]> git.sesse.net Git - stockfish/commitdiff
Merge branch 'master' into increase_iid
authorMarco Costalba <mcostalba@gmail.com>
Fri, 29 Mar 2013 21:50:04 +0000 (22:50 +0100)
committerMarco Costalba <mcostalba@gmail.com>
Fri, 29 Mar 2013 21:50:04 +0000 (22:50 +0100)
src/evaluate.cpp
src/search.cpp
src/ucioption.cpp

index 3ba405ccf28ff378192bed7b905ef1fc9f9686c9..85fac61e6bac504dd9cc6f5b59939ce88398a5cb 100644 (file)
@@ -40,8 +40,8 @@ namespace {
     Pawns::Entry* pi;
 
     // attackedBy[color][piece type] is a bitboard representing all squares
-    // attacked by a given color and piece type, attackedBy[color][0] contains
-    // all squares attacked by the given color.
+    // attacked by a given color and piece type, attackedBy[color][ALL_PIECES]
+    // contains all squares attacked by the given color.
     Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
 
     // kingRing[color] is the zone around the king which is considered
@@ -693,7 +693,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
     // Undefended minors get penalized even if not under attack
     undefendedMinors =  pos.pieces(Them)
                       & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
-                      & ~ei.attackedBy[Them][0];
+                      & ~ei.attackedBy[Them][ALL_PIECES];
 
     if (undefendedMinors)
         score += UndefendedMinorPenalty;
@@ -701,7 +701,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
     // Enemy pieces not defended by a pawn and under our attack
     weakEnemies =  pos.pieces(Them)
                  & ~ei.attackedBy[Them][PAWN]
-                 & ei.attackedBy[Us][0];
+                 & ei.attackedBy[Us][ALL_PIECES];
 
     if (!weakEnemies)
         return score;
@@ -740,9 +740,9 @@ Value do_evaluate(const Position& pos, Value& margin) {
     score += evaluate_pieces<QUEEN,  Us, Trace>(pos, ei, mobility, mobilityArea);
 
     // Sum up all attacked squares
-    ei.attackedBy[Us][0] =   ei.attackedBy[Us][PAWN]   | ei.attackedBy[Us][KNIGHT]
-                           | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
-                           | ei.attackedBy[Us][QUEEN]  | ei.attackedBy[Us][KING];
+    ei.attackedBy[Us][ALL_PIECES] =   ei.attackedBy[Us][PAWN]   | ei.attackedBy[Us][KNIGHT]
+                                    | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
+                                    | ei.attackedBy[Us][QUEEN]  | ei.attackedBy[Us][KING];
     return score;
   }
 
@@ -768,7 +768,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
     {
         // Find the attacked squares around the king which has no defenders
         // apart from the king itself
-        undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
+        undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING];
         undefended &= ~(  ei.attackedBy[Us][PAWN]   | ei.attackedBy[Us][KNIGHT]
                         | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
                         | ei.attackedBy[Us][QUEEN]);
@@ -816,7 +816,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
         }
 
         // Analyse enemy's safe distance checks for sliders and knights
-        safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
+        safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]);
 
         b1 = pos.attacks_from<ROOK>(ksq) & safe;
         b2 = pos.attacks_from<BISHOP>(ksq) & safe;
@@ -903,7 +903,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
             if (pos.is_empty(blockSq))
             {
                 squaresToQueen = forward_bb(Us, s);
-                defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
+                defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES];
 
                 // If there is an enemy rook or queen attacking the pawn from behind,
                 // add all X-ray attacks by the rook or queen. Otherwise consider only
@@ -912,7 +912,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
                     && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
                     unsafeSquares = squaresToQueen;
                 else
-                    unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
+                    unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
 
                 // If there aren't enemy attacks or pieces along the path to queen give
                 // huge bonus. Even bigger if we protect the pawn's path.
@@ -989,7 +989,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
             // Compute plies to queening and check direct advancement
             movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
             oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
-            pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
+            pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath);
 
             if (movesToGo >= oppMovesToGo && !pathDefended)
                 continue;
@@ -1136,7 +1136,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
     Bitboard safe =   SpaceMask[Us]
                    & ~pos.pieces(Us, PAWN)
                    & ~ei.attackedBy[Them][PAWN]
-                   & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
+                   & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
 
     // Find all squares which are at most three squares behind some friendly pawn
     Bitboard behind = pos.pieces(Us, PAWN);
index 8ef2513dd1a895c0fdda2ed28af7c5587f06de51..9ab8c800d8fbde01527d266b6a8fc1d0a9c314b8 100644 (file)
@@ -856,7 +856,8 @@ split_point_start: // At split points actual search starts from here
           && !captureOrPromotion
           && !inCheck
           && !dangerous
-          &&  move != ttMove)
+          &&  move != ttMove
+          &&  bestValue > VALUE_MATED_IN_MAX_PLY)
       {
           // Move count based pruning
           if (   depth < 16 * ONE_PLY
@@ -878,9 +879,14 @@ split_point_start: // At split points actual search starts from here
 
           if (futilityValue < beta)
           {
+              bestValue = std::max(bestValue, futilityValue);
+
               if (SpNode)
+              {
                   splitPoint->mutex.lock();
-
+                  if (bestValue > splitPoint->bestValue)
+                      splitPoint->bestValue = bestValue;
+              }
               continue;
           }
 
index 099babd4710f72420ea177186e32f8989eb07ba3..eada2a431c8f7fe523988277a70ff943655b99f5 100644 (file)
@@ -70,7 +70,7 @@ void init(OptionsMap& o) {
   o["Passed Pawns (Middle Game)"]  = Option(100, 0, 200, on_eval);
   o["Passed Pawns (Endgame)"]      = Option(100, 0, 200, on_eval);
   o["Space"]                       = Option(100, 0, 200, on_eval);
-  o["Min Split Depth"]             = Option(msd, 4, 7, on_threads);
+  o["Min Split Depth"]             = Option(msd, 4, 12, on_threads);
   o["Max Threads per Split Point"] = Option(5, 4, 8, on_threads);
   o["Threads"]                     = Option(cpus, 1, MAX_THREADS, on_threads);
   o["Use Sleeping Threads"]        = Option(true);