquire();
+ sp->mutex.lock();
- assert(activePosition == nullptr);
+ assert(activePosition == NULL);
activePosition = &pos;
assert(searching);
searching = false;
- activePosition = nullptr;
+ activePosition = NULL;
sp->slavesMask.reset(idx);
sp->allSlavesSearching = false;
sp->nodes += pos.nodes_searched();
// After releasing the lock we can't access any SplitPoint related data
// in a safe way because it could have been released under our feet by
// the sp master.
- sp->spinlock.release();
+ sp->mutex.unlock();
// Try to late join to another split point if none of its slaves has
// already finished.
SplitPoint* bestSp = NULL;
int minLevel = INT_MAX;
- for (Thread* th : Threads)
+ for (size_t i = 0; i < Threads.size(); ++i)
{
- const size_t size = th->splitPointsSize; // Local copy
- sp = size ? &th->splitPoints[size - 1] : nullptr;
+ const size_t size = Threads[i]->splitPointsSize; // Local copy
+ sp = size ? &Threads[i]->splitPoints[size - 1] : NULL;
if ( sp
&& sp->allSlavesSearching
&& sp->slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
- && can_join(sp))
+ && available_to(Threads[i]))
{
- assert(this != th);
+ assert(this != Threads[i]);
assert(!(this_sp && this_sp->slavesMask.none()));
assert(Threads.size() > 2);
// Prefer to join to SP with few parents to reduce the probability
// that a cut-off occurs above us, and hence we waste our work.
int level = 0;
- for (SplitPoint* p = th->activeSplitPoint; p; p = p->parentSplitPoint)
+ for (SplitPoint* p = Threads[i]->activeSplitPoint; p; p = p->parentSplitPoint)
level++;
if (level < minLevel)
sp = bestSp;
// Recheck the conditions under lock protection
- Threads.spinlock.acquire();
- sp->spinlock.acquire();
+ Threads.mutex.lock();
+ sp->mutex.lock();
if ( sp->allSlavesSearching
&& sp->slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
- && can_join(sp))
+ && available_to(sp->master))
{
sp->slavesMask.set(idx);
activeSplitPoint = sp;
searching = true;
}
- sp->spinlock.release();
- Threads.spinlock.release();
+ sp->mutex.unlock();
+ Threads.mutex.unlock();
}
}
// Avoid races with notify_one() fired from last slave of the split point
- std::unique_lock<std::mutex> lk(mutex);
+ mutex.lock();
// If we are master and all slaves have finished then exit idle_loop
if (this_sp && this_sp->slavesMask.none())
{
assert(!searching);
+ mutex.unlock();
break;
}
// If we are not searching, wait for a condition to be signaled instead of
// wasting CPU time polling for work.
if (!searching && !exit)
- sleepCondition.wait(lk);
+ sleepCondition.wait(mutex);
+
+ mutex.unlock();
}
}
void check_time() {
- static TimePoint lastInfoTime = now();
- TimePoint elapsed = now() - SearchTime;
+ static Time::point lastInfoTime = Time::now();
+ Time::point elapsed = Time::now() - SearchTime;
- if (now() - lastInfoTime >= 1000)
+ if (Time::now() - lastInfoTime >= 1000)
{
- lastInfoTime = now();
+ lastInfoTime = Time::now();
dbg_print();
}
else if (Limits.nodes)
{
- Threads.spinlock.acquire();
+ Threads.mutex.lock();
int64_t nodes = RootPos.nodes_searched();
// Loop across all split points and sum accumulated SplitPoint nodes plus
// all the currently active positions nodes.
