Marco Costalba [Sun, 11 Oct 2009 09:12:53 +0000 (11:12 +0200)]
Small cleanup and in evaluate_passed_pawns()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 11 Oct 2009 08:35:41 +0000 (10:35 +0200)]
Revert "Use std::stable_sort() instead of std::sort()"
Unfortunatly std::stable_sort() implementation in gcc is
horrendously slow. We have a big performance regression on
Linux systems (-20% !)
So revert the commit and wait to fix the issue in a different
way, perhaps with an our home grown sorting, that should be
comparable in speed with std::sort()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 10 Oct 2009 14:29:43 +0000 (15:29 +0100)]
Use std::stable_sort() instead of std::sort()
Standard does not mandate std::sort() to be stable, so we
can have, and actually do have different node count on
different platforms.
So use the platform independent std::stable_sort() and gain
same functionality on any platform (Windows, Unix, Mac OS)
and with any compiler (MSVC, gcc or Intel C++).
This sort is teoretically slower, but profiling shows only a very
minimal drop in performance, probably due to the fact that
the set to sort is very small, mainly only captures and with
less frequency non-captures, anyhow we are talking of 30-40 moves
in the worst average case. Sorting alghortims are build to work on
thousands or even milions of elements. With such small sets
performance difference seems not noticable.
After 999 games at 1+0
Mod vs Orig +234 =523 -242 -3 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 10 Oct 2009 09:31:43 +0000 (10:31 +0100)]
Unroll color loops in evaluate_passed_pawns()
Speed increase is on 1.5% on Intel pgo build.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 10 Oct 2009 06:52:34 +0000 (08:52 +0200)]
Use piece_list to scan the pawns in evaluate_pawns()
No functional change and small speed increase.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 10 Oct 2009 08:48:02 +0000 (09:48 +0100)]
Fix pieceList initialization in Position::clear()
We want piece list to be terminated with SQ_NONE.
This happens with all the pieces but the pawns that
being 8 make the inner loop exit just before writing
the SQ_NONE value at the tail of the list.
This bug was hidden because currently we don't use
piece list to scan pawns, but this will change in the
future and in any case an initialization should be done
correctly for the whole array to avoid subtle bugs in
the future.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 9 Oct 2009 11:30:43 +0000 (12:30 +0100)]
Unroll color loops in get_pawn_info
This allow to resolve a lot of addresses at compile time
instead of an indirect access at runtime.
Speed up on pgo compile is of 1.3%
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 9 Oct 2009 10:29:11 +0000 (11:29 +0100)]
Small micro-optimization in get_pawn_info()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 9 Oct 2009 09:08:42 +0000 (10:08 +0100)]
Restore pliesFromNull counter
It is not equivalent because the check for the
50 moves rule get badly affected.
// Draw by the 50 moves rule?
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
So we _really_ need two counters.
Thanks to Joona and Tord to be patience with a silly guy ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 9 Oct 2009 09:04:55 +0000 (10:04 +0100)]
Fix an off-by-one bug in extract_pv()
In case we reach ply == PLY_MAX we exit the function
writing
pv[PLY_MAX] = MOVE_NONE;
And because SearchStack is defined as:
struct SearchStack {
Move pv[PLY_MAX];
Move currentMove;
.....
We end up with the unwanted assignment
SearchStack.currentMove = MOVE_NONE;
Fortunatly this is harmless because currentMove is not used where
extarct_pv() is called. But neverthless this is a bug that
needs to be fixed.
Thanks to Uri Blass for spotting out this.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 9 Oct 2009 03:35:11 +0000 (04:35 +0100)]
Rewrite previous patch using only one counter
Use only rule50 and retire pliesFromNull.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 7 Oct 2009 08:03:17 +0000 (09:03 +0100)]
Do not claim repetition after null move
Null moves can artificially create a repetition
draw where instead there is no one.
So use a second counter to reset history after
a null move.
Idea from Joona.
After 999 games at 1+0
Mod vs Orig +238 =553 -208 51.50% 514.5/999 +10 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 7 Oct 2009 08:21:50 +0000 (09:21 +0100)]
Restore development version
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 7 Oct 2009 08:18:45 +0000 (09:18 +0100)]
Stockfish 1.5.1
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Thu, 8 Oct 2009 08:09:19 +0000 (09:09 +0100)]
Fix the polling frequency when pondering
When pondering InfiniteSearch == false but myTime == 0 so that
NodesBetweenPolls = 1000 instead of the standard.
