2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2010 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/>.
39 #include "ucioption.h"
46 // Set to true to force running with one thread. Used for debugging
47 const bool FakeSplit = false;
49 // Different node types, used as template parameter
50 enum NodeType { Root, PV, NonPV, SplitPointPV, SplitPointNonPV };
52 // RootMove struct is used for moves at the root of the tree. For each root
53 // move, we store two scores, a node count, and a PV (really a refutation
54 // in the case of moves which fail low). Value pv_score is normally set at
55 // -VALUE_INFINITE for all non-pv moves, while non_pv_score is computed
56 // according to the order in which moves are returned by MovePicker.
60 RootMove(const RootMove& rm) { *this = rm; }
61 RootMove& operator=(const RootMove& rm);
63 // RootMove::operator<() is the comparison function used when
64 // sorting the moves. A move m1 is considered to be better
65 // than a move m2 if it has an higher pv_score, or if it has
66 // equal pv_score but m1 has the higher non_pv_score. In this way
67 // we are guaranteed that PV moves are always sorted as first.
68 bool operator<(const RootMove& m) const {
69 return pv_score != m.pv_score ? pv_score < m.pv_score
70 : non_pv_score < m.non_pv_score;
73 void extract_pv_from_tt(Position& pos);
74 void insert_pv_in_tt(Position& pos);
79 Move pv[PLY_MAX_PLUS_2];
82 // RootMoveList struct is just a vector of RootMove objects,
83 // with an handful of methods above the standard ones.
84 struct RootMoveList : public std::vector<RootMove> {
86 typedef std::vector<RootMove> Base;
88 void init(Position& pos, Move searchMoves[]);
89 void sort() { insertion_sort<RootMove, Base::iterator>(begin(), end()); }
90 void sort_first(int n) { insertion_sort<RootMove, Base::iterator>(begin(), begin() + n); }
98 // Lookup table to check if a Piece is a slider and its access function
99 const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
100 inline bool piece_is_slider(Piece p) { return Slidings[p]; }
104 // Maximum depth for razoring
105 const Depth RazorDepth = 4 * ONE_PLY;
107 // Dynamic razoring margin based on depth
108 inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
110 // Maximum depth for use of dynamic threat detection when null move fails low
111 const Depth ThreatDepth = 5 * ONE_PLY;
113 // Step 9. Internal iterative deepening
115 // Minimum depth for use of internal iterative deepening
116 const Depth IIDDepth[] = { 8 * ONE_PLY, 5 * ONE_PLY };
118 // At Non-PV nodes we do an internal iterative deepening search
119 // when the static evaluation is bigger then beta - IIDMargin.
120 const Value IIDMargin = Value(0x100);
122 // Step 11. Decide the new search depth
124 // Extensions. Array index 0 is used for non-PV nodes, index 1 for PV nodes
125 const Depth CheckExtension[] = { ONE_PLY / 2, ONE_PLY / 1 };
126 const Depth PawnEndgameExtension[] = { ONE_PLY / 1, ONE_PLY / 1 };
127 const Depth PawnPushTo7thExtension[] = { ONE_PLY / 2, ONE_PLY / 2 };
128 const Depth PassedPawnExtension[] = { DEPTH_ZERO, ONE_PLY / 2 };
130 // Minimum depth for use of singular extension
131 const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
133 // Step 12. Futility pruning
135 // Futility margin for quiescence search
136 const Value FutilityMarginQS = Value(0x80);
138 // Futility lookup tables (initialized at startup) and their access functions
139 Value FutilityMargins[16][64]; // [depth][moveNumber]
140 int FutilityMoveCounts[32]; // [depth]
142 inline Value futility_margin(Depth d, int mn) {
144 return d < 7 * ONE_PLY ? FutilityMargins[Max(d, 1)][Min(mn, 63)]
145 : 2 * VALUE_INFINITE;
148 inline int futility_move_count(Depth d) {
150 return d < 16 * ONE_PLY ? FutilityMoveCounts[d] : MAX_MOVES;
153 // Step 14. Reduced search
155 // Reduction lookup tables (initialized at startup) and their access function
156 int8_t Reductions[2][64][64]; // [pv][depth][moveNumber]
158 template <bool PvNode> inline Depth reduction(Depth d, int mn) {
160 return (Depth) Reductions[PvNode][Min(d / ONE_PLY, 63)][Min(mn, 63)];
163 // Easy move margin. An easy move candidate must be at least this much
164 // better than the second best move.
165 const Value EasyMoveMargin = Value(0x200);
168 /// Namespace variables
174 int MultiPV, UCIMultiPV;
176 // Time management variables
177 bool StopOnPonderhit, FirstRootMove, StopRequest, QuitRequest, AspirationFailLow;
182 std::ofstream LogFile;
184 // Skill level adjustment
186 bool SkillLevelEnabled;
188 // Node counters, used only by thread[0] but try to keep in different cache
189 // lines (64 bytes each) from the heavy multi-thread read accessed variables.
190 bool SendSearchedNodes;
192 int NodesBetweenPolls = 30000;
200 Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove);
202 template <NodeType NT>
203 Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
205 template <NodeType NT>
206 Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
208 bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
209 bool connected_moves(const Position& pos, Move m1, Move m2);
210 Value value_to_tt(Value v, int ply);
211 Value value_from_tt(Value v, int ply);
212 bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
213 bool connected_threat(const Position& pos, Move m, Move threat);
214 Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
215 void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
216 void update_gains(const Position& pos, Move move, Value before, Value after);
217 void do_skill_level(Move* best, Move* ponder);
219 int current_search_time(int set = 0);
220 std::string score_to_uci(Value v, Value alpha, Value beta);
221 std::string speed_to_uci(int64_t nodes);
222 std::string pv_to_uci(Move pv[], int pvNum);
223 std::string depth_to_uci(Depth depth);
224 void poll(const Position& pos);
225 void wait_for_stop_or_ponderhit();
227 // MovePickerExt template class extends MovePicker and allows to choose at compile
228 // time the proper moves source according to the type of node. In the default case
229 // we simply create and use a standard MovePicker object.
230 template<NodeType> struct MovePickerExt : public MovePicker {
232 MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
233 : MovePicker(p, ttm, d, h, ss, b) {}
235 RootMove& current() { assert(false); return Rml[0]; } // Dummy, needed to compile
238 // In case of a SpNode we use split point's shared MovePicker object as moves source
239 template<> struct MovePickerExt<SplitPointNonPV> : public MovePickerExt<NonPV> {
241 MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
242 : MovePickerExt<NonPV>(p, ttm, d, h, ss, b), mp(ss->sp->mp) {}
244 Move get_next_move() { return mp->get_next_move(); }
248 template<> struct MovePickerExt<SplitPointPV> : public MovePickerExt<SplitPointNonPV> {
250 MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
251 : MovePickerExt<SplitPointNonPV>(p, ttm, d, h, ss, b) {}
254 // In case of a Root node we use RootMoveList as moves source
255 template<> struct MovePickerExt<Root> : public MovePicker {
257 MovePickerExt(const Position&, Move, Depth, const History&, SearchStack*, Value);
258 RootMove& current() { return Rml[cur]; }
259 Move get_next_move() { return ++cur < (int)Rml.size() ? Rml[cur].pv[0] : MOVE_NONE; }
264 // Overload operator<<() to make it easier to print moves in a coordinate
265 // notation compatible with UCI protocol.
266 std::ostream& operator<<(std::ostream& os, Move m) {
268 bool chess960 = (os.iword(0) != 0); // See set960()
269 return os << move_to_uci(m, chess960);
272 // When formatting a move for std::cout we must know if we are in Chess960
273 // or not. To keep using the handy operator<<() on the move the trick is to
274 // embed this flag in the stream itself. Function-like named enum set960 is
275 // used as a custom manipulator and the stream internal general-purpose array,
276 // accessed through ios_base::iword(), is used to pass the flag to the move's
277 // operator<<() that will read it to properly format castling moves.