- for (Thread* th : Threads)
- for (size_t i = 0; i < th->splitPointsSize; ++i)
+ for (size_t i = 0; i < Threads.size(); ++i)
+ for (size_t j = 0; j < Threads[i]->splitPointsSize; ++j)
{
- SplitPoint& sp = th->splitPoints[i];
+ SplitPoint& sp = Threads[i]->splitPoints[j];
- sp.spinlock.acquire();
+ sp.mutex.lock();
nodes += sp.nodes;
if (sp.slavesMask.test(idx) && Threads[idx]->activePosition)
nodes += Threads[idx]->activePosition->nodes_searched();
- sp.spinlock.release();
+ sp.mutex.unlock();
}
- Threads.spinlock.release();
+ Threads.mutex.unlock();
if (nodes >= Limits.nodes)
Signals.stop = true;
struct RootMove {
- explicit RootMove(Move m) : pv(1, m) {}
+ RootMove(Move m) : score(-VALUE_INFINITE), previousScore(-VALUE_INFINITE), pv(1, m) {}
bool operator<(const RootMove& m) const { return score > m.score; } // Ascending sort
bool operator==(const Move& m) const { return pv[0] == m; }
void insert_pv_in_tt(Position& pos);
- bool extract_ponder_from_tt(Position& pos);
+ Move extract_ponder_from_tt(Position& pos);
- Value score = -VALUE_INFINITE;
- Value previousScore = -VALUE_INFINITE;
+ Value score;
+ Value previousScore;
std::vector<Move> pv;
};
bool stop, stopOnPonderhit, firstRootMove, failedLowAtRoot;
};
-typedef std::unique_ptr<std::stack<StateInfo>> StateStackPtr;
+typedef std::auto_ptr<std::stack<StateInfo> > StateStackPtr;
extern volatile SignalsType Signals;
extern LimitsType Limits;
extern RootMoveVector RootMoves;
extern Position RootPos;
-extern TimePoint SearchTime;
+extern Time::point SearchTime;
extern StateStackPtr SetupStates;
void init();
this code to other chess engines.
*/
-#define NOMINMAX
-
#include <algorithm>
#include "../position.h"
namespace {
+ // start_routine() is the C function which is called when a new thread
+ // is launched. It is a wrapper to the virtual function idle_loop().
+
+ extern "C" { long start_routine(ThreadBase* th) { th->idle_loop(); return 0; } }
+
+
// Helpers to launch a thread after creation and joining before delete. Must be
// outside Thread c'tor and d'tor because the object must be fully initialized
// when start_routine (and hence virtual idle_loop) is called and when joining.
template<typename T> T* new_thread() {
T* th = new T();
- th->nativeThread = std::thread(&ThreadBase::idle_loop, th); // Will go to sleep
+ thread_create(th->handle, start_routine, th); // Will go to sleep
return th;
}
th->mutex.unlock();
th->notify_one();
- th->nativeThread.join(); // Wait for thread termination
+ thread_join(th->handle); // Wait for thread termination
delete th;
}
void ThreadBase::notify_one() {
- std::unique_lock<std::mutex>(this->mutex);
+ mutex.lock();
sleepCondition.notify_one();
+ mutex.unlock();
}
void ThreadBase::wait_for(volatile const bool& condition) {
- std::unique_lock<std::mutex> lk(mutex);
- sleepCondition.wait(lk, [&]{ return condition; });
+ mutex.lock();
+ while (!condition) sleepCondition.wait(mutex);
+ mutex.unlock();
}
searching = false;
maxPly = 0;
splitPointsSize = 0;
- activeSplitPoint = nullptr;
- activePosition = nullptr;
+ activeSplitPoint = NULL;
+ activePosition = NULL;
idx = Threads.size(); // Starts from 0
}
}
-// Thread::can_join() checks whether the thread is available to join the split
-// point 'sp'. An obvious requirement is that thread must be idle. With more than
-// two threads, this is not sufficient: If the thread is the master of some split
-// point, it is only available as a slave for the split points below his active
-// one (the "helpful master" concept in YBWC terminology).
+// Thread::available_to() checks whether the thread is available to help the
+// thread 'master' at a split point. An obvious requirement is that thread must
+// be idle. With more than two threads, this is not sufficient: If the thread is
+// the master of some split point, it is only available as a slave to the slaves
+// which are busy searching the split point at the top of slave's split point
+// stack (the "helpful master concept" in YBWC terminology).
