/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
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, Move ttm, Depth d,
- const History& h, SearchStack* ss) : pos(p), H(h) {
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
+ SearchStack* ss, Value beta) : pos(p), H(h) {
int searchTT = ttm;
ttMoves[0].move = ttm;
- finished = false;
- lastBadCapture = badCaptures;
+ badCaptureThreshold = 0;
+ badCaptures = moves + MOVES_MAX;
+
+ pinned = p.pinned_pieces(pos.side_to_move());
if (ss && !p.is_check())
{
- ttMoves[1].move = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
+ ttMoves[1].move = (ss->mateKiller == ttm) ? MOVE_NONE : ss->mateKiller;
searchTT |= ttMoves[1].move;
killers[0].move = ss->killers[0];
killers[1].move = ss->killers[1];
} else
ttMoves[1].move = killers[0].move = killers[1].move = MOVE_NONE;
- pinned = p.pinned_pieces(pos.side_to_move());
-
if (p.is_check())
phasePtr = EvasionsPhaseTable;
- else if (d > Depth(0))
+ else if (d > DEPTH_ZERO)
+ {
+ // Consider sligtly negative captures as good if at low
+ // depth and far from beta.
+ if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * ONE_PLY)
+ badCaptureThreshold = -PawnValueMidgame;
+
phasePtr = MainSearchPhaseTable;
- else if (d == Depth(0))
+ }
+ else if (d >= DEPTH_QS_CHECKS)
phasePtr = QsearchWithChecksPhaseTable;
else
+ {
phasePtr = QsearchWithoutChecksPhaseTable;
- phasePtr += !searchTT - 1;
+ // Skip TT move if is not a capture or a promotion, this avoids
+ // qsearch tree explosion due to a possible perpetual check or
+ // similar rare cases when TT table is full.
+ if (ttm != MOVE_NONE && !pos.move_is_capture_or_promotion(ttm))
+ searchTT = ttMoves[0].move = MOVE_NONE;
+ }
+
+ phasePtr += int(!searchTT) - 1;
go_next_phase();
}
case PH_NONCAPTURES:
lastMove = generate_noncaptures(pos, moves);
score_noncaptures();
- sort_moves(moves, lastMove);
+ sort_moves(moves, lastMove, &lastGoodNonCapture);
return;
case PH_BAD_CAPTURES:
- // Bad captures SEE value is already calculated so just sort them
- // to get SEE move ordering.
+ // Bad captures SEE value is already calculated so just pick
+ // them in order to get SEE move ordering.
curMove = badCaptures;
- lastMove = lastBadCapture;
+ lastMove = moves + MOVES_MAX;
return;
case PH_EVASIONS:
return;
case PH_QCHECKS:
- // Perhaps we should order moves move here? FIXME
lastMove = generate_non_capture_checks(pos, moves);
return;
case PH_STOP:
- lastMove = curMove + 1; // hack to be friendly for get_next_move()
+ lastMove = curMove + 1; // Avoids another go_next_phase() call
return;
default:
Move m;
Piece piece;
Square from, to;
- int hs;
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
from = move_from(m);
to = move_to(m);
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
- cur->score = hs + pos.pst_delta<Position::MidGame>(piece, from, to);
+ cur->score = H.value(piece, to) + H.gain(piece, to);
}
}
Move m;
int seeScore;
+ // Skip if we don't have at least two moves to order
+ if (lastMove < moves + 2)
+ return;
+
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
m = cur->move;
if ((seeScore = pos.see_sign(m)) < 0)
- cur->score = seeScore;
+ cur->score = seeScore - HistoryMax; // Be sure are at the bottom
else if (pos.move_is_capture(m))
cur->score = pos.midgame_value_of_piece_on(move_to(m))
- pos.type_of_piece_on(move_from(m)) + HistoryMax;
else
- cur->score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
+ cur->score = H.value(pos.piece_on(move_from(m)), move_to(m));
}
}
/// are no more moves left.
/// It picks the move with the biggest score from a list of generated moves taking
/// care not to return the tt move if has already been searched previously.
+/// Note that this function is not thread safe so should be lock protected by
+/// caller when accessed through a shared MovePicker object.
Move MovePicker::get_next_move() {
{
// Check for a non negative SEE now
int seeValue = pos.see_sign(move);
- if (seeValue >= 0)
+ if (seeValue >= badCaptureThreshold)
return move;
- // Losing capture, move it to the badCaptures[] array, note
+ // Losing capture, move it to the tail of the array, note
// that move has now been already checked for legality.
- assert(int(lastBadCapture - badCaptures) < 63);
- lastBadCapture->move = move;
- lastBadCapture->score = seeValue;
- lastBadCapture++;
+ (--badCaptures)->move = move;
+ badCaptures->score = seeValue;
}
break;
case PH_KILLERS:
move = (curMove++)->move;
if ( move != MOVE_NONE
+ && move_is_legal(pos, move, pinned)
&& move != ttMoves[0].move
&& move != ttMoves[1].move
- && move_is_legal(pos, move, pinned)
&& !pos.move_is_capture(move))
return move;
break;
case PH_NONCAPTURES:
+
+ // Sort negative scored moves only when we get there
+ if (curMove == lastGoodNonCapture)
+ insertion_sort<MoveStack>(lastGoodNonCapture, lastMove);
+
move = (curMove++)->move;
if ( move != ttMoves[0].move
&& move != ttMoves[1].move
}
}
-/// A variant of get_next_move() which takes a lock as a parameter, used to
-/// prevent multiple threads from picking the same move at a split point.
-
-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;
-}