/*
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
////
#include <cassert>
+#include <cstring>
#include <fstream>
#include <iostream>
#include <sstream>
+#include "bitcount.h"
#include "book.h"
#include "evaluate.h"
#include "history.h"
#include "misc.h"
+#include "movegen.h"
#include "movepick.h"
+#include "lock.h"
#include "san.h"
#include "search.h"
#include "thread.h"
/// Types
+ // IterationInfoType stores search results for each iteration
+ //
+ // Because we use relatively small (dynamic) aspiration window,
+ // there happens many fail highs and fail lows in root. And
+ // because we don't do researches in those cases, "value" stored
+ // here is not necessarily exact. Instead in case of fail high/low
+ // we guess what the right value might be and store our guess
+ // as a "speculated value" and then move on. Speculated values are
+ // used just to calculate aspiration window width, so also if are
+ // not exact is not big a problem.
+
+ struct IterationInfoType {
+
+ IterationInfoType(Value v = Value(0), Value sv = Value(0))
+ : value(v), speculatedValue(sv) {}
+
+ Value value, speculatedValue;
+ };
+
+
+ // The BetaCounterType class is used to order moves at ply one.
+ // Apart for the first one that has its score, following moves
+ // normally have score -VALUE_INFINITE, so are ordered according
+ // to the number of beta cutoffs occurred under their subtree during
+ // the last iteration. The counters are per thread variables to avoid
+ // concurrent accessing under SMP case.
+
+ struct BetaCounterType {
+
+ BetaCounterType();
+ void clear();
+ void add(Color us, Depth d, int threadID);
+ void read(Color us, int64_t& our, int64_t& their);
+ };
+
+
// The RootMove class is used for moves at the root at the tree. For each
// root move, we store a score, a node count, and a PV (really a refutation
// in the case of moves which fail low).
Value score;
int64_t nodes, cumulativeNodes;
Move pv[PLY_MAX_PLUS_2];
+ int64_t ourBeta, theirBeta;
};
class RootMoveList {
public:
- RootMoveList(Position &pos, Move searchMoves[]);
+ RootMoveList(Position& pos, Move searchMoves[]);
inline Move get_move(int moveNum) const;
inline Value get_move_score(int moveNum) const;
inline void set_move_score(int moveNum, Value score);
inline void set_move_nodes(int moveNum, int64_t nodes);
+ inline void set_beta_counters(int moveNum, int64_t our, int64_t their);
void set_move_pv(int moveNum, const Move pv[]);
inline Move get_move_pv(int moveNum, int i) const;
inline int64_t get_move_cumulative_nodes(int moveNum) const;
};
- /// Constants and variables
-
- // Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV
- // nodes:
- int LMRPVMoves = 15;
- int LMRNonPVMoves = 4;
+ /// Constants
- // Depth limit for use of dynamic threat detection:
- Depth ThreatDepth = 5*OnePly;
+ // Search depth at iteration 1
+ const Depth InitialDepth = OnePly /*+ OnePly/2*/;
- // Depth limit for selective search:
- Depth SelectiveDepth = 7*OnePly;
+ // Depth limit for selective search
+ const Depth SelectiveDepth = 7 * OnePly;
// Use internal iterative deepening?
const bool UseIIDAtPVNodes = true;
const bool UseIIDAtNonPVNodes = false;
- // Internal iterative deepening margin. At Non-PV moves, when
- // UseIIDAtNonPVNodes is true, we do an internal iterative deepening search
- // when the static evaluation is at most IIDMargin below beta.
+ // Internal iterative deepening margin. At Non-PV moves, when
+ // UseIIDAtNonPVNodes is true, we do an internal iterative deepening
+ // search when the static evaluation is at most IIDMargin below beta.
const Value IIDMargin = Value(0x100);
- // Use easy moves?
- const bool UseEasyMove = true;
-
- // Easy move margin. An easy move candidate must be at least this much
+ // Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
- // Problem margin. If the score of the first move at iteration N+1 has
+ // Problem margin. If the score of the first move at iteration N+1 has
// dropped by more than this since iteration N, the boolean variable
// "Problem" is set to true, which will make the program spend some extra
// time looking for a better move.
const Value ProblemMargin = Value(0x28);
- // No problem margin. If the boolean "Problem" is true, and a new move
+ // No problem margin. If the boolean "Problem" is true, and a new move
// is found at the root which is less than NoProblemMargin worse than the
// best move from the previous iteration, Problem is set back to false.
const Value NoProblemMargin = Value(0x14);
- // Null move margin. A null move search will not be done if the approximate
+ // Null move margin. A null move search will not be done if the approximate
// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x300);
- // Pruning criterions. See the code and comments in ok_to_prune() to
+ // Pruning criterions. See the code and comments in ok_to_prune() to
// understand their precise meaning.
- const bool PruneEscapeMoves = false;
+ const bool PruneEscapeMoves = false;
const bool PruneDefendingMoves = false;
- const bool PruneBlockingMoves = false;
-
- // Use futility pruning?
- bool UseQSearchFutilityPruning = true;
- bool UseFutilityPruning = true;
+ const bool PruneBlockingMoves = false;
- // Margins for futility pruning in the quiescence search, at frontier
- // nodes, and at pre-frontier nodes:
- Value FutilityMargin0 = Value(0x80);
- Value FutilityMargin1 = Value(0x100);
- Value FutilityMargin2 = Value(0x300);
+ // Margins for futility pruning in the quiescence search, and at frontier
+ // and near frontier nodes.
+ const Value FutilityMarginQS = Value(0x80);
+ // Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value FutilityMargins[12] = { Value(0x100), Value(0x120), Value(0x200), Value(0x220), Value(0x250), Value(0x270),
+ // 4 ply 4.5 ply 5 ply 5.5 ply 6 ply 6.5 ply
+ Value(0x2A0), Value(0x2C0), Value(0x340), Value(0x360), Value(0x3A0), Value(0x3C0) };
// Razoring
- Depth RazorDepth = 4*OnePly;
- Value RazorMargin = Value(0x300);
+ const Depth RazorDepth = 4*OnePly;
+
+ // Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value RazorMargins[6] = { Value(0x180), Value(0x300), Value(0x300), Value(0x3C0), Value(0x3C0), Value(0x3C0) };
+
+ // Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value RazorApprMargins[6] = { Value(0x520), Value(0x300), Value(0x300), Value(0x300), Value(0x300), Value(0x300) };
+
+
+ /// Variables initialized by UCI options
+
+ // Adjustable playing strength
+ int Slowdown = 0;
+ const int SlowdownArray[32] = {
+ 19, 41, 70, 110, 160, 230, 320, 430, 570, 756, 1000, 1300, 1690, 2197,
+ 2834, 3600, 4573, 5809, 7700, 9863, 12633, 16181, 20726, 26584, 34005,
+ 43557, 55792, 71463, 91536, 117247, 150180, 192363
+ };
+ int Strength;
+ const int MaxStrength = 25;
+
+ // Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV nodes
+ int LMRPVMoves, LMRNonPVMoves; // heavy SMP read access for the latter
+
+ // Depth limit for use of dynamic threat detection
+ Depth ThreatDepth; // heavy SMP read access
// Last seconds noise filtering (LSN)
- bool UseLSNFiltering = false;
- bool looseOnTime = false;
- int LSNTime = 4 * 1000; // In milliseconds
- Value LSNValue = Value(0x200);
-
- // Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
- Depth CheckExtension[2] = {OnePly, OnePly};
- Depth SingleReplyExtension[2] = {OnePly / 2, OnePly / 2};
- Depth PawnPushTo7thExtension[2] = {OnePly / 2, OnePly / 2};
- Depth PassedPawnExtension[2] = {Depth(0), Depth(0)};
- Depth PawnEndgameExtension[2] = {OnePly, OnePly};
- Depth MateThreatExtension[2] = {Depth(0), Depth(0)};
-
- // Search depth at iteration 1:
- const Depth InitialDepth = OnePly /*+ OnePly/2*/;
+ const bool UseLSNFiltering = true;
+ const int LSNTime = 4000; // In milliseconds
+ const Value LSNValue = value_from_centipawns(200);
+ bool loseOnTime = false;
- // Node counters
- int NodesSincePoll;
- int NodesBetweenPolls = 30000;
+ // Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
+ // There is heavy SMP read access on these arrays
+ Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
+ Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
- // Iteration counter:
+ // Iteration counters
int Iteration;
+ BetaCounterType BetaCounter; // has per-thread internal data
- // Scores and number of times the best move changed for each iteration:
- Value ValueByIteration[PLY_MAX_PLUS_2];
+ // Scores and number of times the best move changed for each iteration
+ IterationInfoType IterationInfo[PLY_MAX_PLUS_2];
int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
- // MultiPV mode:
- int MultiPV = 1;
+ // MultiPV mode
+ int MultiPV;
// Time managment variables
int SearchStartTime;
int MaxNodes, MaxDepth;
- int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime, TimeAdvantage;
- Move BestRootMove, PonderMove, EasyMove;
+ int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime, ExactMaxTime;
int RootMoveNumber;
bool InfiniteSearch;
bool PonderSearch;
bool StopOnPonderhit;
- bool AbortSearch;
+ bool AbortSearch; // heavy SMP read access
bool Quit;
bool FailHigh;
+ bool FailLow;
bool Problem;
- bool PonderingEnabled;
- int ExactMaxTime;
// Show current line?
- bool ShowCurrentLine = false;
+ bool ShowCurrentLine;
// Log file
- bool UseLogFile = false;
+ bool UseLogFile;
std::ofstream LogFile;
// MP related variables
- Depth MinimumSplitDepth = 4*OnePly;
- int MaxThreadsPerSplitPoint = 4;
+ int ActiveThreads = 1;
+ Depth MinimumSplitDepth;
+ int MaxThreadsPerSplitPoint;
Thread Threads[THREAD_MAX];
Lock MPLock;
+ Lock IOLock;
bool AllThreadsShouldExit = false;
const int MaxActiveSplitPoints = 8;
SplitPoint SplitPointStack[THREAD_MAX][MaxActiveSplitPoints];
HANDLE SitIdleEvent[THREAD_MAX];
#endif
+ // Node counters, used only by thread[0] but try to keep in different
+ // cache lines (64 bytes each) from the heavy SMP read accessed variables.