-bool Thread::can_join(const SplitPoint* sp) const {
+bool Thread::available_to(const Thread* master) const {
if (searching)
return false;
// No split points means that the thread is available as a slave for any
// other thread otherwise apply the "helpful master" concept if possible.
- return !size || splitPoints[size - 1].slavesMask.test(sp->master->idx);
+ return !size || splitPoints[size - 1].slavesMask.test(master->idx);
}
// Try to allocate available threads and ask them to start searching setting
// 'searching' flag. This must be done under lock protection to avoid concurrent
// allocation of the same slave by another master.
- Threads.spinlock.acquire();
- sp.spinlock.acquire();
+ Threads.mutex.lock();
+ sp.mutex.lock();
sp.allSlavesSearching = true; // Must be set under lock protection
++splitPointsSize;
activeSplitPoint = &sp;
- activePosition = nullptr;
+ activePosition = NULL;
Thread* slave;
while ( sp.slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
- && (slave = Threads.available_slave(activeSplitPoint)) != nullptr)
+ && (slave = Threads.available_slave(this)) != NULL)
{
sp.slavesMask.set(slave->idx);
- slave->activeSplitPoint = activeSplitPoint;
+ slave->activeSplitPoint = &sp;
slave->searching = true; // Slave leaves idle_loop()
slave->notify_one(); // Could be sleeping
}
// it will instantly launch a search, because its 'searching' flag is set.
// The thread will return from the idle loop when all slaves have finished
// their work at this split point.
- sp.spinlock.release();
- Threads.spinlock.release();
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
Thread::idle_loop(); // Force a call to base class idle_loop()
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting 'searching' and decreasing splitPointsSize must
// be done under lock protection to avoid a race with Thread::available_to().
- Threads.spinlock.acquire();
- sp.spinlock.acquire();
+ Threads.mutex.lock();
+ sp.mutex.lock();
searching = true;
--splitPointsSize;
*bestMove = sp.bestMove;
*bestValue = sp.bestValue;
- sp.spinlock.release();
- Threads.spinlock.release();
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
}
while (!exit)
{
- std::unique_lock<std::mutex> lk(mutex);
+ mutex.lock();
if (!exit)
- sleepCondition.wait_for(lk, std::chrono::milliseconds(run ? Resolution : INT_MAX));
+ sleepCondition.wait_for(mutex, run ? Resolution : INT_MAX);
- lk.unlock();
+ mutex.unlock();
if (run)
check_time();
while (!exit)
{
- std::unique_lock<std::mutex> lk(mutex);
+ mutex.lock();
thinking = false;
while (!thinking && !exit)
{
Threads.sleepCondition.notify_one(); // Wake up the UI thread if needed
- sleepCondition.wait(lk);
+ sleepCondition.wait(mutex);
}
- lk.unlock();
+ mutex.unlock();
if (!exit)
{
delete_thread(timer); // As first because check_time() accesses threads data
- for (Thread* th : *this)
- delete_thread(th);
+ for (iterator it = begin(); it != end(); ++it)
+ delete_thread(*it);
}
// ThreadPool::available_slave() tries to find an idle thread which is available
-// to join SplitPoint 'sp'.
+// as a slave for the thread 'master'.
