/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
- const SearchStack& ss, Depth d) : pos(p) {
- pvNode = pv;
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
+ const History& h, SearchStack* ss) : pos(p), H(h) {
ttMove = ttm;
- mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
- killer1 = ss.killers[0];
- killer2 = ss.killers[1];
- depth = d;
- movesPicked = 0;
- numOfMoves = 0;
- numOfBadCaptures = 0;
+ if (ss)
+ {
+ mateKiller = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
+ killer1 = ss->killers[0];
+ killer2 = ss->killers[1];
+ } else
+ mateKiller = killer1 = killer2 = MOVE_NONE;
+
+ movesPicked = numOfMoves = numOfBadCaptures = 0;
+ checkKillers = checkLegal = finished = false;
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
- else if (depth > Depth(0))
+ else if (d > Depth(0))
phaseIndex = MainSearchPhaseIndex;
- else if (depth == Depth(0))
+ else if (d == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
score_captures();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
+ checkLegal = true;
break;
- case PH_BAD_CAPTURES:
- // It's probably a good idea to use SEE move ordering here. FIXME
- movesPicked = 0;
+ case PH_KILLERS:
+ movesPicked = numOfMoves = 0;
+ checkLegal = false;
+ if (killer1 != MOVE_NONE && move_is_legal(pos, killer1, pinned) && !pos.move_is_capture(killer1))
+ moves[numOfMoves++].move = killer1;
+ if (killer2 != MOVE_NONE && move_is_legal(pos, killer2, pinned) && !pos.move_is_capture(killer2) )
+ moves[numOfMoves++].move = killer2;
break;
case PH_NONCAPTURES:
+ checkKillers = (numOfMoves != 0); // previous phase is PH_KILLERS
numOfMoves = generate_noncaptures(pos, moves);
score_noncaptures();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
+ checkLegal = true;
+ break;
+
+ case PH_BAD_CAPTURES:
+ // Bad captures SEE value is already calculated by score_captures()
+ // so just sort them to get SEE move ordering.
+ std::sort(badCaptures, badCaptures + numOfBadCaptures);
+ movesPicked = 0;
break;
case PH_EVASIONS:
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
- seeValue = pos.see(m);
+ seeValue = pos.see_sign(m);
if (seeValue >= 0)
{
- if (move_promotion(m))
+ if (move_is_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
- Move m;
+ Piece piece;
+ Square from, to;
int hs;
for (int i = 0; i < numOfMoves; i++)
{
- m = moves[i].move;
-
- if (m == killer1)
- hs = HistoryMax + 2;
- else if (m == killer2)
- hs = HistoryMax + 1;
- else
- hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+ from = move_from(moves[i].move);
+ to = move_to(moves[i].move);
+ piece = pos.piece_on(from);
+ hs = H.move_ordering_score(piece, to);
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;
// pst based scoring
- moves[i].score = hs + pos.mg_pst_delta(m);
+ moves[i].score = hs + pos.pst_delta<Position::MidGame>(piece, from, to);
}
}
int seeScore = pos.see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
} else
- moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+ moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
}
}
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
- if (move_promotion(m))
+ if (move_is_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
switch (PhaseTable[phaseIndex]) {
case PH_GOOD_CAPTURES:
+ case PH_KILLERS:
case PH_NONCAPTURES:
while (movesPicked < numOfMoves)
{
Move move = moves[movesPicked++].move;
if ( move != ttMove
&& move != mateKiller
- && pos.pl_move_is_legal(move, pinned))
+ && (!checkKillers || (move != killer1 && move != killer2))
+ && (!checkLegal || pos.pl_move_is_legal(move, pinned)))
return move;
}
break;
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_MATE_KILLER;
PhaseTable[i++] = PH_GOOD_CAPTURES;
- // PH_KILLER_1 and PH_KILLER_2 are not yet used.
- // PhaseTable[i++] = PH_KILLER_1;
- // PhaseTable[i++] = PH_KILLER_2;
+ PhaseTable[i++] = PH_KILLERS;
PhaseTable[i++] = PH_NONCAPTURES;
PhaseTable[i++] = PH_BAD_CAPTURES;
PhaseTable[i++] = PH_STOP;