2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
37 #include "ucioption.h"
41 volatile SignalsType Signals;
43 std::vector<RootMove> RootMoves;
44 Position RootPosition;
46 Time::point SearchTime;
47 StateStackPtr SetupStates;
52 using namespace Search;
56 // Set to true to force running with one thread. Used for debugging
57 const bool FakeSplit = false;
59 // This is the minimum interval in msec between two check_time() calls
60 const int TimerResolution = 5;
62 // Different node types, used as template parameter
63 enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
65 // Lookup table to check if a Piece is a slider and its access function
66 const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
67 inline bool piece_is_slider(Piece p) { return Slidings[p]; }
69 // Dynamic razoring margin based on depth
70 inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
72 // Futility lookup tables (initialized at startup) and their access functions
73 Value FutilityMargins[16][64]; // [depth][moveNumber]
74 int FutilityMoveCounts[32]; // [depth]
76 inline Value futility_margin(Depth d, int mn) {
78 return d < 7 * ONE_PLY ? FutilityMargins[std::max(int(d), 1)][std::min(mn, 63)]
82 // Reduction lookup tables (initialized at startup) and their access function
83 int8_t Reductions[2][64][64]; // [pv][depth][moveNumber]
85 template <bool PvNode> inline Depth reduction(Depth d, int mn) {
87 return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
90 size_t MultiPV, UCIMultiPV, PVIdx;
94 bool SkillLevelEnabled, Chess960;
95 Value DrawValue[COLOR_NB];
98 template <NodeType NT>
99 Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
101 template <NodeType NT>
102 Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
104 void id_loop(Position& pos);
105 bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta);
106 bool connected_moves(const Position& pos, Move m1, Move m2);
107 Value value_to_tt(Value v, int ply);
108 Value value_from_tt(Value v, int ply);
109 bool connected_threat(const Position& pos, Move m, Move threat);
110 Move do_skill_level();
111 string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
116 /// Search::init() is called during startup to initialize various lookup tables
118 void Search::init() {
120 int d; // depth (ONE_PLY == 2)
121 int hd; // half depth (ONE_PLY == 1)
124 // Init reductions array
125 for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
127 double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
128 double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
129 Reductions[1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
130 Reductions[0][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
133 // Init futility margins array
134 for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
135 FutilityMargins[d][mc] = Value(112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45);
137 // Init futility move count array
138 for (d = 0; d < 32; d++)
139 FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(double(d), 2.0));
143 /// Search::perft() is our utility to verify move generation. All the leaf nodes
144 /// up to the given depth are generated and counted and the sum returned.
146 size_t Search::perft(Position& pos, Depth depth) {
148 // At the last ply just return the number of legal moves (leaf nodes)
149 if (depth == ONE_PLY)
150 return MoveList<LEGAL>(pos).size();
156 for (MoveList<LEGAL> ml(pos); !ml.end(); ++ml)
158 pos.do_move(ml.move(), st, ci, pos.move_gives_check(ml.move(), ci));
159 cnt += perft(pos, depth - ONE_PLY);
160 pos.undo_move(ml.move());
167 /// Search::think() is the external interface to Stockfish's search, and is
168 /// called by the main thread when the program receives the UCI 'go' command. It
169 /// searches from RootPosition and at the end prints the "bestmove" to output.
171 void Search::think() {
173 static PolyglotBook book; // Defined static to initialize the PRNG only once
175 Position& pos = RootPosition;
176 Chess960 = pos.is_chess960();
177 RootColor = pos.side_to_move();
178 TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
182 if (RootMoves.empty())
184 sync_cout << "info depth 0 score "
185 << score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW) << sync_endl;
187 RootMoves.push_back(MOVE_NONE);
191 if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
193 int cf = Options["Contempt Factor"] * PawnValueMg / 100; // In centipawns
194 cf = cf * MaterialTable::game_phase(pos) / PHASE_MIDGAME; // Scale down with phase
195 DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
196 DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
199 DrawValue[WHITE] = DrawValue[BLACK] = VALUE_DRAW;
201 if (Options["OwnBook"] && !Limits.infinite)
203 Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
205 if (bookMove && std::count(RootMoves.begin(), RootMoves.end(), bookMove))
207 std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), bookMove));
212 UCIMultiPV = Options["MultiPV"];
213 SkillLevel = Options["Skill Level"];
215 // Do we have to play with skill handicap? In this case enable MultiPV that
216 // we will use behind the scenes to retrieve a set of possible moves.
217 SkillLevelEnabled = (SkillLevel < 20);
218 MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, (size_t)4) : UCIMultiPV);
220 if (Options["Use Search Log"])
222 Log log(Options["Search Log Filename"]);
223 log << "\nSearching: " << pos.to_fen()
224 << "\ninfinite: " << Limits.infinite
225 << " ponder: " << Limits.ponder
226 << " time: " << Limits.time[pos.side_to_move()]
227 << " increment: " << Limits.inc[pos.side_to_move()]
228 << " moves to go: " << Limits.movestogo
234 // Set best timer interval to avoid lagging under time pressure. Timer is
235 // used to check for remaining available thinking time.
236 if (Limits.use_time_management())
237 Threads.set_timer(std::min(100, std::max(TimeMgr.available_time() / 16, TimerResolution)));
238 else if (Limits.nodes)
239 Threads.set_timer(2 * TimerResolution);
241 Threads.set_timer(100);
243 // We're ready to start searching. Call the iterative deepening loop function
246 Threads.set_timer(0); // Stop timer
249 if (Options["Use Search Log"])
251 Time::point elapsed = Time::now() - SearchTime + 1;
253 Log log(Options["Search Log Filename"]);
254 log << "Nodes: " << pos.nodes_searched()
255 << "\nNodes/second: " << pos.nodes_searched() * 1000 / elapsed
256 << "\nBest move: " << move_to_san(pos, RootMoves[0].pv[0]);
259 pos.do_move(RootMoves[0].pv[0], st);
260 log << "\nPonder move: " << move_to_san(pos, RootMoves[0].pv[1]) << std::endl;
261 pos.undo_move(RootMoves[0].pv[0]);
266 // When we reach max depth we arrive here even without Signals.stop is raised,
267 // but if we are pondering or in infinite search, we shouldn't print the best
268 // move before we are told to do so.