-Thread* ThreadPool::available_slave(const SplitPoint* sp) const {
+Thread* ThreadPool::available_slave(const Thread* master) const {
- for (Thread* th : *this)
- if (th->can_join(sp))
- return th;
+ for (const_iterator it = begin(); it != end(); ++it)
+ if ((*it)->available_to(master))
+ return *it;
- return nullptr;
+ return NULL;
}
void ThreadPool::wait_for_think_finished() {
- std::unique_lock<std::mutex> lk(main()->mutex);
- sleepCondition.wait(lk, [&]{ return !main()->thinking; });
+ MainThread* th = main();
+ th->mutex.lock();
+ while (th->thinking) sleepCondition.wait(th->mutex);
+ th->mutex.unlock();
}
StateStackPtr& states) {
wait_for_think_finished();
- SearchTime = now(); // As early as possible
+ SearchTime = Time::now(); // As early as possible
Signals.stopOnPonderhit = Signals.firstRootMove = false;
Signals.stop = Signals.failedLowAtRoot = false;
Limits = limits;
if (states.get()) // If we don't set a new position, preserve current state
{
- SetupStates = std::move(states); // Ownership transfer here
+ SetupStates = states; // Ownership transfer here
assert(!states.get());
}
- for (const auto& m : MoveList<LEGAL>(pos))
+ for (MoveList<LEGAL> it(pos); *it; ++it)
if ( limits.searchmoves.empty()
- || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), m))
- RootMoves.push_back(RootMove(m));
+ || std::count(limits.searchmoves.begin(), limits.searchmoves.end(), *it))
+ RootMoves.push_back(RootMove(*it));
main()->thinking = true;
main()->notify_one(); // Starts main thread
#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
-#include <atomic>
#include <bitset>
-#include <condition_variable>
-#include <mutex>
-#include <thread>
#include <vector>
#include "material.h"
const size_t MAX_SPLITPOINTS_PER_THREAD = 8;
const size_t MAX_SLAVES_PER_SPLITPOINT = 4;
-#if 0
-/// Spinlock class wraps low level atomic operations to provide a spin lock
+/// Mutex and ConditionVariable struct are wrappers of the low level locking
+/// machinery and are modeled after the corresponding C++11 classes.
-class Spinlock {
+struct Mutex {
+ Mutex() { lock_init(l); }
+ ~Mutex() { lock_destroy(l); }
- std::atomic_int lock;
+ void lock() { lock_grab(l); }
+ void unlock() { lock_release(l); }
-public:
- Spinlock() { lock = 1; } // Init here to workaround a bug with MSVC 2013
- void acquire() {
- while (lock.fetch_sub(1, std::memory_order_acquire) != 1)
- while (lock.load(std::memory_order_relaxed) <= 0) {}
- }
- void release() { lock.store(1, std::memory_order_release); }
-};
+private:
+ friend struct ConditionVariable;
-#else
+ Lock l;
+};
-class Spinlock {
+struct ConditionVariable {
+ ConditionVariable() { cond_init(c); }
+ ~ConditionVariable() { cond_destroy(c); }
- std::mutex mutex;
+ void wait(Mutex& m) { cond_wait(c, m.l); }
+ void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
+ void notify_one() { cond_signal(c); }
-public:
- void acquire() { mutex.lock(); }
- void release() { mutex.unlock(); }
+private:
+ WaitCondition c;
};
-#endif
/// SplitPoint struct stores information shared by the threads searching in
/// parallel below the same split point. It is populated at splitting time.
SplitPoint* parentSplitPoint;
// Shared variable data
- Spinlock spinlock;
+ Mutex mutex;
std::bitset<MAX_THREADS> slavesMask;
volatile bool allSlavesSearching;
volatile uint64_t nodes;
struct ThreadBase {
- virtual ~ThreadBase() = default;
+ ThreadBase() : handle(NativeHandle()), exit(false) {}
+ virtual ~ThreadBase() {}
virtual void idle_loop() = 0;
void notify_one();
void wait_for(volatile const bool& b);
- std::thread nativeThread;
- std::mutex mutex;
- std::condition_variable sleepCondition;
- volatile bool exit = false;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ NativeHandle handle;
+ volatile bool exit;
};
Thread();
virtual void idle_loop();
bool cutoff_occurred() const;
- bool can_join(const SplitPoint* sp) const;
+ bool available_to(const Thread* master) const;
void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
/// special threads: the main one and the recurring timer.
struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
virtual void idle_loop();
- volatile bool thinking = true; // Avoid a race with start_thinking()
+ volatile bool thinking;
};
struct TimerThread : public ThreadBase {
static const int Resolution = 5; // Millisec between two check_time() calls
+ TimerThread() : run(false) {}
virtual void idle_loop();
- bool run = false;
+ bool run;
};
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void read_uci_options();
- Thread* available_slave(const SplitPoint* sp) const;
+ Thread* available_slave(const Thread* master) const;
void wait_for_think_finished();
void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
Depth minimumSplitDepth;
- Spinlock spinlock;
- std::condition_variable sleepCondition;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
TimerThread* timer;
};
void TranspositionTable::resize(size_t mbSize) {
+ assert(sizeof(Cluster) == CacheLineSize / 2);
+
size_t newClusterCount = size_t(1) << msb((mbSize * 1024 * 1024) / sizeof(Cluster));
if (newClusterCount == clusterCount)
char padding[2]; // Align to the cache line size
};
- static_assert(sizeof(Cluster) == CacheLineSize / 2, "Cluster size incorrect");
-
public:
~TranspositionTable() { free(mem); }
void new_search() { generation8 += 4; } // Lower 2 bits are used by Bound
///
/// -DUSE_POPCNT | Add runtime support for use of popcnt asm-instruction. Works
/// | only in 64-bit mode and requires hardware with popcnt support.
-///
-/// -DUSE_PEXT | Add runtime support for use of pext asm-instruction. Works
-/// | only in 64-bit mode and requires hardware with pext support.
#include <cassert>
#include <cctype>
#include <climits>
-#include <cstdint>
#include <cstdlib>
-#if defined(_MSC_VER)
-// Disable some silly and noisy warning from MSVC compiler
-#pragma warning(disable: 4127) // Conditional expression is constant
-#pragma warning(disable: 4146) // Unary minus operator applied to unsigned type
-#pragma warning(disable: 4800) // Forcing value to bool 'true' or 'false'
-#endif
+#include "platform.h"
/// Predefined macros hell:
///
BOUND_EXACT = BOUND_UPPER | BOUND_LOWER
};
-enum Value : int {
+enum Value {
VALUE_ZERO = 0,
VALUE_DRAW = 0,
VALUE_KNOWN_WIN = 10000,
VALUE_MATE_IN_MAX_PLY = VALUE_MATE - 2 * MAX_PLY,
VALUE_MATED_IN_MAX_PLY = -VALUE_MATE + 2 * MAX_PLY,
+ VALUE_ENSURE_INTEGER_SIZE_P = INT_MAX,
+ VALUE_ENSURE_INTEGER_SIZE_N = INT_MIN,
+
PawnValueMg = 198, PawnValueEg = 258,
KnightValueMg = 817, KnightValueEg = 846,
BishopValueMg = 836, BishopValueEg = 857,
};
-/// Score enum stores a middlegame and an endgame value in a single integer
-/// (enum). The least significant 16 bits are used to store the endgame value
-/// and the upper 16 bits are used to store the middlegame value.
-enum Score : int { SCORE_ZERO };
+/// Score enum stores a middlegame and an endgame value in a single integer.
+/// The least significant 16 bits are used to store the endgame value and
+/// the upper 16 bits are used to store the middlegame value. The compiler
+/// is free to choose the enum type as long as it can store the data, so we
+/// ensure that Score is an integer type by assigning some big int values.