The patch fixes the bug and is more robust because checks
directly myTime for a non-zero value, without relying on
an indirect test (InfiniteSearch in this case).
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Tord Romstad [Thu, 8 Oct 2009 06:55:25 +0000 (08:55 +0200)]
Use slightly lower polling frequency in the last few seconds.
Instead of checking the time every 100 nodes in the last second,
and every 1000 nodes in the last five seconds, Stockfish now checks
every 1000 nodes in the last second and every 5000 nodes in the last
five seconds. This was tested in 1036 games at a time control of
40 moves/10 seconds, and no losses on time occured.
Also fixed a bug pointed out by Marco: In infinite mode, myTime
is actually 0, but of course we still don't want to check the time
more frequently than the standard once per 30000 nodes in this
case.
Tord Romstad [Wed, 7 Oct 2009 16:27:00 +0000 (18:27 +0200)]
Minor change to time management code, to make sure we don't lose on
time at the last move before the time control when there is very
little time left.
Tord Romstad [Tue, 6 Oct 2009 10:51:15 +0000 (12:51 +0200)]
Display fail high/fail low in search log file.
Marco Costalba [Tue, 6 Oct 2009 10:15:05 +0000 (11:15 +0100)]
Fix bogus comment in extract_pv()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Tue, 6 Oct 2009 08:10:42 +0000 (10:10 +0200)]
Fix use of an initialized SearchStack
In RootMoveList c'tor we allocate a search stack and then
call directly qsearch.
There is called init_node() that clears all the fields of the search
stack array that refers to current ply but not the the killer moves.
The killer moves cleared correspond to ply+2.
In id_loop() this is not a problem because killer moves of
corresponding ply are cleared anyway few instructions later,
but in RootMoveList c'tor we leave them uninitialized.
This patch fixes this very old bug. It comes direclty
from Glaurung age.
Bug spotted by Valgrind.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Tue, 6 Oct 2009 08:18:15 +0000 (09:18 +0100)]
Remove a redundant assignment in PawnInfo c'tor
We don't need to set key to 0 because clear() already
takes care of that.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 5 Oct 2009 11:00:35 +0000 (12:00 +0100)]
Small code reformat in TranspositionTable::extract_pv()
In particular don't use an array of StateInfo, this
avoids a possible overflow and is in any case redundant.
Also pass as argument the pv[] array size to avoid a second
possible overflow on this one.
Fix suggested by Joona.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Tord Romstad [Mon, 5 Oct 2009 14:46:18 +0000 (16:46 +0200)]
Fixed an embarassing Chess960 bug found by Alexander Schmidt.
It turned out that we used do_move_bb to update the king and rook
bitboards when making and unmaking castling moves, which obviously
doesn't work in Chess960, where the source and destination squares
for the king or rook could be identical.
No functional change in normal chess.
Marco Costalba [Mon, 5 Oct 2009 06:15:13 +0000 (07:15 +0100)]
Restore development version
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 4 Oct 2009 06:01:24 +0000 (07:01 +0100)]
Stockfish 1.5
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 3 Oct 2009 11:25:51 +0000 (13:25 +0200)]
Small touches to increased mobility patch
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 2 Oct 2009 07:33:26 +0000 (08:33 +0100)]
Move a comment where it belongs in SEE
No functional change of course.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 30 Sep 2009 15:04:51 +0000 (16:04 +0100)]
Don't increase mobility if attacked piece is defended by a pawn
If an enemy piece is defended by a pawn don't give the
extra mobility bonus in case we attack it.
Joona says that "Paralyzing pawn" is usually worth of nothing.
On Joona QUAD after 964 games:
Orig - Patch_2: 191 - 218 - 555 (+ 10 elo)
On my PC after 999 games at 1+0:
Mod vs Orig +227 =550 -222 50.25% 502.0/999 +2 ELO
In both cases we tested against the original version (without
increased mobility), not against the previous patch that instead
seems to fail on Joona QUAD:
Orig vs. Prev.Patch: 237 - 217 - 627 (-6 elo)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 28 Sep 2009 21:16:08 +0000 (23:16 +0200)]
Count two times number of attacked pieces in mobility
Now in mobility we count enemy attacked pieces as
empty squares.