+ int NodesSincePoll;
+ int NodesBetweenPolls = 30000;
+
+ // History table
+ History H;
+
/// Functions
- Value id_loop(const Position &pos, Move searchMoves[]);
- Value root_search(Position &pos, SearchStack ss[], RootMoveList &rml);
- Value search_pv(Position &pos, SearchStack ss[], Value alpha, Value beta,
- Depth depth, int ply, int threadID);
- Value search(Position &pos, SearchStack ss[], Value beta,
- Depth depth, int ply, bool allowNullmove, int threadID);
- Value qsearch(Position &pos, SearchStack ss[], Value alpha, Value beta,
- Depth depth, int ply, int threadID);
- void sp_search(SplitPoint *sp, int threadID);
- void sp_search_pv(SplitPoint *sp, int threadID);
- void init_search_stack(SearchStack ss[]);
- void init_node(const Position &pos, SearchStack ss[], int ply, int threadID);
+ Value id_loop(const Position& pos, Move searchMoves[]);
+ Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value alpha, Value beta);
+ Value search_pv(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
+ Value search(Position& pos, SearchStack ss[], Value beta, Depth depth, int ply, bool allowNullmove, int threadID);
+ Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
+ void sp_search(SplitPoint* sp, int threadID);
+ void sp_search_pv(SplitPoint* sp, int threadID);
+ void init_node(const Position& pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
- void sp_update_pv(SearchStack *pss, SearchStack ss[], int ply);
- bool connected_moves(const Position &pos, Move m1, Move m2);
- Depth extension(const Position &pos, Move m, bool pvNode, bool check,
- bool singleReply, bool mateThreat);
- bool ok_to_do_nullmove(const Position &pos);
- bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d);
+ void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply);
+ bool connected_moves(const Position& pos, Move m1, Move m2);
+ bool value_is_mate(Value value);
+ bool move_is_killer(Move m, const SearchStack& ss);
+ Depth extension(const Position& pos, Move m, bool pvNode, bool capture, bool check, bool singleReply, bool mateThreat, bool* dangerous);
+ bool ok_to_do_nullmove(const Position& pos);
+ bool ok_to_prune(const Position& pos, Move m, Move threat, Depth d);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
- bool ok_to_history(const Position &pos, Move m);
- void update_history(const Position& pos, Move m, Depth depth,
- Move movesSearched[], int moveCount);
+ bool ok_to_history(const Position& pos, Move m);
+ void update_history(const Position& pos, Move m, Depth depth, Move movesSearched[], int moveCount);
+ void update_killers(Move m, SearchStack& ss);
+ void slowdown(const Position& pos);
bool fail_high_ply_1();
int current_search_time();
void print_current_line(SearchStack ss[], int ply, int threadID);
void wait_for_stop_or_ponderhit();
- void idle_loop(int threadID, SplitPoint *waitSp);
+ void idle_loop(int threadID, SplitPoint* waitSp);
void init_split_point_stack();
void destroy_split_point_stack();
bool thread_should_stop(int threadID);
bool thread_is_available(int slave, int master);
bool idle_thread_exists(int master);
- bool split(const Position &pos, SearchStack *ss, int ply,
- Value *alpha, Value *beta, Value *bestValue, Depth depth,
- int *moves, MovePicker *mp, Bitboard dcCandidates, int master,
- bool pvNode);
+ bool split(const Position& pos, SearchStack* ss, int ply,
+ Value *alpha, Value *beta, Value *bestValue, Depth depth, int *moves,
+ MovePicker *mp, Bitboard dcCandidates, int master, bool pvNode);
void wake_sleeping_threads();
#if !defined(_MSC_VER)
}
-////
-//// Global variables
-////
-
-// The main transposition table
-TranspositionTable TT = TranspositionTable(TTDefaultSize);
-
-
-// Number of active threads:
-int ActiveThreads = 1;
-
-// Locks. In principle, there is no need for IOLock to be a global variable,
-// but it could turn out to be useful for debugging.
-Lock IOLock;
-
-History H; // Should be made local?
-
-
////
//// Functions
////
/// think() is the external interface to Stockfish's search, and is called when
-/// the program receives the UCI 'go' command. It initializes various
-/// search-related global variables, and calls root_search()
+/// the program receives the UCI 'go' command. It initializes various
+/// search-related global variables, and calls root_search(). It returns false
+/// when a quit command is received during the search.
-void think(const Position &pos, bool infinite, bool ponder, int side_to_move,
+bool think(const Position& pos, bool infinite, bool ponder, int side_to_move,
int time[], int increment[], int movesToGo, int maxDepth,
int maxNodes, int maxTime, Move searchMoves[]) {
- // Look for a book move:
- if(!infinite && !ponder && get_option_value_bool("OwnBook")) {
- Move bookMove;
- if(get_option_value_string("Book File") != OpeningBook.file_name()) {
- OpeningBook.close();
- OpeningBook.open("book.bin");
- }
- bookMove = OpeningBook.get_move(pos);
- if(bookMove != MOVE_NONE) {
- std::cout << "bestmove " << bookMove << std::endl;
- return;
- }
+ // Look for a book move
+ if (!infinite && !ponder && get_option_value_bool("OwnBook"))
+ {
+ Move bookMove;
+ if (get_option_value_string("Book File") != OpeningBook.file_name())
+ OpeningBook.open("book.bin");
+
+ bookMove = OpeningBook.get_move(pos);
+ if (bookMove != MOVE_NONE)
+ {
+ std::cout << "bestmove " << bookMove << std::endl;
+ return true;
+ }
}
- // Initialize global search variables:
+ // Initialize global search variables
Idle = false;
SearchStartTime = get_system_time();
- BestRootMove = MOVE_NONE;
- PonderMove = MOVE_NONE;
- EasyMove = MOVE_NONE;
- for(int i = 0; i < THREAD_MAX; i++) {
- Threads[i].nodes = 0ULL;
- Threads[i].failHighPly1 = false;
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ Threads[i].nodes = 0ULL;
+ Threads[i].failHighPly1 = false;
}
NodesSincePoll = 0;
InfiniteSearch = infinite;
AbortSearch = false;
Quit = false;
FailHigh = false;
+ FailLow = false;
Problem = false;
ExactMaxTime = maxTime;
- // Read UCI option values:
+ // Read UCI option values
TT.set_size(get_option_value_int("Hash"));
- if(button_was_pressed("Clear Hash"))
- TT.clear();
- PonderingEnabled = get_option_value_bool("Ponder");
+ if (button_was_pressed("Clear Hash"))
+ {
+ TT.clear();
+ loseOnTime = false; // reset at the beginning of a new game
+ }
+
+ bool PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
- CheckExtension[0] =
- Depth(get_option_value_int("Check Extension (non-PV nodes)"));
+ CheckExtension[0] = Depth(get_option_value_int("Check Extension (non-PV nodes)"));
+
SingleReplyExtension[1] = Depth(get_option_value_int("Single Reply Extension (PV nodes)"));
- SingleReplyExtension[0] =
- Depth(get_option_value_int("Single Reply Extension (non-PV nodes)"));
- PawnPushTo7thExtension[1] =
- Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
- PawnPushTo7thExtension[0] =
- Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
- PassedPawnExtension[1] =
- Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
- PassedPawnExtension[0] =
- Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
- PawnEndgameExtension[1] =
- Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
- PawnEndgameExtension[0] =
- Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
- MateThreatExtension[1] =
- Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
- MateThreatExtension[0] =
- Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
-
- LMRPVMoves = get_option_value_int("Full Depth Moves (PV nodes)") + 1;
- LMRNonPVMoves = get_option_value_int("Full Depth Moves (non-PV nodes)") + 1;
- ThreatDepth = get_option_value_int("Threat Depth") * OnePly;
- SelectiveDepth = get_option_value_int("Selective Plies") * OnePly;
+ SingleReplyExtension[0] = Depth(get_option_value_int("Single Reply Extension (non-PV nodes)"));
- Chess960 = get_option_value_bool("UCI_Chess960");
- ShowCurrentLine = get_option_value_bool("UCI_ShowCurrLine");
- UseLogFile = get_option_value_bool("Use Search Log");
- if(UseLogFile)
- LogFile.open(get_option_value_string("Search Log Filename").c_str(),
- std::ios::out | std::ios::app);
+ PawnPushTo7thExtension[1] = Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
+ PawnPushTo7thExtension[0] = Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
- UseQSearchFutilityPruning =
- get_option_value_bool("Futility Pruning (Quiescence Search)");
- UseFutilityPruning =
- get_option_value_bool("Futility Pruning (Main Search)");
+ PassedPawnExtension[1] = Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
+ PassedPawnExtension[0] = Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
- FutilityMargin0 =
- value_from_centipawns(get_option_value_int("Futility Margin 0"));
- FutilityMargin1 =
- value_from_centipawns(get_option_value_int("Futility Margin 1"));
- FutilityMargin2 =
- value_from_centipawns(get_option_value_int("Futility Margin 2"));
+ PawnEndgameExtension[1] = Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
+ PawnEndgameExtension[0] = Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
- RazorDepth = (get_option_value_int("Maximum Razoring Depth") + 1) * OnePly;
- RazorMargin = value_from_centipawns(get_option_value_int("Razoring Margin"));
+ MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
+ MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
- UseLSNFiltering = get_option_value_bool("LSN filtering");
- LSNTime = get_option_value_int("LSN Time Margin (sec)") * 1000;
- LSNValue = value_from_centipawns(get_option_value_int("LSN Value Margin"));
+ LMRPVMoves = get_option_value_int("Full Depth Moves (PV nodes)") + 1;
+ LMRNonPVMoves = get_option_value_int("Full Depth Moves (non-PV nodes)") + 1;
+ ThreatDepth = get_option_value_int("Threat Depth") * OnePly;
+
+ Chess960 = get_option_value_bool("UCI_Chess960");
+ ShowCurrentLine = get_option_value_bool("UCI_ShowCurrLine");
+ UseLogFile = get_option_value_bool("Use Search Log");
+ if (UseLogFile)
+ LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
- MaxThreadsPerSplitPoint =
- get_option_value_int("Maximum Number of Threads per Split Point");
+ MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
read_weights(pos.side_to_move());
- int newActiveThreads = get_option_value_int("Threads");
- if(newActiveThreads != ActiveThreads) {
- ActiveThreads = newActiveThreads;
- init_eval(ActiveThreads);
+ // Set the number of active threads. If UCI_LimitStrength is enabled, never
+ // use more than one thread.