280 std::ostream& operator<< (std::ostream& os, const set960& f) {
282 os.iword(0) = int(f);
286 // extension() decides whether a move should be searched with normal depth,
287 // or with extended depth. Certain classes of moves (checking moves, in
288 // particular) are searched with bigger depth than ordinary moves and in
289 // any case are marked as 'dangerous'. Note that also if a move is not
290 // extended, as example because the corresponding UCI option is set to zero,
291 // the move is marked as 'dangerous' so, at least, we avoid to prune it.
292 template <bool PvNode>
293 FORCE_INLINE Depth extension(const Position& pos, Move m, bool captureOrPromotion,
294 bool moveIsCheck, bool* dangerous) {
295 assert(m != MOVE_NONE);
297 Depth result = DEPTH_ZERO;
298 *dangerous = moveIsCheck;
300 if (moveIsCheck && pos.see_sign(m) >= 0)
301 result += CheckExtension[PvNode];
303 if (piece_type(pos.piece_on(move_from(m))) == PAWN)
305 Color c = pos.side_to_move();
306 if (relative_rank(c, move_to(m)) == RANK_7)
308 result += PawnPushTo7thExtension[PvNode];
311 if (pos.pawn_is_passed(c, move_to(m)))
313 result += PassedPawnExtension[PvNode];
318 if ( captureOrPromotion
319 && piece_type(pos.piece_on(move_to(m))) != PAWN
320 && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
321 - piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO)
322 && !move_is_special(m))
324 result += PawnEndgameExtension[PvNode];
328 return Min(result, ONE_PLY);
334 /// init_search() is called during startup to initialize various lookup tables
338 int d; // depth (ONE_PLY == 2)
339 int hd; // half depth (ONE_PLY == 1)
342 // Init reductions array
343 for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
345 double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
346 double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
347 Reductions[1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
348 Reductions[0][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
351 // Init futility margins array
352 for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
353 FutilityMargins[d][mc] = Value(112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45);
355 // Init futility move count array
356 for (d = 0; d < 32; d++)
357 FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(d, 2.0));
361 /// perft() is our utility to verify move generation. All the leaf nodes up to
362 /// the given depth are generated and counted and the sum returned.
364 int64_t perft(Position& pos, Depth depth) {
366 MoveStack mlist[MAX_MOVES];
371 // Generate all legal moves
372 MoveStack* last = generate<MV_LEGAL>(pos, mlist);
374 // If we are at the last ply we don't need to do and undo
375 // the moves, just to count them.
376 if (depth <= ONE_PLY)
377 return int(last - mlist);
379 // Loop through all legal moves
381 for (MoveStack* cur = mlist; cur != last; cur++)
384 pos.do_move(m, st, ci, pos.move_gives_check(m, ci));
385 sum += perft(pos, depth - ONE_PLY);
392 /// think() is the external interface to Stockfish's search, and is called when
393 /// the program receives the UCI 'go' command. It initializes various global
394 /// variables, and calls id_loop(). It returns false when a "quit" command is
395 /// received during the search.
397 bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) {
401 // Initialize global search-related variables
402 StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = SendSearchedNodes = false;
404 current_search_time(get_system_time());
406 TimeMgr.init(Limits, pos.full_moves());
408 // Set output steram in normal or chess960 mode
409 cout << set960(pos.is_chess960());
411 // Set best NodesBetweenPolls interval to avoid lagging under time pressure
413 NodesBetweenPolls = Min(Limits.maxNodes, 30000);
414 else if (Limits.time && Limits.time < 1000)
415 NodesBetweenPolls = 1000;
416 else if (Limits.time && Limits.time < 5000)
417 NodesBetweenPolls = 5000;
419 NodesBetweenPolls = 30000;
421 // Look for a book move
422 if (Options["OwnBook"].value<bool>())
424 if (Options["Book File"].value<std::string>() != book.name())
425 book.open(Options["Book File"].value<std::string>());
427 Move bookMove = book.get_move(pos, Options["Best Book Move"].value<bool>());
428 if (bookMove != MOVE_NONE)
431 wait_for_stop_or_ponderhit();
433 cout << "bestmove " << bookMove << endl;
439 UCIMultiPV = Options["MultiPV"].value<int>();
440 SkillLevel = Options["Skill Level"].value<int>();
442 read_evaluation_uci_options(pos.side_to_move());
443 Threads.read_uci_options();
445 // If needed allocate pawn and material hash tables and adjust TT size
446 Threads.init_hash_tables();
447 TT.set_size(Options["Hash"].value<int>());
449 if (Options["Clear Hash"].value<bool>())
451 Options["Clear Hash"].set_value("false");
455 // Do we have to play with skill handicap? In this case enable MultiPV that
456 // we will use behind the scenes to retrieve a set of possible moves.
457 SkillLevelEnabled = (SkillLevel < 20);
458 MultiPV = (SkillLevelEnabled ? Max(UCIMultiPV, 4) : UCIMultiPV);
460 // Wake up needed threads and reset maxPly counter
461 for (int i = 0; i < Threads.size(); i++)
463 Threads[i].wake_up();
464 Threads[i].maxPly = 0;
467 // Write to log file and keep it open to be accessed during the search
468 if (Options["Use Search Log"].value<bool>())
470 std::string name = Options["Search Log Filename"].value<std::string>();
471 LogFile.open(name.c_str(), std::ios::out | std::ios::app);
473 if (LogFile.is_open())
474 LogFile << "\nSearching: " << pos.to_fen()
475 << "\ninfinite: " << Limits.infinite
476 << " ponder: " << Limits.ponder
477 << " time: " << Limits.time
478 << " increment: " << Limits.increment
479 << " moves to go: " << Limits.movesToGo
483 // We're ready to start thinking. Call the iterative deepening loop function
484 Move ponderMove = MOVE_NONE;
485 Move bestMove = id_loop(pos, searchMoves, &ponderMove);
487 // Write final search statistics and close log file
488 if (LogFile.is_open())
490 int t = current_search_time();
492 LogFile << "Nodes: " << pos.nodes_searched()
493 << "\nNodes/second: " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
494 << "\nBest move: " << move_to_san(pos, bestMove);
497 pos.do_move(bestMove, st);
498 LogFile << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
499 pos.undo_move(bestMove); // Return from think() with unchanged position
503 // This makes all the threads to go to sleep
506 // If we are pondering or in infinite search, we shouldn't print the
507 // best move before we are told to do so.
508 if (!StopRequest && (Limits.ponder || Limits.infinite))
509 wait_for_stop_or_ponderhit();
511 // Could be MOVE_NONE when searching on a stalemate position
512 cout << "bestmove " << bestMove;
514 // UCI protol is not clear on allowing sending an empty ponder move, instead
515 // it is clear that ponder move is optional. So skip it if empty.
516 if (ponderMove != MOVE_NONE)
517 cout << " ponder " << ponderMove;
527 // id_loop() is the main iterative deepening loop. It calls search() repeatedly
528 // with increasing depth until the allocated thinking time has been consumed,
529 // user stops the search, or the maximum search depth is reached.
