/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008 Marco Costalba
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
- Glaurung is distributed in the hope that it will be useful,
+
+
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <cassert>
#include "history.h"
+#include "evaluate.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
/// Variables
- MovePicker::MovegenPhase PhaseTable[32];
+ MovePicker::MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
+ int QsearchNoCapturesPhaseIndex;
int QsearchWithoutChecksPhaseIndex;
+ int NoMovesPhaseIndex;
}
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, bool pvnode, Move ttm, Move mk,
- Move k1, Move k2, Depth d) : pos(p) {
- pvNode = pvnode;
+MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
+ const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
+ pvNode = pv;
ttMove = ttm;
- mateKiller = (mk == ttm)? MOVE_NONE : mk;
- killer1 = k1;
- killer2 = k2;
+ mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
+ killer1 = ss.killers[0];
+ killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
- dc = p.discovered_check_candidates(p.side_to_move());
+
+ // With EvalInfo we are able to know how many captures are possible before
+ // generating them. So avoid generating in case we know are zero.
+ Color us = pos.side_to_move();
+ Color them = opposite_color(us);
+ bool noCaptures = ei
+ && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0
+ && !ei->mi->specialized_eval_exists()
+ && (pos.ep_square() == SQ_NONE)
+ && !pos.has_pawn_on_7th(us);
if (p.is_check())
- phaseIndex = EvasionsPhaseIndex;
+ phaseIndex = EvasionsPhaseIndex;
else if (depth > Depth(0))
- phaseIndex = MainSearchPhaseIndex;
+ phaseIndex = MainSearchPhaseIndex;
else if (depth == Depth(0))
- phaseIndex = QsearchWithChecksPhaseIndex;
+ phaseIndex = (noCaptures ? QsearchNoCapturesPhaseIndex : QsearchWithChecksPhaseIndex);
else
- phaseIndex = QsearchWithoutChecksPhaseIndex;
+ phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
+ dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(p.side_to_move());
finished = false;
if (ttMove != MOVE_NONE)
{
assert(move_is_ok(ttMove));
- if (generate_move_if_legal(pos, ttMove, pinned) != MOVE_NONE)
+ if (move_is_legal(pos, ttMove, pinned))
return ttMove;
}
break;
if (mateKiller != MOVE_NONE)
{
assert(move_is_ok(mateKiller));
- if (generate_move_if_legal(pos, mateKiller, pinned) != MOVE_NONE)
+ if (move_is_legal(pos, mateKiller, pinned))
return mateKiller;
- }
- break;
+ }
+ break;
- case PH_GOOD_CAPTURES:
+ case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(pos, moves);
score_captures();
movesPicked = 0;
break;
case PH_EVASIONS:
- assert(pos.is_check());
+ assert(pos.is_check());
numOfMoves = generate_evasions(pos, moves);
score_evasions();
movesPicked = 0;
break;
- case PH_QCAPTURES:
+ case PH_QCAPTURES:
numOfMoves = generate_captures(pos, moves);
score_qcaptures();
movesPicked = 0;
return MOVE_NONE;
}
}
- assert(false);
-
- return MOVE_NONE;
}
Move MovePicker::get_next_move(Lock &lock) {
- lock_grab(&lock);
- if (finished)
- {
- lock_release(&lock);
- return MOVE_NONE;
- }
- Move m = get_next_move();
- if (m == MOVE_NONE)
- finished = true;
-
- lock_release(&lock);
- return m;
+ lock_grab(&lock);
+ if (finished)
+ {
+ lock_release(&lock);
+ return MOVE_NONE;
+ }
+ Move m = get_next_move();
+ if (m == MOVE_NONE)
+ finished = true;
+
+ lock_release(&lock);
+ return m;
}
+
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
/// with highest scores will be picked first by pick_move_from_list().
void MovePicker::score_captures() {
- // Winning and equal captures in the main search are ordered by MVV.
+ // Winning and equal captures in the main search are ordered by MVV/LVA.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
- // where it is possible to recapture with the hanging piece). Exchanging
+ // where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
+ // While scoring captures it moves all captures with negative SEE values
+ // to the badCaptures[] array.
+ Move m;
+ int seeValue;
+
for (int i = 0; i < numOfMoves; i++)
{
- Move m = moves[i].move;
- moves[i].score = pos.see(m);
- //if (moves[i].score >= 0)
- // moves[i].score = move_promotion(m) ? QueenValueMidgame
- // : pos.midgame_value_of_piece_on(move_to(m));
+ m = moves[i].move;
+ seeValue = pos.see(m);
+ if (seeValue >= 0)
+ {
+ if (move_promotion(m))
+ moves[i].score = QueenValueMidgame;
+ else
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
+ }
+ else
+ {
+ // Losing capture, move it to the badCaptures[] array
+ assert(numOfBadCaptures < 63);
+ moves[i].score = seeValue;
+ badCaptures[numOfBadCaptures++] = moves[i];
+ moves[i--] = moves[--numOfMoves];
+ }
}
}
void MovePicker::score_noncaptures() {
+ // 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;
+ int hs;
for (int i = 0; i < numOfMoves; i++)
{
- Move m = moves[i].move;
+ m = moves[i].move;
+
if (m == killer1)
- moves[i].score = HistoryMax + 2;
+ hs = HistoryMax + 2;
else if (m == killer2)
- moves[i].score = HistoryMax + 1;
+ hs = HistoryMax + 1;
else
- moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
- // Ensure moves in history are always sorted as first
- if (moves[i].score > 0)
- moves[i].score += 1000;
+ // Ensure history is always preferred to pst
+ if (hs > 0)
+ hs += 1000;
- moves[i].score += pos.mg_pst_delta(moves[i].move);
+ // pst based scoring
+ moves[i].score = hs + pos.mg_pst_delta(m);
}
}
moves[i].score = 2*HistoryMax;
else if (!pos.square_is_empty(move_to(m)))
{
- moves[i].score = pos.see(m);
- if (moves[i].score >= 0)
- moves[i].score += HistoryMax;
- }
- else
+ 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);
}
- // FIXME try psqt also here
}
void MovePicker::score_qcaptures() {
- // Use MVV ordering
+ // Use MVV/LVA ordering
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
- moves[i].score = move_promotion(m) ? QueenValueMidgame
- : pos.midgame_value_of_piece_on(move_to(m));
+ if (move_promotion(m))
+ moves[i].score = QueenValueMidgame;
+ else
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
}
}
-/// find_best_index() loops across the moves and returns index of
-/// the highest scored one.