+ int newActiveThreads =
+ get_option_value_bool("UCI_LimitStrength")? 1 : get_option_value_int("Threads");
+ if (newActiveThreads != ActiveThreads)
+ {
+ ActiveThreads = newActiveThreads;
+ init_eval(ActiveThreads);
}
- // Wake up sleeping threads:
+ // Wake up sleeping threads
wake_sleeping_threads();
- for(int i = 1; i < ActiveThreads; i++)
- assert(thread_is_available(i, 0));
+ for (int i = 1; i < ActiveThreads; i++)
+ assert(thread_is_available(i, 0));
- // Set thinking time:
+ // Set playing strength
+ if (get_option_value_bool("UCI_LimitStrength"))
+ {
+ Strength = (get_option_value_int("UCI_Elo") - 2100) / 25;
+ Slowdown =
+ (Strength == MaxStrength)? 0 : SlowdownArray[Max(0, 31-Strength)];
+ }
+ else
+ {
+ Strength = MaxStrength;
+ Slowdown = 0;
+ }
+
+ // Set thinking time
int myTime = time[side_to_move];
int myIncrement = increment[side_to_move];
- int oppTime = time[1 - side_to_move];
-
- TimeAdvantage = myTime - oppTime;
- if(!movesToGo) { // Sudden death time control
- if(increment) {
- MaxSearchTime = myTime / 30 + myIncrement;
- AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
- }
- else { // Blitz game without increment
- MaxSearchTime = myTime / 40;
- AbsoluteMaxSearchTime = myTime / 8;
- }
+ if (!movesToGo) // Sudden death time control
+ {
+ if (myIncrement)
+ {
+ MaxSearchTime = myTime / 30 + myIncrement;
+ AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
+ } else { // Blitz game without increment
+ MaxSearchTime = myTime / 30;
+ AbsoluteMaxSearchTime = myTime / 8;
+ }
}
- else { // (x moves) / (y minutes)
- if(movesToGo == 1) {
- MaxSearchTime = myTime / 2;
- AbsoluteMaxSearchTime = Min(myTime / 2, myTime - 500);
- }
- else {
- MaxSearchTime = myTime / Min(movesToGo, 20);
- AbsoluteMaxSearchTime = Min((4 * myTime) / movesToGo, myTime / 3);
- }
+ else // (x moves) / (y minutes)
+ {
+ if (movesToGo == 1)
+ {
+ MaxSearchTime = myTime / 2;
+ AbsoluteMaxSearchTime = Min(myTime / 2, myTime - 500);
+ } else {
+ MaxSearchTime = myTime / Min(movesToGo, 20);
+ AbsoluteMaxSearchTime = Min((4 * myTime) / movesToGo, myTime / 3);
+ }
}
- if(PonderingEnabled) {
- MaxSearchTime += MaxSearchTime / 4;
- MaxSearchTime = Min(MaxSearchTime, AbsoluteMaxSearchTime);
+
+ if (PonderingEnabled)
+ {
+ MaxSearchTime += MaxSearchTime / 4;
+ MaxSearchTime = Min(MaxSearchTime, AbsoluteMaxSearchTime);
}
// Fixed depth or fixed number of nodes?
MaxDepth = maxDepth;
- if(MaxDepth)
- InfiniteSearch = true; // HACK
+ if (MaxDepth)
+ InfiniteSearch = true; // HACK
MaxNodes = maxNodes;
- if(MaxNodes) {
- NodesBetweenPolls = Min(MaxNodes, 30000);
- InfiniteSearch = true; // HACK
+ if (MaxNodes)
+ {
+ NodesBetweenPolls = Min(MaxNodes, 30000);
+ InfiniteSearch = true; // HACK
}
- else
- NodesBetweenPolls = 30000;
-
-
- // Write information to search log file:
- if(UseLogFile) {
- LogFile << "Searching: " << pos.to_fen() << '\n';
- LogFile << "infinite: " << infinite << " ponder: " << ponder
- << " time: " << myTime << " increment: " << myIncrement
- << " moves to go: " << movesToGo << '\n';
+ else if (Slowdown) {
+ if (Slowdown > 50000) NodesBetweenPolls = 30;
+ else if (Slowdown > 10000) NodesBetweenPolls = 100;
+ else if (Slowdown > 1000) NodesBetweenPolls = 500;
+ else if (Slowdown > 100) NodesBetweenPolls = 3000;
+ else NodesBetweenPolls = 15000;
}
-
- // We're ready to start thinking. Call the iterative deepening loop
- // function:
- if (!looseOnTime)
+ else
+ NodesBetweenPolls = 30000;
+
+ // Write information to search log file
+ if (UseLogFile)
+ LogFile << "Searching: " << pos.to_fen() << std::endl
+ << "infinite: " << infinite
+ << " ponder: " << ponder
+ << " time: " << myTime
+ << " increment: " << myIncrement
+ << " moves to go: " << movesToGo << std::endl;
+
+
+ // We're ready to start thinking. Call the iterative deepening loop function
+ //
+ // FIXME we really need to cleanup all this LSN ugliness
+ if (!loseOnTime)
{
Value v = id_loop(pos, searchMoves);
- looseOnTime = ( UseLSNFiltering
+ loseOnTime = ( UseLSNFiltering
&& myTime < LSNTime
&& myIncrement == 0
&& v < -LSNValue);
}
else
{
- looseOnTime = false; // reset for next match
+ loseOnTime = false; // reset for next match
while (SearchStartTime + myTime + 1000 > get_system_time())
; // wait here
id_loop(pos, searchMoves); // to fail gracefully
}
- if(UseLogFile)
- LogFile.close();
-
- if(Quit) {
- OpeningBook.close();
- stop_threads();
- quit_eval();
- exit(0);
- }
+ if (UseLogFile)
+ LogFile.close();
Idle = true;
+ return !Quit;
}
/// objects.
void init_threads() {
+
volatile int i;
+
#if !defined(_MSC_VER)
pthread_t pthread[1];
#endif
- for(i = 0; i < THREAD_MAX; i++)
- Threads[i].activeSplitPoints = 0;
+ for (i = 0; i < THREAD_MAX; i++)
+ Threads[i].activeSplitPoints = 0;
- // Initialize global locks:
+ // Initialize global locks
lock_init(&MPLock, NULL);
lock_init(&IOLock, NULL);
pthread_mutex_init(&WaitLock, NULL);
pthread_cond_init(&WaitCond, NULL);
#else
- for(i = 0; i < THREAD_MAX; i++)
- SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
+ for (i = 0; i < THREAD_MAX; i++)
+ SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
#endif
- // All threads except the main thread should be initialized to idle state:
- for(i = 1; i < THREAD_MAX; i++) {
- Threads[i].stop = false;
- Threads[i].workIsWaiting = false;
- Threads[i].idle = true;
- Threads[i].running = false;
+ // All threads except the main thread should be initialized to idle state
+ for (i = 1; i < THREAD_MAX; i++)
+ {
+ Threads[i].stop = false;
+ Threads[i].workIsWaiting = false;
+ Threads[i].idle = true;
+ Threads[i].running = false;
}
- // Launch the helper threads:
- for(i = 1; i < THREAD_MAX; i++) {
+ // Launch the helper threads
+ for(i = 1; i < THREAD_MAX; i++)
+ {
#if !defined(_MSC_VER)
- pthread_create(pthread, NULL, init_thread, (void*)(&i));
+ pthread_create(pthread, NULL, init_thread, (void*)(&i));
#else
- {
DWORD iID[1];
CreateThread(NULL, 0, init_thread, (LPVOID)(&i), 0, iID);
- }
#endif
- // Wait until the thread has finished launching:
- while(!Threads[i].running);
+ // Wait until the thread has finished launching
+ while (!Threads[i].running);
}
}
/// helper threads exit cleanly.
void stop_threads() {
+
ActiveThreads = THREAD_MAX; // HACK
Idle = false; // HACK
wake_sleeping_threads();
AllThreadsShouldExit = true;
- for(int i = 1; i < THREAD_MAX; i++) {
- Threads[i].stop = true;
- while(Threads[i].running);
+ for (int i = 1; i < THREAD_MAX; i++)
+ {
+ Threads[i].stop = true;
+ while(Threads[i].running);
}
destroy_split_point_stack();
}
/// the current search.
int64_t nodes_searched() {
+
int64_t result = 0ULL;
- for(int i = 0; i < ActiveThreads; i++)
- result += Threads[i].nodes;
+ for (int i = 0; i < ActiveThreads; i++)
+ result += Threads[i].nodes;
return result;
}
+// SearchStack::init() initializes a search stack. Used at the beginning of a
+// new search from the root.
+void SearchStack::init(int ply) {
+
+ pv[ply] = pv[ply + 1] = MOVE_NONE;
+ currentMove = threatMove = MOVE_NONE;
+ reduction = Depth(0);
+}
+
+void SearchStack::initKillers() {
+
+ mateKiller = MOVE_NONE;
+ for (int i = 0; i < KILLER_MAX; i++)
+ killers[i] = MOVE_NONE;
+}
+
namespace {
// id_loop() is the main iterative deepening loop. It calls root_search
// been consumed, the user stops the search, or the maximum search depth is
// reached.
- Value id_loop(const Position &pos, Move searchMoves[]) {
+ Value id_loop(const Position& pos, Move searchMoves[]) {
+
Position p(pos);
SearchStack ss[PLY_MAX_PLUS_2];
// Initialize
TT.new_search();
H.clear();
- init_search_stack(ss);
-
- ValueByIteration[0] = Value(0);
- ValueByIteration[1] = rml.get_move_score(0);
+ for (int i = 0; i < 3; i++)
+ {
+ ss[i].init(i);
+ ss[i].initKillers();
+ }
+ IterationInfo[1] = IterationInfoType(rml.get_move_score(0), rml.get_move_score(0));
Iteration = 1;
- EasyMove = rml.scan_for_easy_move();
+ Move EasyMove = rml.scan_for_easy_move();
// Iterative deepening loop
- while(!AbortSearch && Iteration < PLY_MAX) {
-
- // Initialize iteration
- rml.sort();
- Iteration++;
- BestMoveChangesByIteration[Iteration] = 0;
- if(Iteration <= 5)
- ExtraSearchTime = 0;
-
- std::cout << "info depth " << Iteration << std::endl;
-
- // Search to the current depth
- ValueByIteration[Iteration] = root_search(p, ss, rml);
-
- // Erase the easy move if it differs from the new best move
- if(ss[0].pv[0] != EasyMove)
- EasyMove = MOVE_NONE;
-
- Problem = false;
-
- if(!InfiniteSearch) {
- // Time to stop?