With this patch we try to give an higher score to positions
where the number of attacked pieces is higher.
After 999 games at 1+0
Mod vs Orig +262 =517 -219 52.15% 520.5/998 +15 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 30 Sep 2009 12:38:40 +0000 (14:38 +0200)]
Optimize futilityValue calculation
Avoid calling evaluate() if we already have the score in TT
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 30 Sep 2009 07:07:46 +0000 (08:07 +0100)]
Store pawn attacks in PawnInfo
They are pawn structure invariant so has a sense to
store togheter with pawn info instead of recalculating
them each time evaluate() is called.
Speed up is around 1%
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Tord Romstad [Wed, 30 Sep 2009 07:53:29 +0000 (09:53 +0200)]
Fixed a couple of typos in a comment.
No functional change, of course.
Marco Costalba [Tue, 29 Sep 2009 15:48:24 +0000 (16:48 +0100)]
Fix a MSVC warning in search.cpp
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Tord Romstad [Tue, 29 Sep 2009 11:40:00 +0000 (13:40 +0200)]
Temporarily removed the unfinished UCI_Elo code in preparation for
the release of the public Stockfish 1.5.
Marco Costalba [Tue, 29 Sep 2009 09:14:09 +0000 (10:14 +0100)]
Print RootMoveList startup scoring
This satisfies a specific user request of 28/8/2009
"The only issue I have is that during multiPV analysis, the depth 1
best move score is not reported by the engine (reporting for the best
move begins at depth 2). I need it at depth 1 also. Would it be
possible to make this modification in future versions? This would be
of great help as otherwise I will have to use a lesser engine.
The goal of my project is to calculate the ELO performance in a game
and also the ELO rating of individual moves. For this I need depth 1
scores for lower rated performances. I intend to distribute the program
for free upon completion.
Thanks, Jack Welbourne"
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 28 Sep 2009 11:27:05 +0000 (12:27 +0100)]
Retire compute_weight() in evaluation.cpp
Is used only in weight_option() so inline there.
Unroll color loop also for evaluate_space() and
finally also some assorted code style fixes.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 28 Sep 2009 09:46:55 +0000 (10:46 +0100)]
Unroll color loops in evaluate
Use templates to manually unroll the loops so that
many values could be calculated at compile time or at
runtime but with a fast direct memory access instead of
an indirect one.
This change gives a speed up of 3.5 % on pgo build !!! :-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 27 Sep 2009 06:58:28 +0000 (07:58 +0100)]
Change back file mode of misc.cpp
It was erroneusly changed by
6bf22f35 from
mode 100644 to 100755.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 26 Sep 2009 05:14:12 +0000 (07:14 +0200)]
Update piece list iteration also in evaluate_pieces()
Move to what we already do in generate_piece_moves()
This simple patch gives a spped up of 1.4% !!
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 26 Sep 2009 04:25:16 +0000 (06:25 +0200)]
Retire faked Windows version of gettimeofday()
Use equivalent Windows function _ftime() instead.
This patch also removes two long standing warnings
under MSVC.
No functional change and no change for non-Windows systems.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 20:45:32 +0000 (21:45 +0100)]
Micro optimization of generate_piece_moves()
This patch make the piece list always terminated by SQ_NONE,
so that we can use a simpler and faster loop in move
generation.
Speedup is about 0.6%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 16:47:03 +0000 (17:47 +0100)]
Retire kingSquare[] array
It is redundant. Use pieceList[c][KING][0] instead.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 16:11:29 +0000 (17:11 +0100)]
Reorder data layout and optimize access patern
With this very simple patch we get a speed boost
of 0.8% on my PC !
Sometime we find the most complex tricks to increase speed
when instead the best results come from the simplest solutions.
No functional change of course ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 13:06:55 +0000 (15:06 +0200)]
Fix a couple of Intel compiler warnings
And avoid calculating emptySquares for pawns captures
case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 12:55:44 +0000 (14:55 +0200)]
Fix a piece_of_color_and_type() / pieceS_of_color_and_type() typo
Bug introduced in
17c51192
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 10:29:10 +0000 (11:29 +0100)]
Rename generate_piece_moves() in generate_piece_evasions()
A better and more specific name. Also a bit of code reshuffle.