269 if (!Signals.stop && (Limits.ponder || Limits.infinite))
270 pos.this_thread()->wait_for_stop_or_ponderhit();
272 // Best move could be MOVE_NONE when searching on a stalemate position
273 sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
274 << " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << sync_endl;
280 // id_loop() is the main iterative deepening loop. It calls search() repeatedly
281 // with increasing depth until the allocated thinking time has been consumed,
282 // user stops the search, or the maximum search depth is reached.
284 void id_loop(Position& pos) {
286 Stack ss[MAX_PLY_PLUS_2];
287 int depth, prevBestMoveChanges;
288 Value bestValue, alpha, beta, delta;
289 bool bestMoveNeverChanged = true;
290 Move skillBest = MOVE_NONE;
292 memset(ss, 0, 4 * sizeof(Stack));
293 depth = BestMoveChanges = 0;
294 bestValue = delta = -VALUE_INFINITE;
295 ss->currentMove = MOVE_NULL; // Hack to skip update gains
297 // Iterative deepening loop until requested to stop or target depth reached
298 while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.depth || depth <= Limits.depth))
300 // Save last iteration's scores before first PV line is searched and all
301 // the move scores but the (new) PV are set to -VALUE_INFINITE.
302 for (size_t i = 0; i < RootMoves.size(); i++)
303 RootMoves[i].prevScore = RootMoves[i].score;
305 prevBestMoveChanges = BestMoveChanges;
308 // MultiPV loop. We perform a full root search for each PV line
309 for (PVIdx = 0; PVIdx < std::min(MultiPV, RootMoves.size()); PVIdx++)
311 // Set aspiration window default width
312 if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN)
315 alpha = RootMoves[PVIdx].prevScore - delta;
316 beta = RootMoves[PVIdx].prevScore + delta;
320 alpha = -VALUE_INFINITE;
321 beta = VALUE_INFINITE;
324 // Start with a small aspiration window and, in case of fail high/low,
325 // research with bigger window until not failing high/low anymore.
328 // Search starts from ss+1 to allow referencing (ss-1). This is
329 // needed by update gains and ss copy when splitting at Root.
330 bestValue = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
332 // Bring to front the best move. It is critical that sorting is
333 // done with a stable algorithm because all the values but the first
334 // and eventually the new best one are set to -VALUE_INFINITE and
335 // we want to keep the same order for all the moves but the new
336 // PV that goes to the front. Note that in case of MultiPV search
337 // the already searched PV lines are preserved.
338 sort<RootMove>(RootMoves.begin() + PVIdx, RootMoves.end());
340 // In case we have found an exact score and we are going to leave
341 // the fail high/low loop then reorder the PV moves, otherwise
342 // leave the last PV move in its position so to be searched again.
343 // Of course this is needed only in MultiPV search.
344 if (PVIdx && bestValue > alpha && bestValue < beta)
345 sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx);
347 // Write PV back to transposition table in case the relevant
348 // entries have been overwritten during the search.
349 for (size_t i = 0; i <= PVIdx; i++)
350 RootMoves[i].insert_pv_in_tt(pos);
352 // If search has been stopped exit the aspiration window loop.
353 // Sorting and writing PV back to TT is safe becuase RootMoves
354 // is still valid, although refers to previous iteration.
358 // Send full PV info to GUI if we are going to leave the loop or
359 // if we have a fail high/low and we are deep in the search.
360 if ((bestValue > alpha && bestValue < beta) || Time::now() - SearchTime > 2000)
361 sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
363 // In case of failing high/low increase aspiration window and
364 // research, otherwise exit the fail high/low loop.
365 if (bestValue >= beta)
370 else if (bestValue <= alpha)
372 Signals.failedLowAtRoot = true;
373 Signals.stopOnPonderhit = false;
381 // Search with full window in case we have a win/mate score
382 if (abs(bestValue) >= VALUE_KNOWN_WIN)
384 alpha = -VALUE_INFINITE;
385 beta = VALUE_INFINITE;
388 assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
392 // Skills: Do we need to pick now the best move ?
393 if (SkillLevelEnabled && depth == 1 + SkillLevel)
394 skillBest = do_skill_level();
396 if (!Signals.stop && Options["Use Search Log"])
398 Log log(Options["Search Log Filename"]);
399 log << pretty_pv(pos, depth, bestValue, Time::now() - SearchTime, &RootMoves[0].pv[0])
403 // Filter out startup noise when monitoring best move stability
404 if (depth > 2 && BestMoveChanges)
405 bestMoveNeverChanged = false;
407 // Do we have time for the next iteration? Can we stop searching now?
408 if (!Signals.stop && !Signals.stopOnPonderhit && Limits.use_time_management())
410 bool stop = false; // Local variable, not the volatile Signals.stop
412 // Take in account some extra time if the best move has changed
413 if (depth > 4 && depth < 50)
414 TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges);
416 // Stop search if most of available time is already consumed. We
417 // probably don't have enough time to search the first move at the
418 // next iteration anyway.
419 if (Time::now() - SearchTime > (TimeMgr.available_time() * 62) / 100)
422 // Stop search early if one move seems to be much better than others
425 && ( (bestMoveNeverChanged && pos.captured_piece_type())
426 || Time::now() - SearchTime > (TimeMgr.available_time() * 40) / 100))
428 Value rBeta = bestValue - 2 * PawnValueMg;
429 (ss+1)->excludedMove = RootMoves[0].pv[0];
430 (ss+1)->skipNullMove = true;
431 Value v = search<NonPV>(pos, ss+1, rBeta - 1, rBeta, (depth - 3) * ONE_PLY);
432 (ss+1)->skipNullMove = false;
433 (ss+1)->excludedMove = MOVE_NONE;
441 // If we are allowed to ponder do not stop the search now but
442 // keep pondering until GUI sends "ponderhit" or "stop".
444 Signals.stopOnPonderhit = true;
451 // When using skills swap best PV line with the sub-optimal one
452 if (SkillLevelEnabled)
454 if (skillBest == MOVE_NONE) // Still unassigned ?