- bool stopSearch = false;
-
- // Stop search early if there is only a single legal move:
- if(Iteration >= 6 && rml.move_count() == 1)
- stopSearch = true;
-
- // Stop search early when the last two iterations returned a mate
- // score:
- if(Iteration >= 6
- && abs(ValueByIteration[Iteration]) >= abs(VALUE_MATE) - 100
- && abs(ValueByIteration[Iteration-1]) >= abs(VALUE_MATE) - 100)
- stopSearch = true;
-
- // Stop search early if one move seems to be much better than the
- // rest:
- int64_t nodes = nodes_searched();
- if(Iteration >= 8 && EasyMove == ss[0].pv[0] &&
- ((rml.get_move_cumulative_nodes(0) > (nodes * 85) / 100 &&
- current_search_time() > MaxSearchTime / 16) ||
- (rml.get_move_cumulative_nodes(0) > (nodes * 98) / 100 &&
- current_search_time() > MaxSearchTime / 32)))
- stopSearch = true;
-
- // Add some extra time if the best move has changed during the last
- // two iterations:
- if(Iteration > 5 && Iteration <= 50)
- ExtraSearchTime =
- BestMoveChangesByIteration[Iteration] * (MaxSearchTime / 2) +
- BestMoveChangesByIteration[Iteration-1] * (MaxSearchTime / 3);
-
- // If we need some more and we are in time advantage take it.
- if (ExtraSearchTime > 0 && TimeAdvantage > 2 * MaxSearchTime)
- ExtraSearchTime += MaxSearchTime / 2;
-
- // Stop search if most of MaxSearchTime is consumed at the end of the
- // iteration. We probably don't have enough time to search the first
- // move at the next iteration anyway.
- if(current_search_time() > ((MaxSearchTime + ExtraSearchTime)*80) / 128)
- stopSearch = true;
-
- if(stopSearch) {
- if(!PonderSearch)
- break;
- else
- StopOnPonderhit = true;
+ while (Iteration < PLY_MAX)
+ {
+ // Initialize iteration
+ rml.sort();
+ Iteration++;
+ BestMoveChangesByIteration[Iteration] = 0;
+ if (Iteration <= 5)
+ ExtraSearchTime = 0;
+
+ std::cout << "info depth " << Iteration << std::endl;
+
+ // Calculate dynamic search window based on previous iterations
+ Value alpha, beta;
+
+ if (MultiPV == 1 && Iteration >= 6 && abs(IterationInfo[Iteration - 1].value) < VALUE_KNOWN_WIN)
+ {
+ int prevDelta1 = IterationInfo[Iteration - 1].speculatedValue - IterationInfo[Iteration - 2].speculatedValue;
+ int prevDelta2 = IterationInfo[Iteration - 2].speculatedValue - IterationInfo[Iteration - 3].speculatedValue;
+
+ int delta = Max(2 * abs(prevDelta1) + abs(prevDelta2), ProblemMargin);
+
+ alpha = Max(IterationInfo[Iteration - 1].value - delta, -VALUE_INFINITE);
+ beta = Min(IterationInfo[Iteration - 1].value + delta, VALUE_INFINITE);
+ }
+ else
+ {
+ alpha = - VALUE_INFINITE;
+ beta = VALUE_INFINITE;
}
- }
- // Write PV to transposition table, in case the relevant entries have
- // been overwritten during the search:
- TT.insert_pv(p, ss[0].pv);
+ // Search to the current depth
+ Value value = root_search(p, ss, rml, alpha, beta);
- if(MaxDepth && Iteration >= MaxDepth)
- break;
+ // Write PV to transposition table, in case the relevant entries have
+ // been overwritten during the search.
+ TT.insert_pv(p, ss[0].pv);
+
+ if (AbortSearch)
+ break; // Value cannot be trusted. Break out immediately!
+
+ //Save info about search result
+ Value speculatedValue;
+ bool fHigh = false;
+ bool fLow = false;
+ Value delta = value - IterationInfo[Iteration - 1].value;
+
+ if (value >= beta)
+ {
+ assert(delta > 0);
+
+ fHigh = true;
+ speculatedValue = value + delta;
+ BestMoveChangesByIteration[Iteration] += 2; // Allocate more time
+ }
+ else if (value <= alpha)
+ {
+ assert(value == alpha);
+ assert(delta < 0);
+
+ fLow = true;
+ speculatedValue = value + delta;
+ BestMoveChangesByIteration[Iteration] += 3; // Allocate more time
+ } else
+ speculatedValue = value;
+
+ speculatedValue = Min(Max(speculatedValue, -VALUE_INFINITE), VALUE_INFINITE);
+ IterationInfo[Iteration] = IterationInfoType(value, speculatedValue);
+
+ // Erase the easy move if it differs from the new best move
+ if (ss[0].pv[0] != EasyMove)
+ EasyMove = MOVE_NONE;
+
+ Problem = false;
+
+ if (!InfiniteSearch)
+ {
+ // Time to stop?
+ bool stopSearch = false;
+
+ // Stop search early if there is only a single legal move
+ if (Iteration >= 6 && rml.move_count() == 1)
+ stopSearch = true;
+
+ // Stop search early when the last two iterations returned a mate score
+ if ( Iteration >= 6
+ && abs(IterationInfo[Iteration].value) >= abs(VALUE_MATE) - 100
+ && abs(IterationInfo[Iteration-1].value) >= abs(VALUE_MATE) - 100)
+ stopSearch = true;
+
+ // Stop search early if one move seems to be much better than the rest
+ int64_t nodes = nodes_searched();
+ if ( Iteration >= 8
+ && !fLow
+ && !fHigh
+ && EasyMove == ss[0].pv[0]
+ && ( ( rml.get_move_cumulative_nodes(0) > (nodes * 85) / 100
+ && current_search_time() > MaxSearchTime / 16)
+ ||( rml.get_move_cumulative_nodes(0) > (nodes * 98) / 100
+ && current_search_time() > MaxSearchTime / 32)))
+ stopSearch = true;
+
+ // Add some extra time if the best move has changed during the last two iterations
+ if (Iteration > 5 && Iteration <= 50)
+ ExtraSearchTime = BestMoveChangesByIteration[Iteration] * (MaxSearchTime / 2)
+ + BestMoveChangesByIteration[Iteration-1] * (MaxSearchTime / 3);
+
+ // Stop search if most of MaxSearchTime is consumed at the end of the
+ // iteration. We probably don't have enough time to search the first
+ // move at the next iteration anyway.
+ if (current_search_time() > ((MaxSearchTime + ExtraSearchTime)*80) / 128)
+ stopSearch = true;
+
+ if (stopSearch)
+ {
+ //FIXME: Implement fail-low emergency measures
+ if (!PonderSearch)
+ break;
+ else
+ StopOnPonderhit = true;
+ }
+ }
+
+ if (MaxDepth && Iteration >= MaxDepth)
+ break;
}
rml.sort();
// If we are pondering, we shouldn't print the best move before we
// are told to do so
- if(PonderSearch)
- wait_for_stop_or_ponderhit();
+ if (PonderSearch)
+ wait_for_stop_or_ponderhit();
else
- // Print final search statistics
- std::cout << "info nodes " << nodes_searched() << " nps " << nps()
- << " time " << current_search_time()
- << " hashfull " << TT.full() << std::endl;
-
- // Print the best move and the ponder move to the standard output:
+ // Print final search statistics
+ std::cout << "info nodes " << nodes_searched()
+ << " nps " << nps()
+ << " time " << current_search_time()
+ << " hashfull " << TT.full() << std::endl;
+
+ // Print the best move and the ponder move to the standard output
+ if (ss[0].pv[0] == MOVE_NONE)
+ {
+ ss[0].pv[0] = rml.get_move(0);
+ ss[0].pv[1] = MOVE_NONE;
+ }
std::cout << "bestmove " << ss[0].pv[0];
- if(ss[0].pv[1] != MOVE_NONE)
- std::cout << " ponder " << ss[0].pv[1];
+ if (ss[0].pv[1] != MOVE_NONE)
+ std::cout << " ponder " << ss[0].pv[1];
+
std::cout << std::endl;
- if(UseLogFile) {
- UndoInfo u;
- LogFile << "Nodes: " << nodes_searched() << '\n';
- LogFile << "Nodes/second: " << nps() << '\n';
- LogFile << "Best move: " << move_to_san(p, ss[0].pv[0]) << '\n';
- p.do_move(ss[0].pv[0], u);
- LogFile << "Ponder move: " << move_to_san(p, ss[0].pv[1]) << '\n';
- LogFile << std::endl;
+ if (UseLogFile)
+ {
+ if (dbg_show_mean)
+ dbg_print_mean(LogFile);
+
+ if (dbg_show_hit_rate)
+ dbg_print_hit_rate(LogFile);
+
+ StateInfo st;
+ LogFile << "Nodes: " << nodes_searched() << std::endl
+ << "Nodes/second: " << nps() << std::endl
+ << "Best move: " << move_to_san(p, ss[0].pv[0]) << std::endl;
+
+ p.do_move(ss[0].pv[0], st);
+ LogFile << "Ponder move: " << move_to_san(p, ss[0].pv[1])
+ << std::endl << std::endl;
}
return rml.get_move_score(0);
}
// scheme (perhaps we should try to use this at internal PV nodes, too?)
// and prints some information to the standard output.
- Value root_search(Position &pos, SearchStack ss[], RootMoveList &rml) {
- Value alpha = -VALUE_INFINITE, beta = VALUE_INFINITE, value;
+ Value root_search(Position& pos, SearchStack ss[], RootMoveList &rml, Value alpha, Value beta) {
+
+ Value oldAlpha = alpha;
+ Value value;
Bitboard dcCandidates = pos.discovered_check_candidates(pos.side_to_move());
- // Loop through all the moves in the root move list:
- for(int i = 0; i < rml.move_count() && !AbortSearch; i++) {
- int64_t nodes;
- Move move;
- UndoInfo u;
- Depth ext, newDepth;
-
- RootMoveNumber = i + 1;
- FailHigh = false;
-
- // Remember the node count before the move is searched. The node counts
- // are used to sort the root moves at the next iteration.