Verified No functional change and No performance change
for the whole series.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 10:18:04 +0000 (11:18 +0100)]
Retire generate_pawn_captures()
And unify in generate_pawn_noncaptures() renamed
generate_pawn_moves()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 09:47:11 +0000 (10:47 +0100)]
Retire generate_pawn_blocking_evasions()
And unify in generate_pawn_noncaptures()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 23 Sep 2009 08:40:33 +0000 (09:40 +0100)]
Standardize generate_pawn_blocking_evasions()
Rewrite in the form normally used in other similar
functions like generate_pawn_noncaptures()
This allow an easier reading of the pawn moves generators
and simplify a bit the code.
No functional change (tested on more then 100M nodes).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 17:07:11 +0000 (18:07 +0100)]
Code style and subtle fix in move_is_legal()
A bunch of trivial code style and comment fixes.
Among them there is a real fix for a subtle case
involving promotion moves.
We currently check that a pawn push to 8/1th rank
must be a promotion, but we don't check the contary,
i.e. that a pawn push on a different rank must NOT be
a promotion. Note that, funny enough, we perform this
control for all the other pieces, but not for the pawns!
This patch fixes this really corner case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 10:54:25 +0000 (11:54 +0100)]
Simplify move legality check for uncommon cases
Remove a bunch of difficult and tricky code to test
legality of castle and ep moves and instead use a slower
but simpler check against the list of generated legal moves.
Because these moves are very rare the performance impact
is small but code semplification is ver big: almost 100 lines
of difficult code removed !
No functionality change. No performance change (strangely enough
there is no even minimal performance regression in pgo builds but
instead a slightly and unexpected increase).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 09:58:25 +0000 (10:58 +0100)]
Enable functionality of previous patch
Now under-promotion checks are generated.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 09:00:33 +0000 (10:00 +0100)]
When generating checks add possibly under-promotions
In qsearch at depth 0 we generate only captures and checks.
Queen promotion moves are generated among the captures, but
under-promotion moves (both captures and non-captures) are
never generated even if they could give a discovery check.
This patch fixes this limitation extending generate_pawn_noncaptures()
to generate also check moves when required.
Apart for adding the (rare) case of an under-promotion that gives
discovery check, the patch is also a good cleanup because removes
generate_pawn_checks() altoghter.
This patch does the code clean-up but not enables the functional
change so to allow an easier debug.
No functional change and no performance change (actually a very
very small speed increase).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 07:47:47 +0000 (08:47 +0100)]
Fix a bug in generate_piece_checks()
We are generating also king moves that give check !
Of course these moves are illegal so are in any case
filtered out in MovePicker. Neverthless we should avoid
to generate them.
Also simplify a bit the code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 21 Sep 2009 06:55:26 +0000 (07:55 +0100)]
Small micro optimization in generate_evasions()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 19:13:24 +0000 (20:13 +0100)]
Change evaluation GrainSize from 4 to 8
Idea from Joona.
After 999 games at 1+0 on my Intel Core 2 Duo
Orig - Mod: +215 =538 -226 (+11 ELO)
On Joona QUAD after 845 games at 1+0
Orig - Mod: 151 - 181 - 513 (+13 elo)
So it seems a good change !
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 18 Sep 2009 08:32:57 +0000 (10:32 +0200)]
Save static evaluation also for failed low nodes
When a node fails low and bestValue is still equal to
the original static node evaluation, then save this
in TT along with usual info.
This will allow us to avoid a future costly evaluation() call.
This patch extends to failed low nodes what we already do
for failed high ones.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 18:39:54 +0000 (19:39 +0100)]
Revert evaluation drift
Still not clear if it helps and, especially, how it
helps. So revert for now to avoid any influence on
future feature now under test.