455 skillBest = do_skill_level();
457 std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), skillBest));
462 // search<>() is the main search function for both PV and non-PV nodes and for
463 // normal and SplitPoint nodes. When called just after a split point the search
464 // is simpler because we have already probed the hash table, done a null move
465 // search, and searched the first move before splitting, we don't have to repeat
466 // all this work again. We also don't need to store anything to the hash table
467 // here: This is taken care of after we return from the split point.
469 template <NodeType NT>
470 Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
472 const bool PvNode = (NT == PV || NT == Root || NT == SplitPointPV || NT == SplitPointRoot);
473 const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV || NT == SplitPointRoot);
474 const bool RootNode = (NT == Root || NT == SplitPointRoot);
476 assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
477 assert(PvNode || (alpha == beta - 1));
478 assert(depth > DEPTH_ZERO);
480 Move movesSearched[64];
485 Move ttMove, move, excludedMove, bestMove, threatMove;
487 Value bestValue, value, ttValue;
488 Value eval, nullValue, futilityValue;
489 bool inCheck, givesCheck, pvMove, singularExtensionNode;
490 bool captureOrPromotion, dangerous, doFullDepthSearch;
491 int moveCount, playedMoveCount;
493 // Step 1. Initialize node
494 Thread* thisThread = pos.this_thread();
495 moveCount = playedMoveCount = 0;
496 inCheck = pos.in_check();
501 bestMove = sp->bestMove;
502 threatMove = sp->threatMove;
503 bestValue = sp->bestValue;
505 ttMove = excludedMove = MOVE_NONE;
506 ttValue = VALUE_NONE;
508 assert(sp->bestValue > -VALUE_INFINITE && sp->moveCount > 0);
510 goto split_point_start;
513 bestValue = -VALUE_INFINITE;
514 ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
515 ss->ply = (ss-1)->ply + 1;
516 (ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
517 (ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
519 // Used to send selDepth info to GUI
520 if (PvNode && thisThread->maxPly < ss->ply)
521 thisThread->maxPly = ss->ply;
525 // Step 2. Check for aborted search and immediate draw
526 if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
527 return DrawValue[pos.side_to_move()];
529 // Step 3. Mate distance pruning. Even if we mate at the next move our score
530 // would be at best mate_in(ss->ply+1), but if alpha is already bigger because
531 // a shorter mate was found upward in the tree then there is no need to search
532 // further, we will never beat current alpha. Same logic but with reversed signs
533 // applies also in the opposite condition of being mated instead of giving mate,
534 // in this case return a fail-high score.
535 alpha = std::max(mated_in(ss->ply), alpha);
536 beta = std::min(mate_in(ss->ply+1), beta);
541 // Step 4. Transposition table lookup
542 // We don't want the score of a partial search to overwrite a previous full search
543 // TT value, so we use a different position key in case of an excluded move.
544 excludedMove = ss->excludedMove;
545 posKey = excludedMove ? pos.exclusion_key() : pos.key();
546 tte = TT.probe(posKey);
547 ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
548 ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
550 // At PV nodes we check for exact scores, while at non-PV nodes we check for
551 // a fail high/low. Biggest advantage at probing at PV nodes is to have a
552 // smooth experience in analysis mode. We don't probe at Root nodes otherwise
553 // we should also update RootMoveList to avoid bogus output.
555 && tte && tte->depth() >= depth
556 && ( PvNode ? tte->type() == BOUND_EXACT
557 : ttValue >= beta ? (tte->type() & BOUND_LOWER)
558 : (tte->type() & BOUND_UPPER)))
560 assert(ttValue != VALUE_NONE); // Due to depth > DEPTH_NONE
563 ss->currentMove = ttMove; // Can be MOVE_NONE
567 && !pos.is_capture_or_promotion(ttMove)
568 && ttMove != ss->killers[0])
570 ss->killers[1] = ss->killers[0];
571 ss->killers[0] = ttMove;
576 // Step 5. Evaluate the position statically and update parent's gain statistics
578 ss->staticEval = ss->evalMargin = eval = VALUE_NONE;
582 assert(tte->static_value() != VALUE_NONE);
583 assert(ttValue != VALUE_NONE || tte->type() == BOUND_NONE);
585 ss->staticEval = eval = tte->static_value();
586 ss->evalMargin = tte->static_value_margin();
588 // Can ttValue be used as a better position evaluation?
589 if ( ((tte->type() & BOUND_LOWER) && ttValue > eval)
590 || ((tte->type() & BOUND_UPPER) && ttValue < eval))
595 eval = ss->staticEval = evaluate(pos, ss->evalMargin);
596 TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
597 ss->staticEval, ss->evalMargin);
600 // Update gain for the parent non-capture move given the static position
601 // evaluation before and after the move.
602 if ( (move = (ss-1)->currentMove) != MOVE_NULL
603 && (ss-1)->staticEval != VALUE_NONE
604 && ss->staticEval != VALUE_NONE
605 && !pos.captured_piece_type()
606 && type_of(move) == NORMAL)
608 Square to = to_sq(move);
609 H.update_gain(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
612 // Step 6. Razoring (is omitted in PV nodes)
614 && depth < 4 * ONE_PLY
616 && eval + razor_margin(depth) < beta
617 && ttMove == MOVE_NONE
618 && abs(beta) < VALUE_MATE_IN_MAX_PLY
619 && !pos.pawn_on_7th(pos.side_to_move()))
621 Value rbeta = beta - razor_margin(depth);
622 Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
624 // Logically we should return (v + razor_margin(depth)), but
625 // surprisingly this did slightly weaker in tests.
629 // Step 7. Static null move pruning (is omitted in PV nodes)
630 // We're betting that the opponent doesn't have a move that will reduce
631 // the score by more than futility_margin(depth) if we do a null move.