- nodes = nodes_searched();
-
- // Pick the next root move, and print the move and the move number to
- // the standard output:
- move = ss[0].currentMove = rml.get_move(i);
- if(current_search_time() >= 1000)
- std::cout << "info currmove " << move
- << " currmovenumber " << i + 1 << std::endl;
-
- // Decide search depth for this move:
- ext = extension(pos, move, true, pos.move_is_check(move), false, false);
- newDepth = (Iteration-2)*OnePly + ext + InitialDepth;
-
- // Make the move, and search it.
- pos.do_move(move, u, dcCandidates);
-
- if(i < MultiPV) {
- value = -search_pv(pos, ss, -beta, VALUE_INFINITE, newDepth, 1, 0);
- // If the value has dropped a lot compared to the last iteration,
- // set the boolean variable Problem to true. This variable is used
- // for time managment: When Problem is true, we try to complete the
- // current iteration before playing a move.
- Problem = (Iteration >= 2 &&
- value <= ValueByIteration[Iteration-1] - ProblemMargin);
- if(Problem && StopOnPonderhit)
- StopOnPonderhit = false;
- }
- else {
- value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
- if(value > alpha) {
- // Fail high! Set the boolean variable FailHigh to true, and
- // re-search the move with a big window. The variable FailHigh is
- // used for time managment: We try to avoid aborting the search
- // prematurely during a fail high research.
- FailHigh = true;
- value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
+ // Loop through all the moves in the root move list
+ for (int i = 0; i < rml.move_count() && !AbortSearch; i++)
+ {
+ if (alpha >= beta)
+ {
+ // We failed high, invalidate and skip next moves, leave node-counters
+ // and beta-counters as they are and quickly return, we will try to do
+ // a research at the next iteration with a bigger aspiration window.
+ rml.set_move_score(i, -VALUE_INFINITE);
+ continue;
}
- }
+ int64_t nodes;
+ Move move;
+ StateInfo st;
+ Depth ext, newDepth;
+
+ RootMoveNumber = i + 1;
+ FailHigh = false;
+
+ // Remember the node count before the move is searched. The node counts
+ // are used to sort the root moves at the next iteration.
+ nodes = nodes_searched();
+
+ // Reset beta cut-off counters
+ BetaCounter.clear();
+
+ // Pick the next root move, and print the move and the move number to
+ // the standard output.
+ move = ss[0].currentMove = rml.get_move(i);
+ if (current_search_time() >= 1000)
+ std::cout << "info currmove " << move
+ << " currmovenumber " << i + 1 << std::endl;
+
+ // Decide search depth for this move
+ bool moveIsCapture = pos.move_is_capture(move);
+ bool dangerous;
+ ext = extension(pos, move, true, moveIsCapture, pos.move_is_check(move), false, false, &dangerous);
+ newDepth = (Iteration - 2) * OnePly + ext + InitialDepth;
+
+ // Make the move, and search it
+ pos.do_move(move, st, dcCandidates);
+
+ if (i < MultiPV)
+ {
+ // Aspiration window is disabled in multi-pv case
+ if (MultiPV > 1)
+ alpha = -VALUE_INFINITE;
+
+ value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
+ // If the value has dropped a lot compared to the last iteration,
+ // set the boolean variable Problem to true. This variable is used
+ // for time managment: When Problem is true, we try to complete the
+ // current iteration before playing a move.
+ Problem = (Iteration >= 2 && value <= IterationInfo[Iteration-1].value - ProblemMargin);
+
+ if (Problem && StopOnPonderhit)
+ StopOnPonderhit = false;
+ }
+ else
+ {
+ if ( newDepth >= 3*OnePly
+ && i >= MultiPV + LMRPVMoves
+ && !dangerous
+ && !moveIsCapture
+ && !move_is_promotion(move)
+ && !move_is_castle(move))
+ {
+ ss[0].reduction = OnePly;
+ value = -search(pos, ss, -alpha, newDepth-OnePly, 1, true, 0);
+ } else
+ value = alpha + 1; // Just to trigger next condition
- pos.undo_move(move, u);
+ if (value > alpha)
+ {
+ value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
+ if (value > alpha)
+ {
+ // Fail high! Set the boolean variable FailHigh to true, and
+ // re-search the move with a big window. The variable FailHigh is
+ // used for time managment: We try to avoid aborting the search
+ // prematurely during a fail high research.
+ FailHigh = true;
+ value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
+ }
+ }
+ }
- // Finished searching the move. If AbortSearch is true, the search
- // was aborted because the user interrupted the search or because we
- // ran out of time. In this case, the return value of the search cannot
- // be trusted, and we break out of the loop without updating the best
- // move and/or PV:
- if(AbortSearch)
- break;
+ pos.undo_move(move);
- // Remember the node count for this move. The node counts are used to
- // sort the root moves at the next iteration.
- rml.set_move_nodes(i, nodes_searched() - nodes);
-
- assert(value >= -VALUE_INFINITE && value <= VALUE_INFINITE);
-
- if(value <= alpha && i >= MultiPV)
- rml.set_move_score(i, -VALUE_INFINITE);
- else {
- // New best move!
-
- // Update PV:
- rml.set_move_score(i, value);
- update_pv(ss, 0);
- rml.set_move_pv(i, ss[0].pv);
-
- if(MultiPV == 1) {
- // We record how often the best move has been changed in each
- // iteration. This information is used for time managment: When
- // the best move changes frequently, we allocate some more time.
- if(i > 0)
- BestMoveChangesByIteration[Iteration]++;
-
- // Print search information to the standard output:
- std::cout << "info depth " << Iteration
- << " score " << value_to_string(value)
- << " time " << current_search_time()
- << " nodes " << nodes_searched()
- << " nps " << nps()
- << " pv ";
- for(int j = 0; ss[0].pv[j] != MOVE_NONE && j < PLY_MAX; j++)
- std::cout << ss[0].pv[j] << " ";
- std::cout << std::endl;
-
- if(UseLogFile)
- LogFile << pretty_pv(pos, current_search_time(), Iteration,
- nodes_searched(), value, ss[0].pv)
- << std::endl;
-
- alpha = value;
-
- // Reset the global variable Problem to false if the value isn't too
- // far below the final value from the last iteration.
- if(value > ValueByIteration[Iteration - 1] - NoProblemMargin)
- Problem = false;
- }
- else { // MultiPV > 1
- rml.sort_multipv(i);
- for(int j = 0; j < Min(MultiPV, rml.move_count()); j++) {
- int k;
- std::cout << "info multipv " << j + 1
- << " score " << value_to_string(rml.get_move_score(j))
- << " depth " << ((j <= i)? Iteration : Iteration - 1)
- << " time " << current_search_time()
- << " nodes " << nodes_searched()
- << " nps " << nps()
- << " pv ";
- for(k = 0; rml.get_move_pv(j, k) != MOVE_NONE && k < PLY_MAX; k++)
- std::cout << rml.get_move_pv(j, k) << " ";
- std::cout << std::endl;
- }
- alpha = rml.get_move_score(Min(i, MultiPV-1));
- }
- }
+ // Finished searching the move. If AbortSearch is true, the search
+ // was aborted because the user interrupted the search or because we
+ // ran out of time. In this case, the return value of the search cannot
+ // be trusted, and we break out of the loop without updating the best
+ // move and/or PV.
+ if (AbortSearch)
+ break;
+
+ // Remember the node count for this move. The node counts are used to
+ // sort the root moves at the next iteration.
+ rml.set_move_nodes(i, nodes_searched() - nodes);
+
+ // Remember the beta-cutoff statistics
+ int64_t our, their;
+ BetaCounter.read(pos.side_to_move(), our, their);
+ rml.set_beta_counters(i, our, their);
+
+ assert(value >= -VALUE_INFINITE && value <= VALUE_INFINITE);
+
+ if (value <= alpha && i >= MultiPV)
+ rml.set_move_score(i, -VALUE_INFINITE);
+ else
+ {
+ // PV move or new best move!
+
+ // Update PV
+ rml.set_move_score(i, value);
+ update_pv(ss, 0);
+ TT.extract_pv(pos, ss[0].pv);
+ rml.set_move_pv(i, ss[0].pv);
+
+ if (MultiPV == 1)
+ {
+ // We record how often the best move has been changed in each
+ // iteration. This information is used for time managment: When
+ // the best move changes frequently, we allocate some more time.
+ if (i > 0)
+ BestMoveChangesByIteration[Iteration]++;
+
+ // Print search information to the standard output
+ std::cout << "info depth " << Iteration
+ << " score " << value_to_string(value)
+ << ((value >= beta)?
+ " lowerbound" : ((value <= alpha)? " upperbound" : ""))
+ << " time " << current_search_time()
+ << " nodes " << nodes_searched()
+ << " nps " << nps()
+ << " pv ";
+
+ for (int j = 0; ss[0].pv[j] != MOVE_NONE && j < PLY_MAX; j++)
+ std::cout << ss[0].pv[j] << " ";
+
+ std::cout << std::endl;
+
+ if (UseLogFile)
+ LogFile << pretty_pv(pos, current_search_time(), Iteration, nodes_searched(), value, ss[0].pv)
+ << std::endl;
+
+ if (value > alpha)
+ alpha = value;
+
+ // Reset the global variable Problem to false if the value isn't too
+ // far below the final value from the last iteration.
+ if (value > IterationInfo[Iteration - 1].value - NoProblemMargin)
+ Problem = false;
+ }
+ else // MultiPV > 1
+ {
+ rml.sort_multipv(i);
+ for (int j = 0; j < Min(MultiPV, rml.move_count()); j++)
+ {
+ int k;
+ std::cout << "info multipv " << j + 1
+ << " score " << value_to_string(rml.get_move_score(j))
+ << " depth " << ((j <= i)? Iteration : Iteration - 1)
+ << " time " << current_search_time()
+ << " nodes " << nodes_searched()
+ << " nps " << nps()
+ << " pv ";
+
+ for (k = 0; rml.get_move_pv(j, k) != MOVE_NONE && k < PLY_MAX; k++)
+ std::cout << rml.get_move_pv(j, k) << " ";
+
+ std::cout << std::endl;
+ }
+ alpha = rml.get_move_score(Min(i, MultiPV-1));
+ }
+ } // New best move case
+
+ assert(alpha >= oldAlpha);
+
+ FailLow = (alpha == oldAlpha);
}
return alpha;
}
// search_pv() is the main search function for PV nodes.