With this patch we come back to be functional
equivalent to patch
e33c94883 F_53.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 19 Sep 2009 16:34:42 +0000 (18:34 +0200)]
Evaluation drift: add always 7 instead of ply
After 828 games at 1+0
Mod vs Orig +191 =447 -190 50.06% 414.5/828
So almost no difference. Patch is committed more for
documentation purposes then for other reasons.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 13:23:46 +0000 (14:23 +0100)]
Rename piece_attacks_from() in attacks_from()
It is in line with attackers_to() and is shorter and
piece is already redundant because is passed as template
parameter anyway.
Integrate also pawn_attacks_from() in the attacks_from()
family so to have an uniform attack info API.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 10:00:21 +0000 (11:00 +0100)]
Remove undefined pinned_pieces(Color c, Bitboard& p)
It was added in revision
5f142ec2 but never used.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 09:47:59 +0000 (10:47 +0100)]
Retire attackers_to(Square s, Color c)
Use the definition in the few places where is needed.
As a nice side effect there is also an optimization in
generate_evasions() where the bitboard of enemy pieces
is computed only once and out of a tight loop.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 09:26:54 +0000 (10:26 +0100)]
Rename piece_attacks() in piece_attacks_from()
It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 08:43:28 +0000 (09:43 +0100)]
Cleanup piece_attacks_square() functions
Most of them are not required to be public and are
used in one place only so remove them and use its
definitions.
Also rename piece_attacks_square() in piece_attacks()
to be aligned to the current naming policy.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 08:31:48 +0000 (09:31 +0100)]
Rename attacks_to() in attackers_to()
These functions return bitboard of attacking pieces,
not the attacks themselfs so reflect this in the name.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 07:59:18 +0000 (08:59 +0100)]
Change pawn_attacks() API
Instead of pawn_attacks(Color c, Square s) define as
pawn_attacks(Square s, Color c) to be more aligned to
the others attack info functions.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 07:43:25 +0000 (08:43 +0100)]
Clean up API for attack information
Remove undefined functions sliding_attacks() and ray_attacks()
and retire square_is_attacked(), use the corresponding definition
instead. It is more clear that we are computing full attack
info for the given square.
Alos fix some obsolete comments in move generation functions.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 20 Sep 2009 06:04:22 +0000 (07:04 +0100)]
Move kingSquare[] array to StateInfo
This avoids to reverting back when undoing the move.
No functional change. No performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 18 Sep 2009 10:12:22 +0000 (12:12 +0200)]
Don't compensate TT for evaluation drift
It seems that it works better without compensation
of drifted value when saving static evaluation in TT.
After 818 games at 1+0
Mod vs Orig +217 =429 -172 52.75% 431.5/818 +19 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Tue, 15 Sep 2009 07:11:42 +0000 (08:11 +0100)]
Use WIN32_LEAN_AND_MEAN in lock.h
This avoids inclusion of a bunch of not very commonly
used headers from windows.h
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Joona Kiiski [Wed, 16 Sep 2009 03:52:10 +0000 (06:52 +0300)]
Make static value saved in TT independent from ply
After 963 games at 1+0
Mod vs Orig +246 =511 -206 52.08% 501.0/962 +14 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Tue, 15 Sep 2009 05:47:27 +0000 (06:47 +0100)]
Evaluation drift
Increase evaluation score with ply.
After 940 games at 1+0
Mod vs Orig +247 =487 -206 +15 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 13 Sep 2009 15:13:49 +0000 (16:13 +0100)]
Fix semantic of piece_attacks<PAWN>
Return the bitboard with the pawn attacks for both colors
so to be aligned to the meaning of the others piece_attacks<Piece>
templates.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 13 Sep 2009 08:02:20 +0000 (09:02 +0100)]
Indirectly prefetch board[from]
One of the most time critical functions is move_is_check()
and in particular the call to type_of_piece_on(from) in the
switch statement.
This call lookups in board[] array and can be slow if board[from]
is not already cached. Few instructions before in the execution stream,
we check the move for legality with pl_move_is_legal().
This patch changes pl_move_is_legal() to use type_of_piece_on(from)
for checking for a king move so that board[from] is automatically
cached in L1 and ready to be used by the near follower move_is_check()
Another advantage is that the call to king_square(us) in pl_move_is_legal()
is avoided most of the times.
Speed up of this nice and tricky patch is 0.7% !
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 2 Sep 2009 12:19:51 +0000 (14:19 +0200)]
Retire piece_is_slider(PieceType pt)
Is not used in any part of the sources.