531 Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove) {
533 SearchStack ss[PLY_MAX_PLUS_2];
534 Value bestValues[PLY_MAX_PLUS_2];
535 int bestMoveChanges[PLY_MAX_PLUS_2];
536 int depth, aspirationDelta;
537 Value value, alpha, beta;
538 Move bestMove, easyMove, skillBest, skillPonder;
540 // Initialize stuff before a new search
541 memset(ss, 0, 4 * sizeof(SearchStack));
544 *ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE;
545 depth = aspirationDelta = 0;
546 alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
547 ss->currentMove = MOVE_NULL; // Hack to skip update_gains()
549 // Moves to search are verified and copied
550 Rml.init(pos, searchMoves);
552 // Handle special case of searching on a mate/stalemate position
555 cout << "info" << depth_to_uci(DEPTH_ZERO)
556 << score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW, alpha, beta) << endl;
561 // Iterative deepening loop until requested to stop or target depth reached
562 while (!StopRequest && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth))
564 Rml.bestMoveChanges = 0;
566 // Calculate dynamic aspiration window based on previous iterations
567 if (MultiPV == 1 && depth >= 5 && abs(bestValues[depth - 1]) < VALUE_KNOWN_WIN)
569 int prevDelta1 = bestValues[depth - 1] - bestValues[depth - 2];
570 int prevDelta2 = bestValues[depth - 2] - bestValues[depth - 3];
572 aspirationDelta = Min(Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24);
573 aspirationDelta = (aspirationDelta + 7) / 8 * 8; // Round to match grainSize
575 alpha = Max(bestValues[depth - 1] - aspirationDelta, -VALUE_INFINITE);
576 beta = Min(bestValues[depth - 1] + aspirationDelta, VALUE_INFINITE);
579 // Start with a small aspiration window and, in case of fail high/low,
580 // research with bigger window until not failing high/low anymore.
582 // Search starting from ss+1 to allow calling update_gains()
583 value = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
585 // Write PV back to transposition table in case the relevant entries
586 // have been overwritten during the search.
587 for (int i = 0; i < Min(MultiPV, (int)Rml.size()); i++)
588 Rml[i].insert_pv_in_tt(pos);
590 // Value cannot be trusted. Break out immediately!
594 // Send full PV info to GUI if we are going to leave the loop or
595 // if we have a fail high/low and we are deep in the search.
596 if ((value > alpha && value < beta) || current_search_time() > 2000)
597 for (int i = 0; i < Min(UCIMultiPV, (int)Rml.size()); i++)
599 << depth_to_uci(depth * ONE_PLY)
600 << score_to_uci(Rml[i].pv_score, alpha, beta)
601 << speed_to_uci(pos.nodes_searched())
602 << pv_to_uci(Rml[i].pv, i + 1) << endl;
604 // In case of failing high/low increase aspiration window and research,
605 // otherwise exit the fail high/low loop.
608 beta = Min(beta + aspirationDelta, VALUE_INFINITE);
609 aspirationDelta += aspirationDelta / 2;
611 else if (value <= alpha)
613 AspirationFailLow = true;
614 StopOnPonderhit = false;
616 alpha = Max(alpha - aspirationDelta, -VALUE_INFINITE);
617 aspirationDelta += aspirationDelta / 2;
622 } while (abs(value) < VALUE_KNOWN_WIN);
624 // Collect info about search result
625 bestMove = Rml[0].pv[0];
626 *ponderMove = Rml[0].pv[1];
627 bestValues[depth] = value;
628 bestMoveChanges[depth] = Rml.bestMoveChanges;
630 // Do we need to pick now the best and the ponder moves ?
631 if (SkillLevelEnabled && depth == 1 + SkillLevel)
632 do_skill_level(&skillBest, &skillPonder);
634 if (LogFile.is_open())
635 LogFile << pretty_pv(pos, depth, value, current_search_time(), Rml[0].pv) << endl;
637 // Init easyMove after first iteration or drop if differs from the best move
638 if (depth == 1 && (Rml.size() == 1 || Rml[0].pv_score > Rml[1].pv_score + EasyMoveMargin))
640 else if (bestMove != easyMove)
641 easyMove = MOVE_NONE;
643 // Check for some early stop condition
644 if (!StopRequest && Limits.useTimeManagement())
646 // Stop search early when the last two iterations returned a mate score
648 && abs(bestValues[depth]) >= VALUE_MATE_IN_PLY_MAX
649 && abs(bestValues[depth - 1]) >= VALUE_MATE_IN_PLY_MAX)
652 // Stop search early if one move seems to be much better than the
653 // others or if there is only a single legal move. Also in the latter
654 // case we search up to some depth anyway to get a proper score.
656 && easyMove == bestMove
658 ||( Rml[0].nodes > (pos.nodes_searched() * 85) / 100
659 && current_search_time() > TimeMgr.available_time() / 16)
660 ||( Rml[0].nodes > (pos.nodes_searched() * 98) / 100
661 && current_search_time() > TimeMgr.available_time() / 32)))
664 // Take in account some extra time if the best move has changed
665 if (depth > 4 && depth < 50)
666 TimeMgr.pv_instability(bestMoveChanges[depth], bestMoveChanges[depth - 1]);
668 // Stop search if most of available time is already consumed. We probably don't
669 // have enough time to search the first move at the next iteration anyway.
670 if (current_search_time() > (TimeMgr.available_time() * 62) / 100)
673 // If we are allowed to ponder do not stop the search now but keep pondering
674 if (StopRequest && Limits.ponder)
677 StopOnPonderhit = true;
682 // When using skills overwrite best and ponder moves with the sub-optimal ones
683 if (SkillLevelEnabled)
685 if (skillBest == MOVE_NONE) // Still unassigned ?
686 do_skill_level(&skillBest, &skillPonder);
688 bestMove = skillBest;
689 *ponderMove = skillPonder;
696 // search<>() is the main search function for both PV and non-PV nodes and for
697 // normal and SplitPoint nodes. When called just after a split point the search
698 // is simpler because we have already probed the hash table, done a null move
699 // search, and searched the first move before splitting, we don't have to repeat
700 // all this work again. We also don't need to store anything to the hash table
701 // here: This is taken care of after we return from the split point.
703 template <NodeType NT>
704 Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
706 const bool PvNode = (NT == PV || NT == Root || NT == SplitPointPV);
707 const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV);
708 const bool RootNode = (NT == Root);
710 assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
711 assert(beta > alpha && beta <= VALUE_INFINITE);
712 assert(PvNode || alpha == beta - 1);
713 assert(pos.thread() >= 0 && pos.thread() < Threads.size());
715 Move movesSearched[MAX_MOVES];
720 Move ttMove, move, excludedMove, threatMove;
723 Value bestValue, value, oldAlpha;
724 Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
725 bool isPvMove, inCheck, singularExtensionNode, givesCheck, captureOrPromotion, dangerous;
726 int moveCount = 0, playedMoveCount = 0;
727 Thread& thread = Threads[pos.thread()];
728 SplitPoint* sp = NULL;
730 refinedValue = bestValue = value = -VALUE_INFINITE;
732 inCheck = pos.in_check();
733 ss->ply = (ss-1)->ply + 1;
735 // Used to send selDepth info to GUI
736 if (PvNode && thread.maxPly < ss->ply)
737 thread.maxPly = ss->ply;
743 ttMove = excludedMove = MOVE_NONE;
744 threatMove = sp->threatMove;
745 goto split_point_start;
748 // Step 1. Initialize node and poll. Polling can abort search
749 ss->currentMove = ss->bestMove = threatMove = (ss+1)->excludedMove = MOVE_NONE;
750 (ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
751 (ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
753 if (pos.thread() == 0 && ++NodesSincePoll > NodesBetweenPolls)
759 // Step 2. Check for aborted search and immediate draw
761 || pos.is_draw<false>()
762 || ss->ply > PLY_MAX) && !RootNode)
765 // Step 3. Mate distance pruning
768 alpha = Max(value_mated_in(ss->ply), alpha);
769 beta = Min(value_mate_in(ss->ply+1), beta);
774 // Step 4. Transposition table lookup
775 // We don't want the score of a partial search to overwrite a previous full search
776 // TT value, so we use a different position key in case of an excluded move.
777 excludedMove = ss->excludedMove;
778 posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
780 tte = TT.probe(posKey);
781 ttMove = tte ? tte->move() : MOVE_NONE;
783 // At PV nodes we check for exact scores, while at non-PV nodes we check for
784 // a fail high/low. Biggest advantage at probing at PV nodes is to have a
785 // smooth experience in analysis mode.