+/// find_best_index() loops across the moves and returns index of\r
+/// the highest scored one. There is also a second version that\r
+/// lowers the priority of moves that attack the same square,\r
+/// so that if the best move that attack a square fails the next\r
+/// move picked attacks a different square if any, not the same one.
int MovePicker::find_best_index() {
return bestIndex;
}
+int MovePicker::find_best_index(Bitboard* squares, int values[]) {\r
+\r
+ int hs;\r
+ Move m;\r
+ Square to;\r
+ int bestScore = -10000000, bestIndex = -1;\r
+\r
+ for (int i = movesPicked; i < numOfMoves; i++)\r
+ {\r
+ m = moves[i].move;\r
+ to = move_to(m);\r
+ \r
+ if (!bit_is_set(*squares, to))\r
+ {\r
+ // Init at first use\r
+ set_bit(squares, to);\r
+ values[to] = 0;\r
+ }\r
+\r
+ hs = moves[i].score - values[to];\r
+ if (hs > bestScore)\r
+ {\r
+ bestIndex = i;\r
+ bestScore = hs;\r
+ }\r
+ }\r
+\r
+ if (bestIndex != -1)\r
+ {\r
+ // Raise value of the picked square, so next attack\r
+ // to the same square will get low priority.\r
+ to = move_to(moves[bestIndex].move);\r
+ values[to] += 0xB00;\r
+ }\r
+ return bestIndex;\r
+}
+
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
/// transposition table move if that has already been serched previously.
-/// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking
-/// non-losing captures in the main search), it moves all captures with
-/// negative SEE values to the badCaptures[] array.
Move MovePicker::pick_move_from_list() {
Move move;
switch (PhaseTable[phaseIndex]) {
-
case PH_GOOD_CAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
+
while (movesPicked < numOfMoves)
{
- int bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- {
- if (moves[i].score < 0)
- {
- // Losing capture, move it to the badCaptures[] array
- assert(numOfBadCaptures < 63);
- badCaptures[numOfBadCaptures++] = moves[i];
- moves[i--] = moves[--numOfMoves];
- }
- else if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- }
+ bestIndex = find_best_index();
+
if (bestIndex != -1) // Found a good capture
{
- move = moves[bestIndex].move;\r
+ move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller
- && pos.move_is_legal(move, pinned))
+ && pos.pl_move_is_legal(move, pinned))
return move;
}
}
case PH_NONCAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
+
while (movesPicked < numOfMoves)
{
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
- bestIndex = (movesPicked < 12 || pvNode ? find_best_index() : movesPicked);
+ bestIndex = (pvNode || movesPicked < 12) ? find_best_index() : movesPicked;
if (bestIndex != -1)
{
- move = moves[bestIndex].move;\r
+ move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller
- && pos.move_is_legal(move, pinned))
+ && pos.pl_move_is_legal(move, pinned))
return move;
- }
- }
- break;
+ }
+ }
+ break;
case PH_EVASIONS:
assert(pos.is_check());
assert(movesPicked >= 0);
+
while (movesPicked < numOfMoves)
{
bestIndex = find_best_index();
if (bestIndex != -1)
{
- move = moves[bestIndex].move;\r
+ move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
return move;
}
- }
- break;
+ }
+ break;
case PH_BAD_CAPTURES:
assert(!pos.is_check());
move = badCaptures[badCapturesPicked++].move;
if ( move != ttMove
&& move != mateKiller
- && pos.move_is_legal(move, pinned))
+ && pos.pl_move_is_legal(move, pinned))
return move;
}
break;
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
- // FIXME makes sens to score qcaps?
bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked);
if (bestIndex != -1)
{
- move = moves[bestIndex].move;\r
+ move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
- if (move != ttMove && pos.move_is_legal(move, pinned))
+ // Remember to change the line below if we decide to hash the qsearch!
+ // Maybe also postpone the legality check until after futility pruning?
+ if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned))
return move;
}
}
// move here? FIXME
while (movesPicked < numOfMoves)
{
- move = moves[movesPicked++].move;
- if (move != ttMove && pos.move_is_legal(move, pinned))
+ move = moves[movesPicked++].move;
+ // Remember to change the line below if we decide to hash the qsearch!
+ if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned))
return move;
}
break;
/// MovePicker::init_phase_table() initializes the PhaseTable[],
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
-/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
-/// during program startup, and never again while the program is running.
+/// QsearchNoCapturesPhaseIndex, QsearchWithoutChecksPhaseIndex and
+/// NoMovesPhaseIndex variables. It is only called once during program
+/// startup, and never again while the program is running.
void MovePicker::init_phase_table() {
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
+ // Quiescence search with checks only and no captures
+ QsearchNoCapturesPhaseIndex = i - 1;
+ PhaseTable[i++] = PH_QCHECKS;
+ PhaseTable[i++] = PH_STOP;
+
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
+
+ // Do not generate any move
+ NoMovesPhaseIndex = i - 1;
+ PhaseTable[i++] = PH_STOP;
}