634 && depth < 4 * ONE_PLY
636 && eval - FutilityMargins[depth][0] >= beta
637 && abs(beta) < VALUE_MATE_IN_MAX_PLY
638 && pos.non_pawn_material(pos.side_to_move()))
639 return eval - FutilityMargins[depth][0];
641 // Step 8. Null move search with verification search (is omitted in PV nodes)
647 && abs(beta) < VALUE_MATE_IN_MAX_PLY
648 && pos.non_pawn_material(pos.side_to_move()))
650 ss->currentMove = MOVE_NULL;
652 // Null move dynamic reduction based on depth
653 Depth R = 3 * ONE_PLY + depth / 4;
655 // Null move dynamic reduction based on value
656 if (eval - PawnValueMg > beta)
659 pos.do_null_move<true>(st);
660 (ss+1)->skipNullMove = true;
661 nullValue = depth-R < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
662 : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R);
663 (ss+1)->skipNullMove = false;
664 pos.do_null_move<false>(st);
666 if (nullValue >= beta)
668 // Do not return unproven mate scores
669 if (nullValue >= VALUE_MATE_IN_MAX_PLY)
672 if (depth < 6 * ONE_PLY)
675 // Do verification search at high depths
676 ss->skipNullMove = true;
677 Value v = search<NonPV>(pos, ss, alpha, beta, depth-R);
678 ss->skipNullMove = false;
685 // The null move failed low, which means that we may be faced with
686 // some kind of threat. If the previous move was reduced, check if
687 // the move that refuted the null move was somehow connected to the
688 // move which was reduced. If a connection is found, return a fail
689 // low score (which will cause the reduced move to fail high in the
690 // parent node, which will trigger a re-search with full depth).
691 threatMove = (ss+1)->currentMove;
693 if ( depth < 5 * ONE_PLY
695 && threatMove != MOVE_NONE
696 && connected_moves(pos, (ss-1)->currentMove, threatMove))
701 // Step 9. ProbCut (is omitted in PV nodes)
702 // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
703 // and a reduced search returns a value much above beta, we can (almost) safely
704 // prune the previous move.
706 && depth >= 5 * ONE_PLY
709 && excludedMove == MOVE_NONE
710 && abs(beta) < VALUE_MATE_IN_MAX_PLY)
712 Value rbeta = beta + 200;
713 Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
715 assert(rdepth >= ONE_PLY);
716 assert((ss-1)->currentMove != MOVE_NONE);
717 assert((ss-1)->currentMove != MOVE_NULL);
719 MovePicker mp(pos, ttMove, H, pos.captured_piece_type());
722 while ((move = mp.next_move<false>()) != MOVE_NONE)
723 if (pos.pl_move_is_legal(move, ci.pinned))
725 ss->currentMove = move;
726 pos.do_move(move, st, ci, pos.move_gives_check(move, ci));
727 value = -search<NonPV>(pos, ss+1, -rbeta, -rbeta+1, rdepth);
734 // Step 10. Internal iterative deepening
735 if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
736 && ttMove == MOVE_NONE
737 && (PvNode || (!inCheck && ss->staticEval + Value(256) >= beta)))
739 Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
741 ss->skipNullMove = true;
742 search<PvNode ? PV : NonPV>(pos, ss, alpha, beta, d);
743 ss->skipNullMove = false;
745 tte = TT.probe(posKey);
746 ttMove = tte ? tte->move() : MOVE_NONE;
749 split_point_start: // At split points actual search starts from here
751 MovePicker mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
753 value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
754 singularExtensionNode = !RootNode
756 && depth >= (PvNode ? 6 * ONE_PLY : 8 * ONE_PLY)
757 && ttMove != MOVE_NONE
758 && !excludedMove // Recursive singular search is not allowed
759 && (tte->type() & BOUND_LOWER)
760 && tte->depth() >= depth - 3 * ONE_PLY;
762 // Step 11. Loop through moves
763 // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
764 while ((move = mp.next_move<SpNode>()) != MOVE_NONE)
768 if (move == excludedMove)
771 // At root obey the "searchmoves" option and skip moves not listed in Root
772 // Move List, as a consequence any illegal move is also skipped. In MultiPV
773 // mode we also skip PV moves which have been already searched.
774 if (RootNode && !std::count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
779 // Shared counter cannot be decremented later if move turns out to be illegal
780 if (!pos.pl_move_is_legal(move, ci.pinned))
783 moveCount = ++sp->moveCount;
791 Signals.firstRootMove = (moveCount == 1);
793 if (thisThread == Threads.main_thread() && Time::now() - SearchTime > 2000)
794 sync_cout << "info depth " << depth / ONE_PLY
795 << " currmove " << move_to_uci(move, Chess960)
796 << " currmovenumber " << moveCount + PVIdx << sync_endl;
800 captureOrPromotion = pos.is_capture_or_promotion(move);
801 givesCheck = pos.move_gives_check(move, ci);
802 dangerous = givesCheck
803 || pos.is_passed_pawn_push(move)
804 || type_of(move) == CASTLE
805 || ( captureOrPromotion // Entering a pawn endgame?
806 && type_of(pos.piece_on(to_sq(move))) != PAWN
807 && type_of(move) == NORMAL
808 && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
809 - PieceValue[MG][pos.piece_on(to_sq(move))] == VALUE_ZERO));
811 // Step 12. Extend checks and, in PV nodes, also dangerous moves
812 if (PvNode && dangerous)
815 else if (givesCheck && pos.see_sign(move) >= 0)
818 // Singular extension search. If all moves but one fail low on a search of
819 // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
820 // is singular and should be extended. To verify this we do a reduced search
821 // on all the other moves but the ttMove, if result is lower than ttValue minus
822 // a margin then we extend ttMove.
823 if ( singularExtensionNode
826 && pos.pl_move_is_legal(move, ci.pinned)
827 && abs(ttValue) < VALUE_KNOWN_WIN)
829 assert(ttValue != VALUE_NONE);
831 Value rBeta = ttValue - int(depth);
832 ss->excludedMove = move;
833 ss->skipNullMove = true;
834 value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
835 ss->skipNullMove = false;
836 ss->excludedMove = MOVE_NONE;
839 ext = rBeta >= beta ? ONE_PLY + ONE_PLY / 2 : ONE_PLY;
842 // Update current move (this must be done after singular extension search)
843 newDepth = depth - ONE_PLY + ext;
845 // Step 13. Futility pruning (is omitted in PV nodes)
847 && !captureOrPromotion
851 && (bestValue > VALUE_MATED_IN_MAX_PLY || ( bestValue == -VALUE_INFINITE
852 && alpha > VALUE_MATED_IN_MAX_PLY)))
854 // Move count based pruning
855 if ( depth < 16 * ONE_PLY
856 && moveCount >= FutilityMoveCounts[depth]
857 && (!threatMove || !connected_threat(pos, move, threatMove)))
865 // Value based pruning
866 // We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
867 // but fixing this made program slightly weaker.