+enum Score {
+ SCORE_ZERO,
+ SCORE_ENSURE_INTEGER_SIZE_P = INT_MAX,
+ SCORE_ENSURE_INTEGER_SIZE_N = INT_MIN
+};
inline Score make_score(int mg, int eg) {
return Score((mg << 16) + eg);
}
inline PieceType promotion_type(Move m) {
- return PieceType(((m >> 12) & 3) + KNIGHT);
+ return PieceType(((m >> 12) & 3) + 2);
}
inline Move make_move(Square from, Square to) {
while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE)
{
SetupStates->push(StateInfo());
- pos.do_move(m, SetupStates->top(), pos.gives_check(m, CheckInfo(pos)));
+ pos.do_move(m, SetupStates->top());
}
}
/// UCI::square() converts a Square to a string in algebraic notation (g1, a7, etc.)
std::string UCI::square(Square s) {
- return std::string{ char('a' + file_of(s)), char('1' + rank_of(s)) };
+
+ char sq[] = { char('a' + file_of(s)), char('1' + rank_of(s)), 0 }; // NULL terminated
+ return sq;
}
if (str.length() == 5) // Junior could send promotion piece in uppercase
str[4] = char(tolower(str[4]));
- for (const auto& m : MoveList<LEGAL>(pos))
- if (str == UCI::move(m, pos.is_chess960()))
- return m;
+ for (MoveList<LEGAL> it(pos); *it; ++it)
+ if (str == UCI::move(*it, pos.is_chess960()))
+ return *it;
return MOVE_NONE;
}
typedef void (*OnChange)(const Option&);
public:
- Option(OnChange = nullptr);
- Option(bool v, OnChange = nullptr);
- Option(const char* v, OnChange = nullptr);
- Option(int v, int min, int max, OnChange = nullptr);
+ Option(OnChange = NULL);
+ Option(bool v, OnChange = NULL);
+ Option(const char* v, OnChange = NULL);
+ Option(int v, int min, int max, OnChange = NULL);
Option& operator=(const std::string&);
void operator<<(const Option&);
std::string value(Value v);
std::string square(Square s);
std::string move(Move m, bool chess960);
-std::string pv(const Position& pos, Depth depth, Value alpha, Value beta);
Move to_move(const Position& pos, std::string& str);
} // namespace UCI
#include <algorithm>
#include <cassert>
+#include <cstdlib>
#include <sstream>
#include "misc.h"
/// Our case insensitive less() function as required by UCI protocol
-bool CaseInsensitiveLess::operator() (const string& s1, const string& s2) const {
+bool ci_less(char c1, char c2) { return tolower(c1) < tolower(c2); }
- return std::lexicographical_compare(s1.begin(), s1.end(), s2.begin(), s2.end(),
- [](char c1, char c2) { return tolower(c1) < tolower(c2); });
+bool CaseInsensitiveLess::operator() (const string& s1, const string& s2) const {
+ return std::lexicographical_compare(s1.begin(), s1.end(), s2.begin(), s2.end(), ci_less);
}
std::ostream& operator<<(std::ostream& os, const OptionsMap& om) {
for (size_t idx = 0; idx < om.size(); ++idx)
- for (const auto& it : om)
- if (it.second.idx == idx)
+ for (OptionsMap::const_iterator it = om.begin(); it != om.end(); ++it)
+ if (it->second.idx == idx)
{
- const Option& o = it.second;
- os << "\noption name " << it.first << " type " << o.type;
+ const Option& o = it->second;
+ os << "\noption name " << it->first << " type " << o.type;
if (o.type != "button")
os << " default " << o.defaultValue;
break;
}
-
return os;
}
{}
Option::Option(int v, int minv, int maxv, OnChange f) : type("spin"), min(minv), max(maxv), on_change(f)
-{ defaultValue = currentValue = std::to_string(v); }
+{ std::ostringstream ss; ss << v; defaultValue = currentValue = ss.str(); }
+
Option::operator int() const {
assert(type == "check" || type == "spin");
- return (type == "spin" ? stoi(currentValue) : currentValue == "true");
+ return (type == "spin" ? atoi(currentValue.c_str()) : currentValue == "true");
}
Option::operator std::string() const {
if ( (type != "button" && v.empty())
|| (type == "check" && v != "true" && v != "false")
- || (type == "spin" && (stoi(v) < min || stoi(v) > max)))
+ || (type == "spin" && (atoi(v.c_str()) < min || atoi(v.c_str()) > max)))
return *this;
if (type != "button")