786 if (tte && (PvNode ? tte->depth() >= depth && tte->type() == VALUE_TYPE_EXACT
787 : ok_to_use_TT(tte, depth, beta, ss->ply)))
790 ss->bestMove = ttMove; // Can be MOVE_NONE
791 return value_from_tt(tte->value(), ss->ply);
794 // Step 5. Evaluate the position statically and update parent's gain statistics
796 ss->eval = ss->evalMargin = VALUE_NONE;
799 assert(tte->static_value() != VALUE_NONE);
801 ss->eval = tte->static_value();
802 ss->evalMargin = tte->static_value_margin();
803 refinedValue = refine_eval(tte, ss->eval, ss->ply);
807 refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
808 TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
811 // Save gain for the parent non-capture move
812 update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
814 // Step 6. Razoring (is omitted in PV nodes)
816 && depth < RazorDepth
818 && refinedValue + razor_margin(depth) < beta
819 && ttMove == MOVE_NONE
820 && abs(beta) < VALUE_MATE_IN_PLY_MAX
821 && !pos.has_pawn_on_7th(pos.side_to_move()))
823 Value rbeta = beta - razor_margin(depth);
824 Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
826 // Logically we should return (v + razor_margin(depth)), but
827 // surprisingly this did slightly weaker in tests.
831 // Step 7. Static null move pruning (is omitted in PV nodes)
832 // We're betting that the opponent doesn't have a move that will reduce
833 // the score by more than futility_margin(depth) if we do a null move.
836 && depth < RazorDepth
838 && refinedValue - futility_margin(depth, 0) >= beta
839 && abs(beta) < VALUE_MATE_IN_PLY_MAX
840 && pos.non_pawn_material(pos.side_to_move()))
841 return refinedValue - futility_margin(depth, 0);
843 // Step 8. Null move search with verification search (is omitted in PV nodes)
848 && refinedValue >= beta
849 && abs(beta) < VALUE_MATE_IN_PLY_MAX
850 && pos.non_pawn_material(pos.side_to_move()))
852 ss->currentMove = MOVE_NULL;
854 // Null move dynamic reduction based on depth
855 int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
857 // Null move dynamic reduction based on value
858 if (refinedValue - PawnValueMidgame > beta)
861 pos.do_null_move(st);
862 (ss+1)->skipNullMove = true;
863 nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
864 : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY);
865 (ss+1)->skipNullMove = false;
866 pos.undo_null_move();
868 if (nullValue >= beta)
870 // Do not return unproven mate scores
871 if (nullValue >= VALUE_MATE_IN_PLY_MAX)
874 if (depth < 6 * ONE_PLY)
877 // Do verification search at high depths
878 ss->skipNullMove = true;
879 Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY);
880 ss->skipNullMove = false;
887 // The null move failed low, which means that we may be faced with
888 // some kind of threat. If the previous move was reduced, check if
889 // the move that refuted the null move was somehow connected to the
890 // move which was reduced. If a connection is found, return a fail
891 // low score (which will cause the reduced move to fail high in the
892 // parent node, which will trigger a re-search with full depth).
893 threatMove = (ss+1)->bestMove;
895 if ( depth < ThreatDepth
897 && threatMove != MOVE_NONE
898 && connected_moves(pos, (ss-1)->currentMove, threatMove))
903 // Step 9. ProbCut (is omitted in PV nodes)
904 // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
905 // and a reduced search returns a value much above beta, we can (almost) safely
906 // prune the previous move.
908 && depth >= RazorDepth + ONE_PLY
911 && excludedMove == MOVE_NONE
912 && abs(beta) < VALUE_MATE_IN_PLY_MAX)
914 Value rbeta = beta + 200;
915 Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
917 assert(rdepth >= ONE_PLY);
919 MovePicker mp(pos, ttMove, H, pos.captured_piece_type());
922 while ((move = mp.get_next_move()) != MOVE_NONE)
923 if (pos.pl_move_is_legal(move, ci.pinned))
925 pos.do_move(move, st, ci, pos.move_gives_check(move, ci));
926 value = -search<NonPV>(pos, ss+1, -rbeta, -rbeta+1, rdepth);
933 // Step 10. Internal iterative deepening
934 if ( depth >= IIDDepth[PvNode]
935 && ttMove == MOVE_NONE
936 && (PvNode || (!inCheck && ss->eval + IIDMargin >= beta)))
938 Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
940 ss->skipNullMove = true;
941 search<PvNode ? PV : NonPV>(pos, ss, alpha, beta, d);
942 ss->skipNullMove = false;
944 tte = TT.probe(posKey);
945 ttMove = tte ? tte->move() : MOVE_NONE;
948 split_point_start: // At split points actual search starts from here
950 // Initialize a MovePicker object for the current position
951 MovePickerExt<NT> mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
953 ss->bestMove = MOVE_NONE;
954 futilityBase = ss->eval + ss->evalMargin;
955 singularExtensionNode = !RootNode
957 && depth >= SingularExtensionDepth[PvNode]
958 && ttMove != MOVE_NONE
959 && !excludedMove // Do not allow recursive singular extension search
960 && (tte->type() & VALUE_TYPE_LOWER)
961 && tte->depth() >= depth - 3 * ONE_PLY;
964 lock_grab(&(sp->lock));
965 bestValue = sp->bestValue;
968 // Step 11. Loop through moves
969 // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
970 while ( bestValue < beta
971 && (move = mp.get_next_move()) != MOVE_NONE
972 && !thread.cutoff_occurred())
974 assert(move_is_ok(move));
976 if (move == excludedMove)
979 // At PV and SpNode nodes we want the moves to be legal
980 if ((PvNode || SpNode) && !pos.pl_move_is_legal(move, ci.pinned))
985 moveCount = ++sp->moveCount;
986 lock_release(&(sp->lock));
993 // This is used by time management
994 FirstRootMove = (moveCount == 1);
996 // Save the current node count before the move is searched
997 nodes = pos.nodes_searched();
999 // If it's time to send nodes info, do it here where we have the
1000 // correct accumulated node counts searched by each thread.
1001 if (SendSearchedNodes)
1003 SendSearchedNodes = false;
1004 cout << "info" << speed_to_uci(pos.nodes_searched()) << endl;
1007 // For long searches send to GUI current move
1008 if (current_search_time() > 2000)
1009 cout << "info" << depth_to_uci(depth)
1010 << " currmove " << move << " currmovenumber " << moveCount << endl;
1013 // At Root and at first iteration do a PV search on all the moves to score root moves
1014 isPvMove = (PvNode && moveCount <= (RootNode ? depth <= ONE_PLY ? MAX_MOVES : MultiPV : 1));
1015 givesCheck = pos.move_gives_check(move, ci);
1016 captureOrPromotion = pos.move_is_capture_or_promotion(move);
1018 // Step 12. Decide the new search depth
1019 ext = extension<PvNode>(pos, move, captureOrPromotion, givesCheck, &dangerous);
1021 // Singular extension search. If all moves but one fail low on a search of
1022 // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
1023 // is singular and should be extended. To verify this we do a reduced search
1024 // on all the other moves but the ttMove, if result is lower than ttValue minus
1025 // a margin then we extend ttMove.
1026 if ( singularExtensionNode
1028 && pos.pl_move_is_legal(move, ci.pinned)
1031 Value ttValue = value_from_tt(tte->value(), ss->ply);
1033 if (abs(ttValue) < VALUE_KNOWN_WIN)
1035 Value rBeta = ttValue - int(depth);
1036 ss->excludedMove = move;
1037 ss->skipNullMove = true;
1038 Value v = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
1039 ss->skipNullMove = false;
1040 ss->excludedMove = MOVE_NONE;
1041 ss->bestMove = MOVE_NONE;
1047 // Update current move (this must be done after singular extension search)
1048 newDepth = depth - ONE_PLY + ext;
1050 // Step 13. Futility pruning (is omitted in PV nodes)
1052 && !captureOrPromotion
1056 && !move_is_castle(move))
1058 // Move count based pruning
1059 if ( moveCount >= futility_move_count(depth)
1060 && (!threatMove || !connected_threat(pos, move, threatMove))
1061 && bestValue > VALUE_MATED_IN_PLY_MAX) // FIXME bestValue is racy
1064 lock_grab(&(sp->lock));
1069 // Value based pruning
1070 // We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
1071 // but fixing this made program slightly weaker.