868 Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
869 futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
870 + H.gain(pos.piece_moved(move), to_sq(move));
872 if (futilityValue < beta)
880 // Prune moves with negative SEE at low depths
881 if ( predictedDepth < 2 * ONE_PLY
882 && pos.see_sign(move) < 0)
891 // Check for legality only before to do the move
892 if (!pos.pl_move_is_legal(move, ci.pinned))
898 pvMove = PvNode ? moveCount == 1 : false;
899 ss->currentMove = move;
900 if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
901 movesSearched[playedMoveCount++] = move;
903 // Step 14. Make the move
904 pos.do_move(move, st, ci, givesCheck);
906 // Step 15. Reduced depth search (LMR). If the move fails high will be
907 // re-searched at full depth.
908 if ( depth > 3 * ONE_PLY
910 && !captureOrPromotion
912 && ss->killers[0] != move
913 && ss->killers[1] != move)
915 ss->reduction = reduction<PvNode>(depth, moveCount);
916 Depth d = std::max(newDepth - ss->reduction, ONE_PLY);
917 alpha = SpNode ? sp->alpha : alpha;
919 value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
921 doFullDepthSearch = (value > alpha && ss->reduction != DEPTH_ZERO);
922 ss->reduction = DEPTH_ZERO;
925 doFullDepthSearch = !pvMove;
927 // Step 16. Full depth search, when LMR is skipped or fails high
928 if (doFullDepthSearch)
930 alpha = SpNode ? sp->alpha : alpha;
931 value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
932 : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
935 // Only for PV nodes do a full PV search on the first move or after a fail
936 // high, in the latter case search only if value < beta, otherwise let the
937 // parent node to fail low with value <= alpha and to try another move.
938 if (PvNode && (pvMove || (value > alpha && (RootNode || value < beta))))
939 value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
940 : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
942 // Step 17. Undo move
945 assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
947 // Step 18. Check for new best move
951 bestValue = sp->bestValue;
955 // Finished searching the move. If Signals.stop is true, the search
956 // was aborted because the user interrupted the search or because we
957 // ran out of time. In this case, the return value of the search cannot
958 // be trusted, and we don't update the best move and/or PV.
959 if (Signals.stop || thisThread->cutoff_occurred())
964 RootMove& rm = *std::find(RootMoves.begin(), RootMoves.end(), move);
966 // PV move or new best move ?
967 if (pvMove || value > alpha)
970 rm.extract_pv_from_tt(pos);
972 // We record how often the best move has been changed in each
973 // iteration. This information is used for time management: When
974 // the best move changes frequently, we allocate some more time.
975 if (!pvMove && MultiPV == 1)
979 // All other moves but the PV are set to the lowest value, this
980 // is not a problem when sorting becuase sort is stable and move
981 // position in the list is preserved, just the PV is pushed up.
982 rm.score = -VALUE_INFINITE;
985 if (value > bestValue)
988 if (SpNode) sp->bestValue = value;
993 if (SpNode) sp->bestMove = move;
995 if (PvNode && value < beta)
997 alpha = value; // Update alpha here! Always alpha < beta
998 if (SpNode) sp->alpha = value;
1002 if (SpNode) sp->cutoff = true;
1008 // Step 19. Check for splitting the search
1010 && depth >= Threads.min_split_depth()
1012 && Threads.available_slave_exists(thisThread))
1014 bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
1015 depth, threatMove, moveCount, mp, NT);
1023 // Step 20. Check for mate and stalemate
1024 // All legal moves have been searched and if there are no legal moves, it
1025 // must be mate or stalemate. Note that we can have a false positive in
1026 // case of Signals.stop or thread.cutoff_occurred() are set, but this is
1027 // harmless because return value is discarded anyhow in the parent nodes.
1028 // If we are in a singular extension search then return a fail low score.
1029 // A split node has at least one move, the one tried before to be splitted.
1031 return excludedMove ? alpha
1032 : inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
1034 // If we have pruned all the moves without searching return a fail-low score
1035 if (bestValue == -VALUE_INFINITE)
1037 assert(!playedMoveCount);
1042 if (bestValue >= beta) // Failed high
1044 TT.store(posKey, value_to_tt(bestValue, ss->ply), BOUND_LOWER, depth,
1045 bestMove, ss->staticEval, ss->evalMargin);
1047 if (!pos.is_capture_or_promotion(bestMove) && !inCheck)
1049 if (bestMove != ss->killers[0])
1051 ss->killers[1] = ss->killers[0];
1052 ss->killers[0] = bestMove;
1055 // Increase history value of the cut-off move
1056 Value bonus = Value(int(depth) * int(depth));
1057 H.add(pos.piece_moved(bestMove), to_sq(bestMove), bonus);
1059 // Decrease history of all the other played non-capture moves
1060 for (int i = 0; i < playedMoveCount - 1; i++)
1062 Move m = movesSearched[i];
1063 H.add(pos.piece_moved(m), to_sq(m), -bonus);
1067 else // Failed low or PV search
1068 TT.store(posKey, value_to_tt(bestValue, ss->ply),
1069 PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
1070 depth, bestMove, ss->staticEval, ss->evalMargin);
1072 assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
1078 // qsearch() is the quiescence search function, which is called by the main
1079 // search function when the remaining depth is zero (or, to be more precise,
1080 // less than ONE_PLY).
