Depth depth, int ply, int threadID);
void sp_search(SplitPoint *sp, int threadID);
void sp_search_pv(SplitPoint *sp, int threadID);
+ void init_search_stack(SearchStack ss);
void init_search_stack(SearchStack ss[]);
void init_node(const Position &pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
History H; // Should be made local?
+// The empty search stack
+SearchStack EmptySearchStack;
+
////
//// Functions
// Wait until the thread has finished launching:
while (!Threads[i].running);
}
+
+ // Init also the empty search stack
+ init_search_stack(EmptySearchStack);
}
// Initialize a MovePicker object for the current position, and prepare
// to search all moves
- MovePicker mp = MovePicker(pos, true, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
+ MovePicker mp = MovePicker(pos, true, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
{
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
// Initialize a MovePicker object for the current position, and prepare
// to search all moves:
- MovePicker mp = MovePicker(pos, false, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
+ MovePicker mp = MovePicker(pos, false, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
{
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0) will be generated.
- MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, depth, &ei);
+ MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, depth, &ei);
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
{
// Wrong to update history when depth is <= 0
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
{
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
return bestValue;
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
+ void init_search_stack(SearchStack ss) {
+
+ ss.pv[0] = MOVE_NONE;
+ ss.pv[1] = MOVE_NONE;
+ ss.currentMove = MOVE_NONE;
+ ss.threatMove = MOVE_NONE;
+ ss.reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss.killers[j] = MOVE_NONE;
+ }
void init_search_stack(SearchStack ss[]) {
- for(int i = 0; i < 3; i++) {
- ss[i].pv[i] = MOVE_NONE;
- ss[i].pv[i+1] = MOVE_NONE;
- ss[i].currentMove = MOVE_NONE;
- ss[i].mateKiller = MOVE_NONE;
- ss[i].killer1 = MOVE_NONE;
- ss[i].killer2 = MOVE_NONE;
- ss[i].threatMove = MOVE_NONE;
- ss[i].reduction = Depth(0);
+
+ for (int i = 0; i < 3; i++)
+ {
+ ss[i].pv[i] = MOVE_NONE;
+ ss[i].pv[i+1] = MOVE_NONE;
+ ss[i].currentMove = MOVE_NONE;
+ ss[i].threatMove = MOVE_NONE;
+ ss[i].reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss[i].killers[j] = MOVE_NONE;
}
}
ss[ply].pv[ply] = ss[ply].pv[ply+1] = ss[ply].currentMove = MOVE_NONE;
ss[ply+2].mateKiller = MOVE_NONE;
- ss[ply+2].killer1 = ss[ply+2].killer2 = MOVE_NONE;
+ ss[ply+2].killers[0] = ss[ply+2].killers[1] = MOVE_NONE;
ss[ply].threatMove = MOVE_NONE;
ss[ply].reduction = Depth(0);
ss[ply].currentMoveCaptureValue = Value(0);
if (mateThreat)
result += MateThreatExtension[pvNode];
- if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame\r
- && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)\r
- - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))\r
+ if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame
+ && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
+ - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_promotion(m))
result += PawnEndgameExtension[pvNode];