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ac65b14)
Use the same way of loop along the move list used for
the others move kinds so to be consistent in get_next_move()
And a bit of the usual clean up too, but just a bit.
It is even a bit (+0.3%) faster now. ;-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
#include <cassert>
#include "history.h"
#include <cassert>
#include "history.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
CACHE_LINE_ALIGNMENT
const MovegenPhaseT MainSearchPhaseTable[] = { PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
CACHE_LINE_ALIGNMENT
const MovegenPhaseT MainSearchPhaseTable[] = { PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
-/// Constructor for the MovePicker class. Apart from the position for which
+/// Constructor for the MovePicker class. Apart from the position for which
/// it is asked to pick legal moves, MovePicker also wants some information
/// to help it to return the presumably good moves first, to decide which
/// moves to return (in the quiescence search, for instance, we only want to
/// it is asked to pick legal moves, MovePicker also wants some information
/// to help it to return the presumably good moves first, to decide which
/// moves to return (in the quiescence search, for instance, we only want to
MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
const History& h, SearchStack* ss, bool useNullMove) : pos(p), H(h) {
MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
const History& h, SearchStack* ss, bool useNullMove) : pos(p), H(h) {
- ttMoves[1] = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
- killers[0] = ss->killers[0];
- killers[1] = ss->killers[1];
+ ttMoves[1].move = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
+ killers[0].move = ss->killers[0];
+ killers[1].move = ss->killers[1];
- ttMoves[1] = killers[0] = killers[1] = MOVE_NONE;
+ ttMoves[1].move = killers[0].move = killers[1].move = MOVE_NONE;
Color us = pos.side_to_move();
Color us = pos.side_to_move();
switch (phase) {
case PH_NULL_MOVE:
switch (phase) {
case PH_NULL_MOVE:
+ curMove = ttMoves;
+ lastMove = curMove + 2;
return;
case PH_GOOD_CAPTURES:
return;
case PH_GOOD_CAPTURES:
+ curMove = killers;
+ lastMove = curMove + 2;
return;
case PH_NONCAPTURES:
return;
case PH_NONCAPTURES:
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
Piece piece;
Square from, to;
int hs;
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
Piece piece;
Square from, to;
int hs;
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
- from = move_from(cur->move);
- to = move_to(cur->move);
+ m = cur->move;
+ from = move_from(m);
+ to = move_to(m);
piece = pos.piece_on(from);
hs = H.move_ordering_score(piece, to);
piece = pos.piece_on(from);
hs = H.move_ordering_score(piece, to);
void MovePicker::score_evasions() {
void MovePicker::score_evasions() {
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
- Move m = cur->move;
- if (m == ttMoves[0])
- cur->score = 2*HistoryMax;
+ m = cur->move;
+ if (m == ttMoves[0].move)
+ cur->score = 2 * HistoryMax;
else if (!pos.square_is_empty(move_to(m)))
{
int seeScore = pos.see(m);
else if (!pos.square_is_empty(move_to(m)))
{
int seeScore = pos.see(m);
- cur->score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
+ cur->score = seeScore + (seeScore >= 0 ? HistoryMax : 0);
} else
cur->score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
}
} else
cur->score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
}
return MOVE_NULL;
case PH_TT_MOVES:
return MOVE_NULL;
case PH_TT_MOVES:
- while (movesPicked < 2)
+ while (curMove != lastMove)
- Move move = ttMoves[movesPicked++];
+ Move move = (curMove++)->move;
if ( move != MOVE_NONE
&& move_is_legal(pos, move, pinned))
return move;
if ( move != MOVE_NONE
&& move_is_legal(pos, move, pinned))
return move;
while (curMove != lastMove)
{
Move move = (curMove++)->move;
while (curMove != lastMove)
{
Move move = (curMove++)->move;
- if ( move != ttMoves[0]
- && move != ttMoves[1]
+ if ( move != ttMoves[0].move
+ && move != ttMoves[1].move
&& pos.pl_move_is_legal(move, pinned))
{
// Check for a non negative SEE now
&& pos.pl_move_is_legal(move, pinned))
{
// Check for a non negative SEE now
- while (movesPicked < 2)
+ while (curMove != lastMove)
- Move move = killers[movesPicked++];
+ Move move = (curMove++)->move;
- && move != ttMoves[0]
- && move != ttMoves[1]
+ && move != ttMoves[0].move
+ && move != ttMoves[1].move
&& move_is_legal(pos, move, pinned)
&& !pos.move_is_capture(move))
return move;
&& move_is_legal(pos, move, pinned)
&& !pos.move_is_capture(move))
return move;
while (curMove != lastMove)
{
Move move = (curMove++)->move;
while (curMove != lastMove)
{
Move move = (curMove++)->move;
- if ( move != ttMoves[0]
- && move != ttMoves[1]
- && move != killers[0]
- && move != killers[1]
+ if ( move != ttMoves[0].move
+ && move != ttMoves[1].move
+ && move != killers[0].move
+ && move != killers[1].move
&& pos.pl_move_is_legal(move, pinned))
return move;
}
&& pos.pl_move_is_legal(move, pinned))
return move;
}
{
Move move = (curMove++)->move;
// Maybe postpone the legality check until after futility pruning?
{
Move move = (curMove++)->move;
// Maybe postpone the legality check until after futility pruning?
- if ( move != ttMoves[0]
+ if ( move != ttMoves[0].move
&& pos.pl_move_is_legal(move, pinned))
return move;
}
&& pos.pl_move_is_legal(move, pinned))
return move;
}
}
/// A variant of get_next_move() which takes a lock as a parameter, used to
}
/// A variant of get_next_move() which takes a lock as a parameter, used to
const Position& pos;
const History& H;
const Position& pos;
const History& H;
- Move ttMoves[2], killers[2];
- const MovegenPhaseT* phasePtr;
- int phase, movesPicked, numOfBadCaptures;
+ MoveStack ttMoves[2], killers[2];
+ int numOfBadCaptures, phase;
+ const MovegenPhaseT* phasePtr;
MoveStack *curMove, *lastMove;
MoveStack *curMove, *lastMove;
MoveStack moves[256], badCaptures[64];
};
MoveStack moves[256], badCaptures[64];
};