1082 template <NodeType NT>
1083 Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
1085 const bool PvNode = (NT == PV);
1087 assert(NT == PV || NT == NonPV);
1088 assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
1089 assert(PvNode || (alpha == beta - 1));
1090 assert(depth <= DEPTH_ZERO);
1095 Move ttMove, move, bestMove;
1096 Value bestValue, value, ttValue, futilityValue, futilityBase;
1097 bool inCheck, givesCheck, enoughMaterial, evasionPrunable;
1100 inCheck = pos.in_check();
1101 ss->currentMove = bestMove = MOVE_NONE;
1102 ss->ply = (ss-1)->ply + 1;
1104 // Check for an instant draw or maximum ply reached
1105 if (pos.is_draw<true>() || ss->ply > MAX_PLY)
1106 return DrawValue[pos.side_to_move()];
1108 // Transposition table lookup. At PV nodes, we don't use the TT for
1109 // pruning, but only for move ordering.
1111 tte = TT.probe(posKey);
1112 ttMove = tte ? tte->move() : MOVE_NONE;
1113 ttValue = tte ? value_from_tt(tte->value(),ss->ply) : VALUE_NONE;
1115 // Decide whether or not to include checks, this fixes also the type of
1116 // TT entry depth that we are going to use. Note that in qsearch we use
1117 // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
1118 ttDepth = inCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS
1119 : DEPTH_QS_NO_CHECKS;
1120 if ( tte && tte->depth() >= ttDepth
1121 && ( PvNode ? tte->type() == BOUND_EXACT
1122 : ttValue >= beta ? (tte->type() & BOUND_LOWER)
1123 : (tte->type() & BOUND_UPPER)))
1125 assert(ttValue != VALUE_NONE); // Due to ttDepth > DEPTH_NONE
1127 ss->currentMove = ttMove; // Can be MOVE_NONE
1131 // Evaluate the position statically
1134 ss->staticEval = ss->evalMargin = VALUE_NONE;
1135 bestValue = futilityBase = -VALUE_INFINITE;
1136 enoughMaterial = false;
1142 assert(tte->static_value() != VALUE_NONE);
1144 ss->staticEval = bestValue = tte->static_value();
1145 ss->evalMargin = tte->static_value_margin();
1148 ss->staticEval = bestValue = evaluate(pos, ss->evalMargin);
1150 // Stand pat. Return immediately if static value is at least beta
1151 if (bestValue >= beta)
1154 TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER,
1155 DEPTH_NONE, MOVE_NONE, ss->staticEval, ss->evalMargin);
1160 if (PvNode && bestValue > alpha)
1163 futilityBase = ss->staticEval + ss->evalMargin + Value(128);
1164 enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
1167 // Initialize a MovePicker object for the current position, and prepare
1168 // to search the moves. Because the depth is <= 0 here, only captures,
1169 // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
1171 MovePicker mp(pos, ttMove, depth, H, to_sq((ss-1)->currentMove));
1174 // Loop through the moves until no moves remain or a beta cutoff occurs
1175 while ((move = mp.next_move<false>()) != MOVE_NONE)
1177 assert(is_ok(move));
1179 givesCheck = pos.move_gives_check(move, ci);
1187 && type_of(move) != PROMOTION
1188 && !pos.is_passed_pawn_push(move))
1190 futilityValue = futilityBase
1191 + PieceValue[EG][pos.piece_on(to_sq(move))]
1192 + (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
1194 if (futilityValue < beta)
1196 if (futilityValue > bestValue)
1197 bestValue = futilityValue;
1202 // Prune moves with negative or equal SEE
1203 if ( futilityBase < beta
1204 && depth < DEPTH_ZERO
1205 && pos.see(move) <= 0)
1209 // Detect non-capture evasions that are candidate to be pruned
1210 evasionPrunable = !PvNode
1212 && bestValue > VALUE_MATED_IN_MAX_PLY
1213 && !pos.is_capture(move)
1214 && !pos.can_castle(pos.side_to_move());
1216 // Don't search moves with negative SEE values
1218 && (!inCheck || evasionPrunable)
1220 && type_of(move) != PROMOTION
1221 && pos.see_sign(move) < 0)
1224 // Don't search useless checks
1229 && !pos.is_capture_or_promotion(move)
1230 && ss->staticEval + PawnValueMg / 4 < beta
1231 && !check_is_dangerous(pos, move, futilityBase, beta))
1234 // Check for legality only before to do the move
1235 if (!pos.pl_move_is_legal(move, ci.pinned))
1238 ss->currentMove = move;
1240 // Make and search the move
1241 pos.do_move(move, st, ci, givesCheck);
1242 value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
1243 pos.undo_move(move);
1245 assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
1247 // Check for new best move
1248 if (value > bestValue)
1254 if (PvNode && value < beta) // Update alpha here! Always alpha < beta
1261 TT.store(posKey, value_to_tt(value, ss->ply), BOUND_LOWER,
1262 ttDepth, move, ss->staticEval, ss->evalMargin);
1270 // All legal moves have been searched. A special case: If we're in check
1271 // and no legal moves were found, it is checkmate.
1272 if (inCheck && bestValue == -VALUE_INFINITE)
1273 return mated_in(ss->ply); // Plies to mate from the root
1275 TT.store(posKey, value_to_tt(bestValue, ss->ply),
1276 PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
1277 ttDepth, bestMove, ss->staticEval, ss->evalMargin);
1279 assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
1285 // check_is_dangerous() tests if a checking move can be pruned in qsearch().
1286 // bestValue is updated only when returning false because in that case move
1289 bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta)
1291 Bitboard b, occ, oldAtt, newAtt, kingAtt;
1292 Square from, to, ksq;
1296 from = from_sq(move);
1298 them = ~pos.side_to_move();
1299 ksq = pos.king_square(them);
1300 kingAtt = pos.attacks_from<KING>(ksq);
1301 pc = pos.piece_moved(move);
1303 occ = pos.pieces() ^ from ^ ksq;
1304 oldAtt = pos.attacks_from(pc, from, occ);
1305 newAtt = pos.attacks_from(pc, to, occ);
1307 // Rule 1. Checks which give opponent's king at most one escape square are dangerous
1308 b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
1310 if (!more_than_one(b))
1313 // Rule 2. Queen contact check is very dangerous
1314 if (type_of(pc) == QUEEN && (kingAtt & to))
1317 // Rule 3. Creating new double threats with checks
1318 b = pos.pieces(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
1321 // Note that here we generate illegal "double move"!