- Value search_pv(Position &pos, SearchStack ss[], Value alpha, Value beta,
+ Value search_pv(Position& pos, SearchStack ss[], Value alpha, Value beta,
Depth depth, int ply, int threadID) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
- EvalInfo ei;
+ if (depth < OnePly)
+ return qsearch(pos, ss, alpha, beta, Depth(0), ply, threadID);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
- Value oldAlpha = alpha;
+ init_node(pos, ss, ply, threadID);
+ // After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
- if (depth < OnePly)
- return qsearch(pos, ss, alpha, beta, Depth(0), ply, threadID);
-
- init_node(pos, ss, ply, threadID);
-
if (pos.is_draw())
return VALUE_DRAW;
+ EvalInfo ei;
+
if (ply >= PLY_MAX - 1)
return evaluate(pos, ei, threadID);
// Mate distance pruning
+ Value oldAlpha = alpha;
alpha = Max(value_mated_in(ply), alpha);
beta = Min(value_mate_in(ply+1), beta);
if (alpha >= beta)
return alpha;
- // Transposition table lookup. At PV nodes, we don't use the TT for
+ // Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
- const TTEntry* tte = TT.retrieve(pos);
-
+ const TTEntry* tte = TT.retrieve(pos.get_key());
Move ttMove = (tte ? tte->move() : MOVE_NONE);
// Go with internal iterative deepening if we don't have a TT move
}
// Initialize a MovePicker object for the current position, and prepare
- // to search all moves:
- MovePicker mp = MovePicker(pos, true, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
-
+ // to search all moves
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
+ Color us = pos.side_to_move();
+ bool isCheck = pos.is_check();
+ bool mateThreat = pos.has_mate_threat(opposite_color(us));
+
+ MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
Bitboard dcCandidates = mp.discovered_check_candidates();
- bool mateThreat = MateThreatExtension[1] > Depth(0)
- && pos.has_mate_threat(opposite_color(pos.side_to_move()));
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
{
assert(move_is_ok(move));
- bool lastMinuteSurprise = (depth <= OnePly && mp.current_move_type() == MovePicker::PH_GOOD_CAPTURES);
- bool singleReply = (pos.is_check() && mp.number_of_moves() == 1);
+ bool singleReply = (isCheck && mp.number_of_evasions() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
- ss[ply].currentMoveCaptureValue = move_is_ep(move) ?
- PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
-
// Decide the new search depth
- Depth ext = extension(pos, move, true, moveIsCheck, singleReply || lastMinuteSurprise, mateThreat);
+ bool dangerous;
+ Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Make and search the move
- UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ StateInfo st;
+ pos.do_move(move, st, dcCandidates);
if (moveCount == 1) // The first move in list is the PV
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
{
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
- && ext == Depth(0)
+ if ( depth >= 3*OnePly
&& moveCount >= LMRPVMoves
+ && !dangerous
&& !moveIsCapture
- && !move_promotion(move)
- && !moveIsPassedPawnPush
+ && !move_is_promotion(move)
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && !move_is_killer(move, ss[ply]))
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
else
value = alpha + 1; // Just to trigger next condition
- if (value > alpha) // Go with full depth pv search
+ if (value > alpha) // Go with full depth non-pv search
{
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
}
}
}
- pos.undo_move(move, u);
+ pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
}
// If we are at ply 1, and we are searching the first root move at
// ply 0, set the 'Problem' variable if the score has dropped a lot
- // (from the computer's point of view) since the previous iteration:
- if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
+ // (from the computer's point of view) since the previous iteration.
+ if ( ply == 1
+ && Iteration >= 2
+ && -value <= IterationInfo[Iteration-1].value - ProblemMargin)
Problem = true;
}
}
// All legal moves have been searched. A special case: If there were
- // no legal moves, it must be mate or stalemate:
+ // no legal moves, it must be mate or stalemate.
if (moveCount == 0)
- return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
+ return (isCheck ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
return bestValue;
if (bestValue <= oldAlpha)
- TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_UPPER);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
else if (bestValue >= beta)
{
+ BetaCounter.add(pos.side_to_move(), depth, threadID);
Move m = ss[ply].pv[ply];
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
- {
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
- }
+ update_killers(m, ss[ply]);
}
- TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, m);
}
else
- TT.store(pos, value_to_tt(bestValue, ply), depth, ss[ply].pv[ply], VALUE_TYPE_EXACT);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, depth, ss[ply].pv[ply]);
return bestValue;
}
// search() is the search function for zero-width nodes.
- Value search(Position &pos, SearchStack ss[], Value beta, Depth depth,
+ Value search(Position& pos, SearchStack ss[], Value beta, Depth depth,
int ply, bool allowNullmove, int threadID) {
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
- EvalInfo ei;
+ if (depth < OnePly)
+ return qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
+ init_node(pos, ss, ply, threadID);
+
+ // After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
- if (depth < OnePly)
- return qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
-
- init_node(pos, ss, ply, threadID);
-
if (pos.is_draw())
return VALUE_DRAW;
+ EvalInfo ei;
+
if (ply >= PLY_MAX - 1)
return evaluate(pos, ei, threadID);
return beta - 1;
// Transposition table lookup
- const TTEntry* tte = TT.retrieve(pos);
-
+ const TTEntry* tte = TT.retrieve(pos.get_key());
Move ttMove = (tte ? tte->move() : MOVE_NONE);
if (tte && ok_to_use_TT(tte, depth, beta, ply))
{
- ss[ply].currentMove = ttMove; // can be MOVE_NONE ?
+ ss[ply].currentMove = ttMove; // can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
Value approximateEval = quick_evaluate(pos);
bool mateThreat = false;
+ bool isCheck = pos.is_check();
// Null move search
if ( allowNullmove
- && !pos.is_check()
+ && depth > OnePly
+ && !isCheck
+ && !value_is_mate(beta)
&& ok_to_do_nullmove(pos)
&& approximateEval >= beta - NullMoveMargin)
{
ss[ply].currentMove = MOVE_NULL;
- UndoInfo u;
- pos.do_null_move(u);
- Value nullValue = -search(pos, ss, -(beta-1), depth-4*OnePly, ply+1, false, threadID);
- pos.undo_null_move(u);
+ StateInfo st;
+ pos.do_null_move(st);
+ int R = (depth >= 5 * OnePly ? 4 : 3); // Null move dynamic reduction
+
+ Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
+
+ pos.undo_null_move();
if (nullValue >= beta)
{
return beta;
} else {
// The null move failed low, which means that we may be faced with
- // some kind of threat. If the previous move was reduced, check if
+ // some kind of threat. If the previous move was reduced, check if
// the move that refuted the null move was somehow connected to the
- // move which was reduced. If a connection is found, return a fail
+ // move which was reduced. If a connection is found, return a fail
// low score (which will cause the reduced move to fail high in the
// parent node, which will trigger a re-search with full depth).
if (nullValue == value_mated_in(ply + 2))
}
}
// Null move search not allowed, try razoring
- else if ( (approximateEval < beta - RazorMargin && depth < RazorDepth)
- ||(approximateEval < beta - PawnValueMidgame && depth <= OnePly))
+ else if ( !value_is_mate(beta)
+ && depth < RazorDepth
+ && approximateEval < beta - RazorApprMargins[int(depth) - 2]
+ && ss[ply - 1].currentMove != MOVE_NULL
+ && ttMove == MOVE_NONE
+ && !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
- if (v < beta)
- return v;
+ if (v < beta - RazorMargins[int(depth) - 2])
+ return v;
}
// Go with internal iterative deepening if we don't have a TT move
}
// Initialize a MovePicker object for the current position, and prepare
- // to search all moves:
- MovePicker mp = MovePicker(pos, false, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
+ // to search all moves.
+ MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
Bitboard dcCandidates = mp.discovered_check_candidates();
Value futilityValue = VALUE_NONE;
- bool isCheck = pos.is_check();
- bool useFutilityPruning = UseFutilityPruning
- && depth < SelectiveDepth
+ bool useFutilityPruning = depth < SelectiveDepth
&& !isCheck;
// Loop through all legal moves until no moves remain or a beta cutoff
{
assert(move_is_ok(move));
- bool singleReply = (isCheck && mp.number_of_moves() == 1);
+ bool singleReply = (isCheck && mp.number_of_evasions() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
// Decide the new search depth
- Depth ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat);
+ bool dangerous;
+ Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Futility pruning
if ( useFutilityPruning
- && ext == Depth(0)
+ && !dangerous
&& !moveIsCapture
- && !moveIsPassedPawnPush
- && !move_promotion(move))
+ && !move_is_promotion(move))
{
+ // History pruning. See ok_to_prune() definition
if ( moveCount >= 2 + int(depth)
&& ok_to_prune(pos, move, ss[ply].threatMove, depth))
continue;
- if (depth < 3 * OnePly && approximateEval < beta)
+ // Value based pruning
+ if (approximateEval < beta)
{
if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID)
- + (depth < 2 * OnePly ? FutilityMargin1 : FutilityMargin2);
+ + FutilityMargins[int(depth) - 2];
if (futilityValue < beta)
{
}
// Make and search the move
- UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ StateInfo st;
+ pos.do_move(move, st, dcCandidates);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
- && ext == Depth(0)
- && moveCount >= LMRNonPVMoves
+ if ( depth >= 3*OnePly
+ && moveCount >= LMRNonPVMoves
+ && !dangerous
&& !moveIsCapture
- && !move_promotion(move)
- && !moveIsPassedPawnPush
+ && !move_is_promotion(move)
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && !move_is_killer(move, ss[ply]))
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -(beta-1), newDepth, ply+1, true, threadID);
}
- pos.undo_move(move, u);
+ pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
}
// All legal moves have been searched. A special case: If there were
- // no legal moves, it must be mate or stalemate:
+ // no legal moves, it must be mate or stalemate.
if (moveCount == 0)
return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
return bestValue;
if (bestValue < beta)
- TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_UPPER);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
else
{
+ BetaCounter.add(pos.side_to_move(), depth, threadID);
Move m = ss[ply].pv[ply];
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
- {
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
- }
+ update_killers(m, ss[ply]);
}
- TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, m);
}
+
+ assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
+
return bestValue;
}
// search function when the remaining depth is zero (or, to be more precise,
// less than OnePly).