No functional change, of course ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 2 Sep 2009 09:57:38 +0000 (11:57 +0200)]
Second take at unifying bitboard representation access
This patch is built on Tord idea to use functions instead of
templates to access position's bitboards. This has the added advantage
that we don't need fallback functions for cases where the piece
type or the color is a variable and not a constant.
Also added Joona suggestion to workaround request for two types
of pieces like bishop_and_queens() and rook_and_queens().
No functionality or performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 31 Aug 2009 15:07:03 +0000 (17:07 +0200)]
Templetize functions to get pieces by type
Use a single template to get bitboard representation of
the position given the type of piece as a constant.
This removes almost 80 lines of code and introduces an
uniform notation to be used for querying for piece type.
No functional change and no performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 31 Aug 2009 21:08:15 +0000 (22:08 +0100)]
Set LMRPVMoves to 10 instead of 14
After 934 games at 1+0
Mod vs Orig +228 =493 -213 50.80% 474.5/934 +6 ELO
So it seems not negative and there is also the added
benefit to unify LMRPVMoves use in search_pv() and in
root list.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Tue, 1 Sep 2009 13:49:06 +0000 (15:49 +0200)]
Fix poly values mismerge
I managed to completely mismerge correct values
for QuadraticCoefficientsOppositeColor table :-(
Now it correspond to tuning branch for real.
After 999 games at 1+0
Mod vs Orig +247 =512 -240 50.35% 503.0/999 +2 ELO
So almost no change, but the new values comes from the
same tuning session of the others, so has more sense to
use these ones.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Tord Romstad [Wed, 2 Sep 2009 07:58:15 +0000 (09:58 +0200)]
Bug fix for discovered checks in connected_moves().
Because of a hard-to-spot single-character bug in connected_moves(),
the discovered check code had no effect whatsoever. The condition
in the if (...) statement at the beginning of the code would always
return false.
Thanks to Edsel Apostol for pointing out this bug!
Marco Costalba [Mon, 31 Aug 2009 14:09:52 +0000 (16:09 +0200)]
Retire pieces_of_color_and_type()
It is used mainly in a bunch of inline oneliners
just below its definition. So substitute it with
the explicit definition and avoid information hiding.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 31 Aug 2009 12:28:11 +0000 (14:28 +0200)]
MovePicker: rename number_of_moves() in number_of_evasions()
It is more clear that only in that case the move number is
correct, otherwise is only a partial quantity: the number of
moves of that phase.
In case of PH_EVASIONS instead we have only one phase.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 31 Aug 2009 10:33:44 +0000 (12:33 +0200)]
Use pointers instead of array indices also for badCaptures
To have uniformity with moves array handling.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 31 Aug 2009 08:59:33 +0000 (10:59 +0200)]
Document index[] and pieceList[] are not invariants
Array index[] and pieceList[] are not guaranteed to be
invariant to a do_move() + undo_move() sequence when a
capture move is involved.
The reason is that the captured piece is removed form
the list and substituted with the last one in do_move()
while in undo_move() is added again but at the end of
the list.
Because index[] and pieceList[] are used in move generation
to scan the pieces it means that moves will be generated
in a different order before and after a do_move() + undo_move()
sequence as, for instance, the one in Position::has_mate_threat()
After latest patches, move generation could now be invoked
also by MovePicker c'tor and this explains why order of
picked moves is different if MovePicker object is istantiated
before or after a Position::has_mate_threat() call.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 30 Aug 2009 18:12:08 +0000 (19:12 +0100)]
Workaround a bug in Position::has_mate_threat()
It seems that pos.has_mate_threat() changes the position !
So that calling MovePicker c'tor before or after the
has_mate_threat() call changes the things !
Bug was unhidden by previous patch that makes MovePicker c'tor
to generate, score and sort good captures under some circumstances.
Because scoring the captures is position dependent it seems that
the moves returned by MovePicker are different when c'tor is
called before has_mate_threat()
Of course this is only a workaround because the real bug is still
hidden :-(
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 30 Aug 2009 16:17:44 +0000 (17:17 +0100)]
Skip TT_MOVES phase when possible
If we don't have tt moves to search skip the
useless loop associated with TT_MOVES phase.