1322 if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
1330 // connected_moves() tests whether two moves are 'connected' in the sense
1331 // that the first move somehow made the second move possible (for instance
1332 // if the moving piece is the same in both moves). The first move is assumed
1333 // to be the move that was made to reach the current position, while the
1334 // second move is assumed to be a move from the current position.
1336 bool connected_moves(const Position& pos, Move m1, Move m2) {
1338 Square f1, t1, f2, t2;
1345 // Case 1: The moving piece is the same in both moves
1351 // Case 2: The destination square for m2 was vacated by m1
1357 // Case 3: Moving through the vacated square
1358 p2 = pos.piece_on(f2);
1359 if (piece_is_slider(p2) && (between_bb(f2, t2) & f1))
1362 // Case 4: The destination square for m2 is defended by the moving piece in m1
1363 p1 = pos.piece_on(t1);
1364 if (pos.attacks_from(p1, t1) & t2)
1367 // Case 5: Discovered check, checking piece is the piece moved in m1
1368 ksq = pos.king_square(pos.side_to_move());
1369 if ( piece_is_slider(p1)
1370 && (between_bb(t1, ksq) & f2)
1371 && (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
1378 // value_to_tt() adjusts a mate score from "plies to mate from the root" to
1379 // "plies to mate from the current position". Non-mate scores are unchanged.
1380 // The function is called before storing a value to the transposition table.
1382 Value value_to_tt(Value v, int ply) {
1384 assert(v != VALUE_NONE);
1386 return v >= VALUE_MATE_IN_MAX_PLY ? v + ply
1387 : v <= VALUE_MATED_IN_MAX_PLY ? v - ply : v;
1391 // value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score
1392 // from the transposition table (where refers to the plies to mate/be mated
1393 // from current position) to "plies to mate/be mated from the root".
1395 Value value_from_tt(Value v, int ply) {
1397 return v == VALUE_NONE ? VALUE_NONE
1398 : v >= VALUE_MATE_IN_MAX_PLY ? v - ply
1399 : v <= VALUE_MATED_IN_MAX_PLY ? v + ply : v;
1403 // connected_threat() tests whether it is safe to forward prune a move or if
1404 // is somehow connected to the threat move returned by null search.
1406 bool connected_threat(const Position& pos, Move m, Move threat) {
1409 assert(is_ok(threat));
1410 assert(!pos.is_capture_or_promotion(m));
1411 assert(!pos.is_passed_pawn_push(m));
1413 Square mfrom, mto, tfrom, tto;
1417 tfrom = from_sq(threat);
1418 tto = to_sq(threat);
1420 // Case 1: Don't prune moves which move the threatened piece
1424 // Case 2: If the threatened piece has value less than or equal to the
1425 // value of the threatening piece, don't prune moves which defend it.
1426 if ( pos.is_capture(threat)
1427 && ( PieceValue[MG][pos.piece_on(tfrom)] >= PieceValue[MG][pos.piece_on(tto)]
1428 || type_of(pos.piece_on(tfrom)) == KING)
1429 && pos.move_attacks_square(m, tto))
1432 // Case 3: If the moving piece in the threatened move is a slider, don't
1433 // prune safe moves which block its ray.
1434 if ( piece_is_slider(pos.piece_on(tfrom))
1435 && (between_bb(tfrom, tto) & mto)
1436 && pos.see_sign(m) >= 0)
1443 // When playing with strength handicap choose best move among the MultiPV set
1444 // using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
1446 Move do_skill_level() {
1448 assert(MultiPV > 1);
1452 // PRNG sequence should be not deterministic
1453 for (int i = Time::now() % 50; i > 0; i--)
1454 rk.rand<unsigned>();
1456 // RootMoves are already sorted by score in descending order
1457 size_t size = std::min(MultiPV, RootMoves.size());
1458 int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg);
1459 int weakness = 120 - 2 * SkillLevel;
1460 int max_s = -VALUE_INFINITE;
1461 Move best = MOVE_NONE;
1463 // Choose best move. For each move score we add two terms both dependent on
1464 // weakness, one deterministic and bigger for weaker moves, and one random,
1465 // then we choose the move with the resulting highest score.
1466 for (size_t i = 0; i < size; i++)
1468 int s = RootMoves[i].score;
1470 // Don't allow crazy blunders even at very low skills
1471 if (i > 0 && RootMoves[i-1].score > s + 2 * PawnValueMg)
1474 // This is our magic formula
1475 s += ( weakness * int(RootMoves[0].score - s)
1476 + variance * (rk.rand<unsigned>() % weakness)) / 128;
1481 best = RootMoves[i].pv[0];
1488 // uci_pv() formats PV information according to UCI protocol. UCI requires
1489 // to send all the PV lines also if are still to be searched and so refer to
1490 // the previous search score.
1492 string uci_pv(const Position& pos, int depth, Value alpha, Value beta) {
1494 std::stringstream s;
1495 Time::point elaspsed = Time::now() - SearchTime + 1;
1498 for (size_t i = 0; i < Threads.size(); i++)
1499 if (Threads[i].maxPly > selDepth)
1500 selDepth = Threads[i].maxPly;
1502 for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
1504 bool updated = (i <= PVIdx);
1506 if (depth == 1 && !updated)
1509 int d = (updated ? depth : depth - 1);
1510 Value v = (updated ? RootMoves[i].score : RootMoves[i].prevScore);
1512 if (s.rdbuf()->in_avail())
1515 s << "info depth " << d
1516 << " seldepth " << selDepth
1517 << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
1518 << " nodes " << pos.nodes_searched()
1519 << " nps " << pos.nodes_searched() * 1000 / elaspsed
1520 << " time " << elaspsed
1521 << " multipv " << i + 1
1524 for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
1525 s << " " << move_to_uci(RootMoves[i].pv[j], Chess960);
1534 /// RootMove::extract_pv_from_tt() builds a PV by adding moves from the TT table.
1535 /// We consider also failing high nodes and not only BOUND_EXACT nodes so to
1536 /// allow to always have a ponder move even when we fail high at root, and a
1537 /// long PV to print that is important for position analysis.