1072 Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
1073 futilityValueScaled = futilityBase + futility_margin(predictedDepth, moveCount)
1074 + H.gain(pos.piece_on(move_from(move)), move_to(move));
1076 if (futilityValueScaled < beta)
1080 lock_grab(&(sp->lock));
1081 if (futilityValueScaled > sp->bestValue)
1082 sp->bestValue = bestValue = futilityValueScaled;
1084 else if (futilityValueScaled > bestValue)
1085 bestValue = futilityValueScaled;
1090 // Prune moves with negative SEE at low depths
1091 if ( predictedDepth < 2 * ONE_PLY
1092 && bestValue > VALUE_MATED_IN_PLY_MAX
1093 && pos.see_sign(move) < 0)
1096 lock_grab(&(sp->lock));
1102 // Check for legality only before to do the move
1103 if (!pos.pl_move_is_legal(move, ci.pinned))
1109 ss->currentMove = move;
1111 // Step 14. Make the move
1112 pos.do_move(move, st, ci, givesCheck);
1114 if (!SpNode && !captureOrPromotion)
1115 movesSearched[playedMoveCount++] = move;
1117 // Step extra. pv search (only in PV nodes)
1118 // The first move in list is the expected PV
1120 value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
1121 : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
1124 // Step 15. Reduced depth search
1125 // If the move fails high will be re-searched at full depth.
1126 bool doFullDepthSearch = true;
1127 alpha = SpNode ? sp->alpha : alpha;
1129 if ( depth > 3 * ONE_PLY
1130 && !captureOrPromotion
1132 && !move_is_castle(move)
1133 && ss->killers[0] != move
1134 && ss->killers[1] != move)
1136 ss->reduction = reduction<PvNode>(depth, moveCount);
1139 Depth d = newDepth - ss->reduction;
1140 value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
1141 : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
1142 doFullDepthSearch = (value > alpha);
1144 ss->reduction = DEPTH_ZERO; // Restore original reduction
1147 // Step 16. Full depth search
1148 if (doFullDepthSearch)
1150 alpha = SpNode ? sp->alpha : alpha;
1151 value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
1152 : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
1154 // Step extra. pv search (only in PV nodes)
1155 // Search only for possible new PV nodes, if instead value >= beta then
1156 // parent node fails low with value <= alpha and tries another move.
1157 if (PvNode && value > alpha && (RootNode || value < beta))
1158 value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
1159 : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
1163 // Step 17. Undo move
1164 pos.undo_move(move);
1166 assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
1168 // Step 18. Check for new best move
1171 lock_grab(&(sp->lock));
1172 bestValue = sp->bestValue;
1176 if (value > bestValue && !(SpNode && thread.cutoff_occurred()))
1181 sp->bestValue = value;
1183 if (!RootNode && value > alpha)
1185 if (PvNode && value < beta) // We want always alpha < beta
1193 sp->is_betaCutoff = true;
1195 ss->bestMove = move;
1198 sp->ss->bestMove = move;
1204 // Finished searching the move. If StopRequest is true, the search
1205 // was aborted because the user interrupted the search or because we
1206 // ran out of time. In this case, the return value of the search cannot
1207 // be trusted, and we break out of the loop without updating the best
1212 // Remember searched nodes counts for this move
1213 mp.current().nodes += pos.nodes_searched() - nodes;
1215 // PV move or new best move ?
1216 if (isPvMove || value > alpha)
1219 ss->bestMove = move;
1220 mp.current().pv_score = value;
1221 mp.current().extract_pv_from_tt(pos);
1223 // We record how often the best move has been changed in each
1224 // iteration. This information is used for time management: When
1225 // the best move changes frequently, we allocate some more time.
1226 if (!isPvMove && MultiPV == 1)
1227 Rml.bestMoveChanges++;
1229 // It is critical that sorting is done with a stable algorithm
1230 // because all the values but the first are usually set to
1231 // -VALUE_INFINITE and we want to keep the same order for all
1232 // the moves but the new PV that goes to head.
1233 Rml.sort_first(moveCount);
1235 // Update alpha. In multi-pv we don't use aspiration window, so set
1236 // alpha equal to minimum score among the PV lines searched so far.
1238 alpha = Rml[Min(moveCount, MultiPV) - 1].pv_score;
1239 else if (value > alpha)
1243 // All other moves but the PV are set to the lowest value, this
1244 // is not a problem when sorting becuase sort is stable and move
1245 // position in the list is preserved, just the PV is pushed up.
1246 mp.current().pv_score = -VALUE_INFINITE;
1250 // Step 19. Check for split
1253 && depth >= Threads.min_split_depth()
1255 && Threads.available_slave_exists(pos.thread())
1257 && !thread.cutoff_occurred())
1258 Threads.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
1259 threatMove, moveCount, &mp, PvNode);
1262 // Step 20. Check for mate and stalemate
1263 // All legal moves have been searched and if there are
1264 // no legal moves, it must be mate or stalemate.
1265 // If one move was excluded return fail low score.
1266 if (!SpNode && !moveCount)
1267 return excludedMove ? oldAlpha : inCheck ? value_mated_in(ss->ply) : VALUE_DRAW;
1269 // Step 21. Update tables
1270 // If the search is not aborted, update the transposition table,
1271 // history counters, and killer moves.
1272 if (!SpNode && !StopRequest && !thread.cutoff_occurred())
1274 move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
1275 vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
1276 : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
1278 TT.store(posKey, value_to_tt(bestValue, ss->ply), vt, depth, move, ss->eval, ss->evalMargin);
1280 // Update killers and history only for non capture moves that fails high
1281 if ( bestValue >= beta
1282 && !pos.move_is_capture_or_promotion(move))
1284 if (move != ss->killers[0])
1286 ss->killers[1] = ss->killers[0];
1287 ss->killers[0] = move;
1289 update_history(pos, move, depth, movesSearched, playedMoveCount);
1295 // Here we have the lock still grabbed
1296 sp->is_slave[pos.thread()] = false;
1297 sp->nodes += pos.nodes_searched();
1298 lock_release(&(sp->lock));
1301 assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
1306 // qsearch() is the quiescence search function, which is called by the main
1307 // search function when the remaining depth is zero (or, to be more precise,
1308 // less than ONE_PLY).
1310 template <NodeType NT>
1311 Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
1313 const bool PvNode = (NT == PV);
1315 assert(NT == PV || NT == NonPV);
1316 assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
1317 assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
1318 assert(PvNode || alpha == beta - 1);
1320 assert(pos.thread() >= 0 && pos.thread() < Threads.size());
1324 Value bestValue, value, evalMargin, futilityValue, futilityBase;
1325 bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
1328 Value oldAlpha = alpha;
1330 ss->bestMove = ss->currentMove = MOVE_NONE;
1331 ss->ply = (ss-1)->ply + 1;
1333 // Check for an instant draw or maximum ply reached
1334 if (pos.is_draw<true>() || ss->ply > PLY_MAX)
1337 // Decide whether or not to include checks, this fixes also the type of
1338 // TT entry depth that we are going to use. Note that in qsearch we use
1339 // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
1340 inCheck = pos.in_check();
1341 ttDepth = (inCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS);
1343 // Transposition table lookup. At PV nodes, we don't use the TT for
1344 // pruning, but only for move ordering.