- Value qsearch(Position &pos, SearchStack ss[], Value alpha, Value beta,
+ Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta,
Depth depth, int ply, int threadID) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
- EvalInfo ei;
-
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
+ init_node(pos, ss, ply, threadID);
+
+ // After init_node() that calls poll()
if (AbortSearch || thread_should_stop(threadID))
return Value(0);
- init_node(pos, ss, ply, threadID);
-
if (pos.is_draw())
return VALUE_DRAW;
- // Transposition table lookup
- const TTEntry* tte = TT.retrieve(pos);
- if (tte && ok_to_use_TT(tte, depth, beta, ply))
- return value_from_tt(tte->value(), ply);
+ // Transposition table lookup, only when not in PV
+ TTEntry* tte = NULL;
+ bool pvNode = (beta - alpha != 1);
+ if (!pvNode)
+ {
+ tte = TT.retrieve(pos.get_key());
+ if (tte && ok_to_use_TT(tte, depth, beta, ply))
+ {
+ assert(tte->type() != VALUE_TYPE_EVAL);
+
+ return value_from_tt(tte->value(), ply);
+ }
+ }
+ Move ttMove = (tte ? tte->move() : MOVE_NONE);
+
+ // Evaluate the position statically
+ EvalInfo ei;
+ Value staticValue;
+ bool isCheck = pos.is_check();
+ ei.futilityMargin = Value(0); // Manually initialize futilityMargin
+
+ if (isCheck)
+ staticValue = -VALUE_INFINITE;
- // Evaluate the position statically:
- Value staticValue = evaluate(pos, ei, threadID);
+ else if (tte && tte->type() == VALUE_TYPE_EVAL)
+ {
+ // Use the cached evaluation score if possible
+ assert(ei.futilityMargin == Value(0));
+
+ staticValue = tte->value() + ply;
+ }
+ else
+ staticValue = evaluate(pos, ei, threadID) + ply;
if (ply == PLY_MAX - 1)
- return staticValue;
+ return evaluate(pos, ei, threadID);
// Initialize "stand pat score", and return it immediately if it is
// at least beta.
- Value bestValue = (pos.is_check() ? -VALUE_INFINITE : staticValue);
+ Value bestValue = staticValue;
if (bestValue >= beta)
+ {
+ // Store the score to avoid a future costly evaluation() call
+ if (!isCheck && !tte && ei.futilityMargin == 0)
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EVAL, Depth(-127*OnePly), MOVE_NONE);
+
return bestValue;
+ }
if (bestValue > alpha)
alpha = bestValue;
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0) will be generated.
- MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, depth);
+ MovePicker mp = MovePicker(pos, ttMove, depth, H);
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
- bool isCheck = pos.is_check();
+ Color us = pos.side_to_move();
+ bool enoughMaterial = pos.non_pawn_material(us) > RookValueMidgame;
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
{
assert(move_is_ok(move));
- bool moveIsCheck = pos.move_is_check(move, dcCandidates);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
-
moveCount++;
ss[ply].currentMove = move;
// Futility pruning
- if ( UseQSearchFutilityPruning
+ if ( enoughMaterial
&& !isCheck
- && !moveIsCheck
- && !move_promotion(move)
- && !moveIsPassedPawnPush
- && beta - alpha == 1
- && pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame)
+ && !pvNode
+ && !move_is_promotion(move)
+ && !pos.move_is_check(move, dcCandidates)
+ && !pos.move_is_passed_pawn_push(move))
{
Value futilityValue = staticValue
+ Max(pos.midgame_value_of_piece_on(move_to(move)),
pos.endgame_value_of_piece_on(move_to(move)))
- + FutilityMargin0
+ + (move_is_ep(move) ? PawnValueEndgame : Value(0))
+ + FutilityMarginQS
+ ei.futilityMargin;
if (futilityValue < alpha)
}
}
- // Don't search captures and checks with negative SEE values.
+ // Don't search captures and checks with negative SEE values
if ( !isCheck
- && !move_promotion(move)
- && (pos.midgame_value_of_piece_on(move_from(move)) >
- pos.midgame_value_of_piece_on(move_to(move)))
- && pos.see(move) < 0)
+ && !move_is_promotion(move)
+ && pos.see_sign(move) < 0)
continue;
// Make and search the move.
- UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ StateInfo st;
+ pos.do_move(move, st, dcCandidates);
Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
- pos.undo_move(move, u);
+ pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
}
// All legal moves have been searched. A special case: If we're in check
- // and no legal moves were found, it is checkmate:
+ // and no legal moves were found, it is checkmate.
if (pos.is_check() && moveCount == 0) // Mate!
return value_mated_in(ply);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
// Update transposition table
- TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_EXACT);
+ Move m = ss[ply].pv[ply];
+ if (!pvNode)
+ {
+ Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
+ if (bestValue < beta)
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, d, MOVE_NONE);
+ else
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, d, m);
+ }
+
+ // Update killers only for good check moves
+ if (alpha >= beta && ok_to_history(pos, m)) // Only non capture moves are considered
+ update_killers(m, ss[ply]);
return bestValue;
}
// also don't need to store anything to the hash table here: This is taken
// care of after we return from the split point.
- void sp_search(SplitPoint *sp, int threadID) {
+ void sp_search(SplitPoint* sp, int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
Position pos = Position(sp->pos);
- SearchStack *ss = sp->sstack[threadID];
+ SearchStack* ss = sp->sstack[threadID];
Value value;
Move move;
bool isCheck = pos.is_check();
- bool useFutilityPruning = UseFutilityPruning
- && sp->depth < SelectiveDepth
+ bool useFutilityPruning = sp->depth < SelectiveDepth
&& !isCheck;
while ( sp->bestValue < sp->beta
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
lock_grab(&(sp->lock));
int moveCount = ++sp->moves;
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- Depth ext = extension(pos, move, false, moveIsCheck, false, false);
+ bool dangerous;
+ Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Prune?
if ( useFutilityPruning
- && ext == Depth(0)
+ && !dangerous
&& !moveIsCapture
- && !moveIsPassedPawnPush
- && !move_promotion(move)
+ && !move_is_promotion(move)
&& moveCount >= 2 + int(sp->depth)
&& ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth))
continue;
// Make and search the move.
- UndoInfo u;
- pos.do_move(move, u, sp->dcCandidates);
+ StateInfo st;
+ pos.do_move(move, st, sp->dcCandidates);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( ext == Depth(0)
+ if ( !dangerous
&& moveCount >= LMRNonPVMoves
&& !moveIsCapture
- && !moveIsPassedPawnPush
- && !move_promotion(move)
+ && !move_is_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && !move_is_killer(move, ss[sp->ply]))
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
ss[sp->ply].reduction = Depth(0);
value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true, threadID);
}
- pos.undo_move(move, u);
+ pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
lock_grab(&(sp->lock));
// If this is the master thread and we have been asked to stop because of
- // a beta cutoff higher up in the tree, stop all slave threads:
+ // a beta cutoff higher up in the tree, stop all slave threads.
if (sp->master == threadID && thread_should_stop(threadID))
for (int i = 0; i < ActiveThreads; i++)
if (sp->slaves[i])
// the normal search_pv() function, but simpler. Because we have already
// probed the hash table and searched the first move before splitting, we
// don't have to repeat all this work in sp_search_pv(). We also don't
- // need to store anything to the hash table here: This is taken care of
+ // need to store anything to the hash table here: This is taken care of
// after we return from the split point.
- void sp_search_pv(SplitPoint *sp, int threadID) {
+ void sp_search_pv(SplitPoint* sp, int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
Position pos = Position(sp->pos);
- SearchStack *ss = sp->sstack[threadID];
+ SearchStack* ss = sp->sstack[threadID];
Value value;
Move move;
{
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
assert(move_is_ok(move));
- ss[sp->ply].currentMoveCaptureValue = move_is_ep(move)?
- PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
-
lock_grab(&(sp->lock));
int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- Depth ext = extension(pos, move, true, moveIsCheck, false, false);
+ bool dangerous;
+ Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
- UndoInfo u;
- pos.do_move(move, u, sp->dcCandidates);
+ StateInfo st;
+ pos.do_move(move, st, sp->dcCandidates);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( ext == Depth(0)
+ if ( !dangerous
&& moveCount >= LMRPVMoves
&& !moveIsCapture
- && !moveIsPassedPawnPush
- && !move_promotion(move)
+ && !move_is_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && !move_is_killer(move, ss[sp->ply]))
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
{
// When the search fails high at ply 1 while searching the first
// move at the root, set the flag failHighPly1. This is used for
- // time managment: We don't want to stop the search early in
+ // time managment: We don't want to stop the search early in
// such cases, because resolving the fail high at ply 1 could
// result in a big drop in score at the root.
if (sp->ply == 1 && RootMoveNumber == 1)
Threads[threadID].failHighPly1 = false;
}
}
- pos.undo_move(move, u);
+ pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if (value == value_mate_in(sp->ply + 1))
ss[sp->ply].mateKiller = move;
- if(value >= sp->beta)
+ if (value >= sp->beta)
{
- for(int i = 0; i < ActiveThreads; i++)
- if(i != threadID && (i == sp->master || sp->slaves[i]))
+ for (int i = 0; i < ActiveThreads; i++)
+ if (i != threadID && (i == sp->master || sp->slaves[i]))
Threads[i].stop = true;
sp->finished = true;
}
// If we are at ply 1, and we are searching the first root move at
// ply 0, set the 'Problem' variable if the score has dropped a lot
- // (from the computer's point of view) since the previous iteration:
- if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
+ // (from the computer's point of view) since the previous iteration.