1539 void RootMove::extract_pv_from_tt(Position& pos) {
1541 StateInfo state[MAX_PLY_PLUS_2], *st = state;
1546 assert(m != MOVE_NONE && pos.is_pseudo_legal(m));
1550 pos.do_move(m, *st++);
1552 while ( (tte = TT.probe(pos.key())) != NULL
1553 && (m = tte->move()) != MOVE_NONE // Local copy, TT entry could change
1554 && pos.is_pseudo_legal(m)
1555 && pos.pl_move_is_legal(m, pos.pinned_pieces())
1557 && (!pos.is_draw<false>() || ply < 2))
1560 pos.do_move(m, *st++);
1563 pv.push_back(MOVE_NONE);
1565 do pos.undo_move(pv[--ply]); while (ply);
1569 /// RootMove::insert_pv_in_tt() is called at the end of a search iteration, and
1570 /// inserts the PV back into the TT. This makes sure the old PV moves are searched
1571 /// first, even if the old TT entries have been overwritten.
1573 void RootMove::insert_pv_in_tt(Position& pos) {
1575 StateInfo state[MAX_PLY_PLUS_2], *st = state;
1578 Value v, m = VALUE_NONE;
1581 assert(pv[ply] != MOVE_NONE && pos.is_pseudo_legal(pv[ply]));
1587 // Don't overwrite existing correct entries
1588 if (!tte || tte->move() != pv[ply])
1590 v = (pos.in_check() ? VALUE_NONE : evaluate(pos, m));
1591 TT.store(k, VALUE_NONE, BOUND_NONE, DEPTH_NONE, pv[ply], v, m);
1593 pos.do_move(pv[ply], *st++);
1595 } while (pv[++ply] != MOVE_NONE);
1597 do pos.undo_move(pv[--ply]); while (ply);
1601 /// Thread::idle_loop() is where the thread is parked when it has no work to do
1603 void Thread::idle_loop() {
1605 // Pointer 'sp_master', if non-NULL, points to the active SplitPoint
1606 // object for which the thread is the master.
1607 const SplitPoint* sp_master = splitPointsCnt ? curSplitPoint : NULL;
1609 assert(!sp_master || (sp_master->master == this && is_searching));
1611 // If this thread is the master of a split point and all slaves have
1612 // finished their work at this split point, return from the idle loop.
1613 while (!sp_master || sp_master->slavesMask)
1615 // If we are not searching, wait for a condition to be signaled
1616 // instead of wasting CPU time polling for work.
1619 || (!is_searching && Threads.use_sleeping_threads()))
1627 // Grab the lock to avoid races with Thread::wake_up()
1630 // If we are master and all slaves have finished don't go to sleep
1631 if (sp_master && !sp_master->slavesMask)
1637 // Do sleep after retesting sleep conditions under lock protection, in
1638 // particular we need to avoid a deadlock in case a master thread has,
1639 // in the meanwhile, allocated us and sent the wake_up() call before we
1640 // had the chance to grab the lock.
1641 if (do_sleep || !is_searching)
1642 sleepCondition.wait(mutex);
1647 // If this thread has been assigned work, launch a search
1650 assert(!do_sleep && !do_exit);
1652 Threads.mutex.lock();
1654 assert(is_searching);
1655 SplitPoint* sp = curSplitPoint;
1657 Threads.mutex.unlock();
1659 Stack ss[MAX_PLY_PLUS_2];
1660 Position pos(*sp->pos, this);
1662 memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
1667 assert(sp->activePositions[idx] == NULL);
1669 sp->activePositions[idx] = &pos;
1671 if (sp->nodeType == Root)
1672 search<SplitPointRoot>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
1673 else if (sp->nodeType == PV)
1674 search<SplitPointPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
1675 else if (sp->nodeType == NonPV)
1676 search<SplitPointNonPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
1680 assert(is_searching);
1682 is_searching = false;
1683 sp->activePositions[idx] = NULL;
1684 sp->slavesMask &= ~(1ULL << idx);
1685 sp->nodes += pos.nodes_searched();
1687 // Wake up master thread so to allow it to return from the idle loop in
1688 // case we are the last slave of the split point.
1689 if ( Threads.use_sleeping_threads()
1690 && this != sp->master
1693 assert(!sp->master->is_searching);
1694 sp->master->wake_up();
1697 // After releasing the lock we cannot access anymore any SplitPoint
1698 // related data in a safe way becuase it could have been released under
1699 // our feet by the sp master. Also accessing other Thread objects is
1700 // unsafe because if we are exiting there is a chance are already freed.
1707 /// check_time() is called by the timer thread when the timer triggers. It is
1708 /// used to print debug info and, more important, to detect when we are out of
1709 /// available time and so stop the search.
1713 static Time::point lastInfoTime = Time::now();
1714 int64_t nodes = 0; // Workaround silly 'uninitialized' gcc warning
1716 if (Time::now() - lastInfoTime >= 1000)
1718 lastInfoTime = Time::now();
1727 Threads.mutex.lock();
1729 nodes = RootPosition.nodes_searched();
1731 // Loop across all split points and sum accumulated SplitPoint nodes plus
1732 // all the currently active slaves positions.
1733 for (size_t i = 0; i < Threads.size(); i++)
1734 for (int j = 0; j < Threads[i].splitPointsCnt; j++)
1736 SplitPoint& sp = Threads[i].splitPoints[j];
1741 Bitboard sm = sp.slavesMask;
1744 Position* pos = sp.activePositions[pop_lsb(&sm)];
1745 nodes += pos ? pos->nodes_searched() : 0;
1751 Threads.mutex.unlock();
1754 Time::point elapsed = Time::now() - SearchTime;
1755 bool stillAtFirstMove = Signals.firstRootMove
1756 && !Signals.failedLowAtRoot
1757 && elapsed > TimeMgr.available_time();
1759 bool noMoreTime = elapsed > TimeMgr.maximum_time() - 2 * TimerResolution
1760 || stillAtFirstMove;
1762 if ( (Limits.use_time_management() && noMoreTime)
1763 || (Limits.movetime && elapsed >= Limits.movetime)
1764 || (Limits.nodes && nodes >= Limits.nodes))
1765 Signals.stop = true;