1345 tte = TT.probe(pos.get_key());
1346 ttMove = (tte ? tte->move() : MOVE_NONE);
1348 if (!PvNode && tte && ok_to_use_TT(tte, ttDepth, beta, ss->ply))
1350 ss->bestMove = ttMove; // Can be MOVE_NONE
1351 return value_from_tt(tte->value(), ss->ply);
1354 // Evaluate the position statically
1357 bestValue = futilityBase = -VALUE_INFINITE;
1358 ss->eval = evalMargin = VALUE_NONE;
1359 enoughMaterial = false;
1365 assert(tte->static_value() != VALUE_NONE);
1367 evalMargin = tte->static_value_margin();
1368 ss->eval = bestValue = tte->static_value();
1371 ss->eval = bestValue = evaluate(pos, evalMargin);
1373 // Stand pat. Return immediately if static value is at least beta
1374 if (bestValue >= beta)
1377 TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
1382 if (PvNode && bestValue > alpha)
1385 // Futility pruning parameters, not needed when in check
1386 futilityBase = ss->eval + evalMargin + FutilityMarginQS;
1387 enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
1390 // Initialize a MovePicker object for the current position, and prepare
1391 // to search the moves. Because the depth is <= 0 here, only captures,
1392 // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
1394 MovePicker mp(pos, ttMove, depth, H, move_to((ss-1)->currentMove));
1397 // Loop through the moves until no moves remain or a beta cutoff occurs
1398 while ( alpha < beta
1399 && (move = mp.get_next_move()) != MOVE_NONE)
1401 assert(move_is_ok(move));
1403 givesCheck = pos.move_gives_check(move, ci);
1411 && !move_is_promotion(move)
1412 && !pos.move_is_passed_pawn_push(move))
1414 futilityValue = futilityBase
1415 + piece_value_endgame(pos.piece_on(move_to(move)))
1416 + (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO);
1418 if (futilityValue < alpha)
1420 if (futilityValue > bestValue)
1421 bestValue = futilityValue;
1425 // Prune moves with negative or equal SEE
1426 if ( futilityBase < beta
1427 && depth < DEPTH_ZERO
1428 && pos.see(move) <= 0)
1432 // Detect non-capture evasions that are candidate to be pruned
1433 evasionPrunable = !PvNode
1435 && bestValue > VALUE_MATED_IN_PLY_MAX
1436 && !pos.move_is_capture(move)
1437 && !pos.can_castle(pos.side_to_move());
1439 // Don't search moves with negative SEE values
1441 && (!inCheck || evasionPrunable)
1443 && !move_is_promotion(move)
1444 && pos.see_sign(move) < 0)
1447 // Don't search useless checks
1452 && !pos.move_is_capture_or_promotion(move)
1453 && ss->eval + PawnValueMidgame / 4 < beta
1454 && !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
1456 if (ss->eval + PawnValueMidgame / 4 > bestValue)
1457 bestValue = ss->eval + PawnValueMidgame / 4;
1462 // Check for legality only before to do the move
1463 if (!pos.pl_move_is_legal(move, ci.pinned))
1466 // Update current move
1467 ss->currentMove = move;
1469 // Make and search the move
1470 pos.do_move(move, st, ci, givesCheck);
1471 value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth-ONE_PLY);
1472 pos.undo_move(move);
1474 assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
1477 if (value > bestValue)
1483 ss->bestMove = move;
1488 // All legal moves have been searched. A special case: If we're in check
1489 // and no legal moves were found, it is checkmate.
1490 if (inCheck && bestValue == -VALUE_INFINITE)
1491 return value_mated_in(ss->ply);
1493 // Update transposition table
1494 ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
1495 TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
1497 assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
1503 // check_is_dangerous() tests if a checking move can be pruned in qsearch().
1504 // bestValue is updated only when returning false because in that case move
1507 bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bestValue)
1509 Bitboard b, occ, oldAtt, newAtt, kingAtt;
1510 Square from, to, ksq, victimSq;
1513 Value futilityValue, bv = *bestValue;
1515 from = move_from(move);
1517 them = opposite_color(pos.side_to_move());
1518 ksq = pos.king_square(them);
1519 kingAtt = pos.attacks_from<KING>(ksq);
1520 pc = pos.piece_on(from);
1522 occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL << ksq);
1523 oldAtt = pos.attacks_from(pc, from, occ);
1524 newAtt = pos.attacks_from(pc, to, occ);
1526 // Rule 1. Checks which give opponent's king at most one escape square are dangerous
1527 b = kingAtt & ~pos.pieces_of_color(them) & ~newAtt & ~(1ULL << to);
1529 if (!(b && (b & (b - 1))))
1532 // Rule 2. Queen contact check is very dangerous
1533 if ( piece_type(pc) == QUEEN
1534 && bit_is_set(kingAtt, to))
1537 // Rule 3. Creating new double threats with checks
1538 b = pos.pieces_of_color(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
1542 victimSq = pop_1st_bit(&b);
1543 futilityValue = futilityBase + piece_value_endgame(pos.piece_on(victimSq));
1545 // Note that here we generate illegal "double move"!
1546 if ( futilityValue >= beta
1547 && pos.see_sign(make_move(from, victimSq)) >= 0)
1550 if (futilityValue > bv)
1554 // Update bestValue only if check is not dangerous (because we will prune the move)
1560 // connected_moves() tests whether two moves are 'connected' in the sense
1561 // that the first move somehow made the second move possible (for instance
1562 // if the moving piece is the same in both moves). The first move is assumed
1563 // to be the move that was made to reach the current position, while the
1564 // second move is assumed to be a move from the current position.
1566 bool connected_moves(const Position& pos, Move m1, Move m2) {
1568 Square f1, t1, f2, t2;
1571 assert(m1 && move_is_ok(m1));
1572 assert(m2 && move_is_ok(m2));
1574 // Case 1: The moving piece is the same in both moves
1580 // Case 2: The destination square for m2 was vacated by m1
1586 // Case 3: Moving through the vacated square
1587 if ( piece_is_slider(pos.piece_on(f2))
1588 && bit_is_set(squares_between(f2, t2), f1))
1591 // Case 4: The destination square for m2 is defended by the moving piece in m1
1592 p = pos.piece_on(t1);
1593 if (bit_is_set(pos.attacks_from(p, t1), t2))
1596 // Case 5: Discovered check, checking piece is the piece moved in m1
1597 if ( piece_is_slider(p)
1598 && bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), f2)
1599 && !bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), t2))
1601 // discovered_check_candidates() works also if the Position's side to
1602 // move is the opposite of the checking piece.
1603 Color them = opposite_color(pos.side_to_move());
1604 Bitboard dcCandidates = pos.discovered_check_candidates(them);
1606 if (bit_is_set(dcCandidates, f2))
1613 // value_to_tt() adjusts a mate score from "plies to mate from the root" to
1614 // "plies to mate from the current ply". Non-mate scores are unchanged.
1615 // The function is called before storing a value to the transposition table.
1617 Value value_to_tt(Value v, int ply) {
1619 if (v >= VALUE_MATE_IN_PLY_MAX)
1622 if (v <= VALUE_MATED_IN_PLY_MAX)
1629 // value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score from
1630 // the transposition table to a mate score corrected for the current ply.
1632 Value value_from_tt(Value v, int ply) {
1634 if (v >= VALUE_MATE_IN_PLY_MAX)
1637 if (v <= VALUE_MATED_IN_PLY_MAX)
1644 // connected_threat() tests whether it is safe to forward prune a move or if
1645 // is somehow connected to the threat move returned by null search.
1647 bool connected_threat(const Position& pos, Move m, Move threat) {
1649 assert(move_is_ok(m));
1650 assert(threat && move_is_ok(threat));
1651 assert(!pos.move_is_capture_or_promotion(m));
1652 assert(!pos.move_is_passed_pawn_push(m));
1654 Square mfrom, mto, tfrom, tto;
1656 mfrom = move_from(m);
1658 tfrom = move_from(threat);
1659 tto = move_to(threat);
1661 // Case 1: Don't prune moves which move the threatened piece
1665 // Case 2: If the threatened piece has value less than or equal to the
1666 // value of the threatening piece, don't prune moves which defend it.