Another 1% speed boost that brings this series
to a +6.2% against original revision
595a90df
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 30 Aug 2009 08:42:55 +0000 (09:42 +0100)]
Movepicker: take move's loop out of switch statement
This not only cleans up the code but gives another
speed boost of 1.8%
From revision
595a90dfd0 we have increased pgo compiled binary
speed of a whopping +5.2% without any functional change !!
This is really awsome considering that we have also
cut line count by 25 lines.
Sometime we spend days for getting an extra 1% from move
generation while instead the biggest optimizations come
from anonymous and apparently dull parts of the code.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 29 Aug 2009 19:19:09 +0000 (20:19 +0100)]
Revert "null move reorder" series
Does not seem to improve on the standard, latest results
from Joona after 2040 games are negative:
Orig - Mod: 454 - 424 - 1162
And is more or less the same I got few days ago.
So revert for now.
Verified same functionality of
595a90dfd
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sat, 29 Aug 2009 07:02:30 +0000 (08:02 +0100)]
Convert handling of tt moves and killers to standard form
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>
Marco Costalba [Thu, 27 Aug 2009 19:22:20 +0000 (20:22 +0100)]
Try null move before captures
Always after TT move but before captures.
This seems a better setup against version before this
patch.
After 999 games at 1+0
Mod - Orig +252 =527 -220 +11 ELO
Unfortunatly it does not seems to improve on the standard
version, with null move outside of movepicker (
595a90df) with
the latest speed-up patches added in.
After 999 games at 1+0
Mod - Standard +244 =506 -249 -2 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Fri, 28 Aug 2009 06:57:52 +0000 (08:57 +0200)]
Use pointers instead of array indices in MovePicker
This avoids calculating the array entry position
at each access and gives another boost of almost 1%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Thu, 27 Aug 2009 07:12:51 +0000 (09:12 +0200)]
Change the flow in wich moves are generated and picked
In MovePicker we get the next move with pick_move_from_list(),
then check if the return value is equal to MOVE_NONE and
in this case we update the state to the new phase.
This patch reorders the flow so that now from pick_move_from_list()
renamed get_next_move() we directly call go_next_phase() to
generate and sort the next bunch of moves when there are no more
move to try. This avoids to always check for pick_move_from_list()
returned value and the flow is more linear and natural.
Also use a local variable instead of a pointer dereferencing in a
time critical switch statement in get_next_move()
With this patch alone we have an incredible speed up of 3.2% !!!
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 26 Aug 2009 15:59:58 +0000 (16:59 +0100)]
Disable again null move at depth == OnePly
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Joona Kiiski [Mon, 24 Aug 2009 17:06:09 +0000 (20:06 +0300)]
Use special null move technique in low depth.
Try good captures before null move when depth < 3 * OnePly.
Use this kind of null move also in Depth == OnePly.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Joona Kiiski [Mon, 24 Aug 2009 15:08:31 +0000 (18:08 +0300)]
Use nullMove only through MovePicker.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Joona Kiiski [Mon, 24 Aug 2009 15:00:35 +0000 (18:00 +0300)]
Add Null move support to MovePicker.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Joona Kiiski [Mon, 24 Aug 2009 14:46:03 +0000 (17:46 +0300)]
Create useNullMove local variable
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Wed, 26 Aug 2009 13:33:17 +0000 (14:33 +0100)]
Clean killers handling in movepicker
Original patch from Joona with added optimizations
by me.
Great cleanup of MovePicker with speed improvment of 1%
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Mon, 24 Aug 2009 16:41:24 +0000 (17:41 +0100)]
Micro-optimze extension()
Explicitly write the conditions for pawn to 7th
and passed pawn instead of wrapping in redundant
helpers.
Also retire the now unused move_is_pawn_push_to_7th()
and the never used move_was_passed_pawn_push() and
move_is_deep_pawn_push()
Function extension() is so time critical that this
simple patch speeds up the pgo compile of 0.5% and
it is also more clear what actually happens there.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Marco Costalba [Sun, 23 Aug 2009 17:57:11 +0000 (18:57 +0100)]
Merge branch 'master' of git-Stockfish@free2.projectlocker.com:sf