1667 if ( pos.move_is_capture(threat)
1668 && ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto))
1669 || piece_type(pos.piece_on(tfrom)) == KING)
1670 && pos.move_attacks_square(m, tto))
1673 // Case 3: If the moving piece in the threatened move is a slider, don't
1674 // prune safe moves which block its ray.
1675 if ( piece_is_slider(pos.piece_on(tfrom))
1676 && bit_is_set(squares_between(tfrom, tto), mto)
1677 && pos.see_sign(m) >= 0)
1684 // ok_to_use_TT() returns true if a transposition table score
1685 // can be used at a given point in search.
1687 bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
1689 Value v = value_from_tt(tte->value(), ply);
1691 return ( tte->depth() >= depth
1692 || v >= Max(VALUE_MATE_IN_PLY_MAX, beta)
1693 || v < Min(VALUE_MATED_IN_PLY_MAX, beta))
1695 && ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta)
1696 || ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
1700 // refine_eval() returns the transposition table score if
1701 // possible otherwise falls back on static position evaluation.
1703 Value refine_eval(const TTEntry* tte, Value defaultEval, int ply) {
1707 Value v = value_from_tt(tte->value(), ply);
1709 if ( ((tte->type() & VALUE_TYPE_LOWER) && v >= defaultEval)
1710 || ((tte->type() & VALUE_TYPE_UPPER) && v < defaultEval))
1717 // update_history() registers a good move that produced a beta-cutoff
1718 // in history and marks as failures all the other moves of that ply.
1720 void update_history(const Position& pos, Move move, Depth depth,
1721 Move movesSearched[], int moveCount) {
1723 Value bonus = Value(int(depth) * int(depth));
1725 H.update(pos.piece_on(move_from(move)), move_to(move), bonus);
1727 for (int i = 0; i < moveCount - 1; i++)
1729 m = movesSearched[i];
1733 H.update(pos.piece_on(move_from(m)), move_to(m), -bonus);
1738 // update_gains() updates the gains table of a non-capture move given
1739 // the static position evaluation before and after the move.
1741 void update_gains(const Position& pos, Move m, Value before, Value after) {
1744 && before != VALUE_NONE
1745 && after != VALUE_NONE
1746 && pos.captured_piece_type() == PIECE_TYPE_NONE
1747 && !move_is_special(m))
1748 H.update_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
1752 // current_search_time() returns the number of milliseconds which have passed
1753 // since the beginning of the current search.
1755 int current_search_time(int set) {
1757 static int searchStartTime;
1760 searchStartTime = set;
1762 return get_system_time() - searchStartTime;
1766 // score_to_uci() converts a value to a string suitable for use with the UCI
1767 // protocol specifications:
1769 // cp <x> The score from the engine's point of view in centipawns.
1770 // mate <y> Mate in y moves, not plies. If the engine is getting mated
1771 // use negative values for y.
1773 std::string score_to_uci(Value v, Value alpha, Value beta) {
1775 std::stringstream s;
1777 if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
1778 s << " score cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to centipawns
1780 s << " score mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
1782 s << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
1788 // speed_to_uci() returns a string with time stats of current search suitable
1789 // to be sent to UCI gui.
1791 std::string speed_to_uci(int64_t nodes) {
1793 std::stringstream s;
1794 int t = current_search_time();
1796 s << " nodes " << nodes
1797 << " nps " << (t > 0 ? int(nodes * 1000 / t) : 0)
1803 // pv_to_uci() returns a string with information on the current PV line
1804 // formatted according to UCI specification.
1806 std::string pv_to_uci(Move pv[], int pvNum) {
1808 std::stringstream s;
1810 s << " multipv " << pvNum << " pv ";
1812 for ( ; *pv != MOVE_NONE; pv++)
1818 // depth_to_uci() returns a string with information on the current depth and
1819 // seldepth formatted according to UCI specification.
1821 std::string depth_to_uci(Depth depth) {
1823 std::stringstream s;
1825 // Retrieve max searched depth among threads
1827 for (int i = 0; i < Threads.size(); i++)
1828 if (Threads[i].maxPly > selDepth)
1829 selDepth = Threads[i].maxPly;
1831 s << " depth " << depth / ONE_PLY << " seldepth " << selDepth;
1837 // poll() performs two different functions: It polls for user input, and it
1838 // looks at the time consumed so far and decides if it's time to abort the
1841 void poll(const Position& pos) {
1843 static int lastInfoTime;
1844 int t = current_search_time();
1847 if (input_available())
1849 // We are line oriented, don't read single chars
1850 std::string command;
1852 if (!std::getline(std::cin, command) || command == "quit")
1854 // Quit the program as soon as possible
1855 Limits.ponder = false;
1856 QuitRequest = StopRequest = true;
1859 else if (command == "stop")
1861 // Stop calculating as soon as possible, but still send the "bestmove"
1862 // and possibly the "ponder" token when finishing the search.
1863 Limits.ponder = false;
1866 else if (command == "ponderhit")
1868 // The opponent has played the expected move. GUI sends "ponderhit" if
1869 // we were told to ponder on the same move the opponent has played. We
1870 // should continue searching but switching from pondering to normal search.
1871 Limits.ponder = false;
1873 if (StopOnPonderhit)
1878 // Print search information
1882 else if (lastInfoTime > t)
1883 // HACK: Must be a new search where we searched less than
1884 // NodesBetweenPolls nodes during the first second of search.
1887 else if (t - lastInfoTime >= 1000)
1892 dbg_print_hit_rate();
1894 // Send info on searched nodes as soon as we return to root
1895 SendSearchedNodes = true;
1898 // Should we stop the search?
1902 bool stillAtFirstMove = FirstRootMove
1903 && !AspirationFailLow
1904 && t > TimeMgr.available_time();
1906 bool noMoreTime = t > TimeMgr.maximum_time()
1907 || stillAtFirstMove;
1909 if ( (Limits.useTimeManagement() && noMoreTime)
1910 || (Limits.maxTime && t >= Limits.maxTime)
1911 || (Limits.maxNodes && pos.nodes_searched() >= Limits.maxNodes)) // FIXME
1916 // wait_for_stop_or_ponderhit() is called when the maximum depth is reached
1917 // while the program is pondering. The point is to work around a wrinkle in
1918 // the UCI protocol: When pondering, the engine is not allowed to give a
1919 // "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
1920 // We simply wait here until one of these commands is sent, and return,
1921 // after which the bestmove and pondermove will be printed.
1923 void wait_for_stop_or_ponderhit() {
1925 std::string command;
1927 // Wait for a command from stdin
1928 while ( std::getline(std::cin, command)
1929 && command != "ponderhit" && command != "stop" && command != "quit") {};
1931 if (command != "ponderhit" && command != "stop")
1932 QuitRequest = true; // Must be "quit" or getline() returned false
1936 // When playing with strength handicap choose best move among the MultiPV set
1937 // using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
1938 void do_skill_level(Move* best, Move* ponder) {
1940 assert(MultiPV > 1);
1944 // Rml list is already sorted by pv_score in descending order
1946 int max_s = -VALUE_INFINITE;
1947 int size = Min(MultiPV, (int)Rml.size());
1948 int max = Rml[0].pv_score;
1949 int var = Min(max - Rml[size - 1].pv_score, PawnValueMidgame);
1950 int wk = 120 - 2 * SkillLevel;
1952 // PRNG sequence should be non deterministic
1953 for (int i = abs(get_system_time() % 50); i > 0; i--)
1954 rk.rand<unsigned>();
1956 // Choose best move. For each move's score we add two terms both dependent
1957 // on wk, one deterministic and bigger for weaker moves, and one random,
1958 // then we choose the move with the resulting highest score.
1959 for (int i = 0; i < size; i++)
1961 s = Rml[i].pv_score;
1963 // Don't allow crazy blunders even at very low skills
1964 if (i > 0 && Rml[i-1].pv_score > s + EasyMoveMargin)
1967 // This is our magical formula
1968 s += ((max - s) * wk + var * (rk.rand<unsigned>() % wk)) / 128;
1973 *best = Rml[i].pv[0];
1974 *ponder = Rml[i].pv[1];
1980 /// RootMove and RootMoveList method's definitions
1982 RootMove::RootMove() {
1985 pv_score = non_pv_score = -VALUE_INFINITE;
1989 RootMove& RootMove::operator=(const RootMove& rm) {
1991 const Move* src = rm.pv;
1994 // Avoid a costly full rm.pv[] copy
1995 do *dst++ = *src; while (*src++ != MOVE_NONE);
1998 pv_score = rm.pv_score;
1999 non_pv_score = rm.non_pv_score;
2003 void RootMoveList::init(Position& pos, Move searchMoves[]) {
2005 MoveStack mlist[MAX_MOVES];
2009 bestMoveChanges = 0;
2011 // Generate all legal moves and add them to RootMoveList
2012 MoveStack* last = generate<MV_LEGAL>(pos, mlist);
2013 for (MoveStack* cur = mlist; cur != last; cur++)
2015 // If we have a searchMoves[] list then verify cur->move
2016 // is in the list before to add it.
2017 for (sm = searchMoves; *sm && *sm != cur->move; sm++) {}
2019 if (searchMoves[0] && *sm != cur->move)
2023 rm.pv[0] = cur->move;
2024 rm.pv[1] = MOVE_NONE;
2025 rm.pv_score = -VALUE_INFINITE;
2030 // extract_pv_from_tt() builds a PV by adding moves from the transposition table.
2031 // We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
2032 // allow to always have a ponder move even when we fail high at root and also a
2033 // long PV to print that is important for position analysis.
2035 void RootMove::extract_pv_from_tt(Position& pos) {
2037 StateInfo state[PLY_MAX_PLUS_2], *st = state;
2041 assert(pv[0] != MOVE_NONE && pos.move_is_pl(pv[0]));
2043 pos.do_move(pv[0], *st++);
2045 while ( (tte = TT.probe(pos.get_key())) != NULL
2046 && tte->move() != MOVE_NONE
2047 && pos.move_is_pl(tte->move())
2048 && pos.pl_move_is_legal(tte->move(), pos.pinned_pieces(pos.side_to_move()))
2050 && (!pos.is_draw<false>() || ply < 2))
2052 pv[ply] = tte->move();
2053 pos.do_move(pv[ply++], *st++);
2055 pv[ply] = MOVE_NONE;
2057 do pos.undo_move(pv[--ply]); while (ply);
2060 // insert_pv_in_tt() is called at the end of a search iteration, and inserts
2061 // the PV back into the TT. This makes sure the old PV moves are searched
2062 // first, even if the old TT entries have been overwritten.
2064 void RootMove::insert_pv_in_tt(Position& pos) {
2066 StateInfo state[PLY_MAX_PLUS_2], *st = state;
2069 Value v, m = VALUE_NONE;
2072 assert(pv[0] != MOVE_NONE && pos.move_is_pl(pv[0]));
2078 // Don't overwrite existing correct entries
2079 if (!tte || tte->move() != pv[ply])
2081 v = (pos.in_check() ? VALUE_NONE : evaluate(pos, m));
2082 TT.store(k, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[ply], v, m);
2084 pos.do_move(pv[ply], *st++);
2086 } while (pv[++ply] != MOVE_NONE);
2088 do pos.undo_move(pv[--ply]); while (ply);
2091 // Specializations for MovePickerExt in case of Root node
2092 MovePickerExt<Root>::MovePickerExt(const Position& p, Move ttm, Depth d,
2093 const History& h, SearchStack* ss, Value b)
2094 : MovePicker(p, ttm, d, h, ss, b), cur(-1) {
2096 Value score = VALUE_ZERO;
2098 // Score root moves using standard ordering used in main search, the moves
2099 // are scored according to the order in which they are returned by MovePicker.
2100 // This is the second order score that is used to compare the moves when
2101 // the first orders pv_score of both moves are equal.
2102 while ((move = MovePicker::get_next_move()) != MOVE_NONE)
2103 for (RootMoveList::iterator rm = Rml.begin(); rm != Rml.end(); ++rm)
2104 if (rm->pv[0] == move)
2106 rm->non_pv_score = score--;
2116 // ThreadsManager::idle_loop() is where the threads are parked when they have no work
2117 // to do. The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
2118 // object for which the current thread is the master.
2120 void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
2122 assert(threadID >= 0 && threadID < MAX_THREADS);
2129 // Slave threads can exit as soon as AllThreadsShouldExit raises,
2130 // master should exit as last one.
2131 if (allThreadsShouldExit)
2134 threads[threadID].state = Thread::TERMINATED;
2138 // If we are not thinking, wait for a condition to be signaled
2139 // instead of wasting CPU time polling for work.
2140 while ( threadID >= activeThreads
2141 || threads[threadID].state == Thread::INITIALIZING
2142 || (useSleepingThreads && threads[threadID].state == Thread::AVAILABLE))
2144 assert(!sp || useSleepingThreads);
2145 assert(threadID != 0 || useSleepingThreads);
2147 if (threads[threadID].state == Thread::INITIALIZING)
2148 threads[threadID].state = Thread::AVAILABLE;
2150 // Grab the lock to avoid races with Thread::wake_up()
2151 lock_grab(&threads[threadID].sleepLock);
2153 // If we are master and all slaves have finished do not go to sleep
2154 for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
2155 allFinished = (i == activeThreads);
2157 if (allFinished || allThreadsShouldExit)
2159 lock_release(&threads[threadID].sleepLock);
2163 // Do sleep here after retesting sleep conditions
2164 if (threadID >= activeThreads || threads[threadID].state == Thread::AVAILABLE)
2165 cond_wait(&threads[threadID].sleepCond, &threads[threadID].sleepLock);
2167 lock_release(&threads[threadID].sleepLock);
2170 // If this thread has been assigned work, launch a search
2171 if (threads[threadID].state == Thread::WORKISWAITING)
2173 assert(!allThreadsShouldExit);
2175 threads[threadID].state = Thread::SEARCHING;
2177 // Copy split point position and search stack and call search()
2178 // with SplitPoint template parameter set to true.
2179 SearchStack ss[PLY_MAX_PLUS_2];
2180 SplitPoint* tsp = threads[threadID].splitPoint;
2181 Position pos(*tsp->pos, threadID);
2183 memcpy(ss, tsp->ss - 1, 4 * sizeof(SearchStack));
2187 search<SplitPointPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
2189 search<SplitPointNonPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
2191 assert(threads[threadID].state == Thread::SEARCHING);
2193 threads[threadID].state = Thread::AVAILABLE;
2195 // Wake up master thread so to allow it to return from the idle loop in
2196 // case we are the last slave of the split point.
2197 if ( useSleepingThreads
2198 && threadID != tsp->master
2199 && threads[tsp->master].state == Thread::AVAILABLE)
2200 threads[tsp->master].wake_up();
2203 // If this thread is the master of a split point and all slaves have
2204 // finished their work at this split point, return from the idle loop.
2205 for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
2206 allFinished = (i == activeThreads);
2210 // Because sp->slaves[] is reset under lock protection,
2211 // be sure sp->lock has been released before to return.
2212 lock_grab(&(sp->lock));
2213 lock_release(&(sp->lock));
2215 // In helpful master concept a master can help only a sub-tree, and
2216 // because here is all finished is not possible master is booked.
2217 assert(threads[threadID].state == Thread::AVAILABLE);
2219 threads[threadID].state = Thread::SEARCHING;