+ if ( sp->ply == 1
+ && Iteration >= 2
+ && -value <= IterationInfo[Iteration-1].value - ProblemMargin)
Problem = true;
}
lock_release(&(sp->lock));
lock_grab(&(sp->lock));
// If this is the master thread and we have been asked to stop because of
- // a beta cutoff higher up in the tree, stop all slave threads:
+ // a beta cutoff higher up in the tree, stop all slave threads.
if (sp->master == threadID && thread_should_stop(threadID))
for (int i = 0; i < ActiveThreads; i++)
if (sp->slaves[i])
lock_release(&(sp->lock));
}
+ /// The BetaCounterType class
+
+ BetaCounterType::BetaCounterType() { clear(); }
+
+ void BetaCounterType::clear() {
+
+ for (int i = 0; i < THREAD_MAX; i++)
+ Threads[i].betaCutOffs[WHITE] = Threads[i].betaCutOffs[BLACK] = 0ULL;
+ }
+
+ void BetaCounterType::add(Color us, Depth d, int threadID) {
+
+ // Weighted count based on depth
+ Threads[threadID].betaCutOffs[us] += unsigned(d);
+ }
+
+ void BetaCounterType::read(Color us, int64_t& our, int64_t& their) {
+
+ our = their = 0UL;
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ our += Threads[i].betaCutOffs[us];
+ their += Threads[i].betaCutOffs[opposite_color(us)];
+ }
+ }
+
/// The RootMove class
// Constructor
RootMove::RootMove() {
- nodes = cumulativeNodes = 0ULL;
+ nodes = cumulativeNodes = ourBeta = theirBeta = 0ULL;
}
// RootMove::operator<() is the comparison function used when
if (score != m.score)
return (score < m.score);
- return nodes <= m.nodes;
+ return theirBeta <= m.theirBeta;
}
/// The RootMoveList class
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Generate all legal moves
- int lm_count = generate_legal_moves(pos, mlist);
+ MoveStack* last = generate_legal_moves(pos, mlist);
// Add each move to the moves[] array
- for (int i = 0; i < lm_count; i++)
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
bool includeMove = includeAllMoves;
for (int k = 0; !includeMove && searchMoves[k] != MOVE_NONE; k++)
- includeMove = (searchMoves[k] == mlist[i].move);
-
- if (includeMove)
- {
- // Find a quick score for the move
- UndoInfo u;
- SearchStack ss[PLY_MAX_PLUS_2];
-
- moves[count].move = mlist[i].move;
- moves[count].nodes = 0ULL;
- pos.do_move(moves[count].move, u);
- moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE,
- Depth(0), 1, 0);
- pos.undo_move(moves[count].move, u);
- moves[count].pv[0] = moves[i].move;
- moves[count].pv[1] = MOVE_NONE; // FIXME
- count++;
- }
+ includeMove = (searchMoves[k] == cur->move);
+
+ if (!includeMove)
+ continue;
+
+ // Find a quick score for the move
+ StateInfo st;
+ SearchStack ss[PLY_MAX_PLUS_2];
+
+ moves[count].move = cur->move;
+ pos.do_move(moves[count].move, st);
+ moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
+ pos.undo_move(moves[count].move);
+ moves[count].pv[0] = moves[count].move;
+ moves[count].pv[1] = MOVE_NONE; // FIXME
+ count++;
}
sort();
}
moves[moveNum].cumulativeNodes += nodes;
}
+ inline void RootMoveList::set_beta_counters(int moveNum, int64_t our, int64_t their) {
+ moves[moveNum].ourBeta = our;
+ moves[moveNum].theirBeta = their;
+ }
+
void RootMoveList::set_move_pv(int moveNum, const Move pv[]) {
int j;
for(j = 0; pv[j] != MOVE_NONE; j++)
}
- // init_search_stack() initializes a search stack at the beginning of a
- // new search from the root.
-
- void init_search_stack(SearchStack ss[]) {
- for(int i = 0; i < 3; i++) {
- ss[i].pv[i] = MOVE_NONE;
- ss[i].pv[i+1] = MOVE_NONE;
- ss[i].currentMove = MOVE_NONE;
- ss[i].mateKiller = MOVE_NONE;
- ss[i].killer1 = MOVE_NONE;
- ss[i].killer2 = MOVE_NONE;
- ss[i].threatMove = MOVE_NONE;
- ss[i].reduction = Depth(0);
- }
- }
-
-
// init_node() is called at the beginning of all the search functions
// (search(), search_pv(), qsearch(), and so on) and initializes the search
// stack object corresponding to the current node. Once every
// NodesBetweenPolls nodes, init_node() also calls poll(), which polls
// for user input and checks whether it is time to stop the search.
- void init_node(const Position &pos, SearchStack ss[], int ply, int threadID) {
+ void init_node(const Position& pos, SearchStack ss[], int ply, int threadID) {
+
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
+ if (Slowdown && Iteration >= 3)
+ slowdown(pos);
+
Threads[threadID].nodes++;
- if(threadID == 0) {
- NodesSincePoll++;
- if(NodesSincePoll >= NodesBetweenPolls) {
- poll();
- NodesSincePoll = 0;
- }
+ if (threadID == 0)
+ {
+ NodesSincePoll++;
+ if (NodesSincePoll >= NodesBetweenPolls)
+ {
+ poll();
+ NodesSincePoll = 0;
+ }
}
+ ss[ply].init(ply);
+ ss[ply+2].initKillers();
- ss[ply].pv[ply] = ss[ply].pv[ply+1] = ss[ply].currentMove = MOVE_NONE;
- ss[ply+2].mateKiller = MOVE_NONE;
- ss[ply+2].killer1 = ss[ply+2].killer2 = MOVE_NONE;
- ss[ply].threatMove = MOVE_NONE;
- ss[ply].reduction = Depth(0);
- ss[ply].currentMoveCaptureValue = Value(0);
-
- if(Threads[threadID].printCurrentLine)
- print_current_line(ss, ply, threadID);
+ if (Threads[threadID].printCurrentLine)
+ print_current_line(ss, ply, threadID);
}
// difference between the two functions is that sp_update_pv also updates
// the PV at the parent node.
- void sp_update_pv(SearchStack *pss, SearchStack ss[], int ply) {
+ void sp_update_pv(SearchStack* pss, SearchStack ss[], int ply) {
assert(ply >= 0 && ply < PLY_MAX);
ss[ply].pv[ply] = pss[ply].pv[ply] = ss[ply].currentMove;
// assumed to be the move that was made to reach the current position, while
// the second move is assumed to be a move from the current position.
- bool connected_moves(const Position &pos, Move m1, Move m2) {
+ bool connected_moves(const Position& pos, Move m1, Move m2) {
Square f1, t1, f2, t2;
assert(move_is_ok(m1));
assert(move_is_ok(m2));
- if(m2 == MOVE_NONE)
- return false;
+ if (m2 == MOVE_NONE)
+ return false;
- // Case 1: The moving piece is the same in both moves.
+ // Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
t1 = move_to(m1);
- if(f2 == t1)
- return true;
+ if (f2 == t1)
+ return true;
- // Case 2: The destination square for m2 was vacated by m1.
+ // Case 2: The destination square for m2 was vacated by m1
t2 = move_to(m2);
f1 = move_from(m1);
- if(t2 == f1)
- return true;
+ if (t2 == f1)
+ return true;
- // Case 3: Moving through the vacated square:
- if(piece_is_slider(pos.piece_on(f2)) &&
- bit_is_set(squares_between(f2, t2), f1))
+ // Case 3: Moving through the vacated square
+ if ( piece_is_slider(pos.piece_on(f2))
+ && bit_is_set(squares_between(f2, t2), f1))
return true;
- // Case 4: The destination square for m2 is attacked by the moving piece
- // in m1:
- if(pos.piece_attacks_square(t1, t2))
- return true;
+ // Case 4: The destination square for m2 is attacked by the moving piece in m1
+ if (pos.piece_attacks_square(pos.piece_on(t1), t1, t2))
+ return true;
- // Case 5: Discovered check, checking piece is the piece moved in m1:
- if(piece_is_slider(pos.piece_on(t1)) &&
- bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())),
- f2) &&
- !bit_is_set(squares_between(t2, pos.king_square(pos.side_to_move())),
- t2)) {
- Bitboard occ = pos.occupied_squares();
- Color us = pos.side_to_move();
- Square ksq = pos.king_square(us);
- clear_bit(&occ, f2);
- if(pos.type_of_piece_on(t1) == BISHOP) {
- if(bit_is_set(bishop_attacks_bb(ksq, occ), t1))
- return true;
- }
- else if(pos.type_of_piece_on(t1) == ROOK) {
- if(bit_is_set(rook_attacks_bb(ksq, occ), t1))
- return true;
- }
- else {
- assert(pos.type_of_piece_on(t1) == QUEEN);
- if(bit_is_set(queen_attacks_bb(ksq, occ), t1))
- return true;
- }
+ // Case 5: Discovered check, checking piece is the piece moved in m1
+ if ( piece_is_slider(pos.piece_on(t1))
+ && bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), f2)
+ && !bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), t2))
+ {
+ Bitboard occ = pos.occupied_squares();
+ Color us = pos.side_to_move();
+ Square ksq = pos.king_square(us);
+ clear_bit(&occ, f2);
+ if (pos.type_of_piece_on(t1) == BISHOP)
+ {
+ if (bit_is_set(bishop_attacks_bb(ksq, occ), t1))
+ return true;
+ }
+ else if (pos.type_of_piece_on(t1) == ROOK)
+ {
+ if (bit_is_set(rook_attacks_bb(ksq, occ), t1))
+ return true;
+ }
+ else
+ {
+ assert(pos.type_of_piece_on(t1) == QUEEN);
+ if (bit_is_set(queen_attacks_bb(ksq, occ), t1))
+ return true;
+ }
}
-
return false;
}
+ // value_is_mate() checks if the given value is a mate one
+ // eventually compensated for the ply.
+
+ bool value_is_mate(Value value) {
+
+ assert(abs(value) <= VALUE_INFINITE);
+
+ return value <= value_mated_in(PLY_MAX)
+ || value >= value_mate_in(PLY_MAX);
+ }
+
+
+ // move_is_killer() checks if the given move is among the
+ // killer moves of that ply.
+
+ bool move_is_killer(Move m, const SearchStack& ss) {
+
+ const Move* k = ss.killers;
+ for (int i = 0; i < KILLER_MAX; i++, k++)
+ if (*k == m)
+ return true;
+
+ return false;
+ }
+
+
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
- // particular) are searched with bigger depth than ordinary moves.
+ // particular) are searched with bigger depth than ordinary moves and in
+ // any case are marked as 'dangerous'. Note that also if a move is not
+ // extended, as example because the corresponding UCI option is set to zero,
+ // the move is marked as 'dangerous' so, at least, we avoid to prune it.
- Depth extension(const Position &pos, Move m, bool pvNode,
- bool check, bool singleReply, bool mateThreat) {
+ Depth extension(const Position& pos, Move m, bool pvNode, bool capture, bool check,
+ bool singleReply, bool mateThreat, bool* dangerous) {
- Depth result = Depth(0);
+ assert(m != MOVE_NONE);
- if (check)
- result += CheckExtension[pvNode];
+ Depth result = Depth(0);
+ *dangerous = check | singleReply | mateThreat;
- if (singleReply)
- result += SingleReplyExtension[pvNode];
+ if (*dangerous)
+ {
+ if (check)
+ result += CheckExtension[pvNode];
- if (pos.move_is_pawn_push_to_7th(m))
- result += PawnPushTo7thExtension[pvNode];
+ if (singleReply)
+ result += SingleReplyExtension[pvNode];
- if (pos.move_is_passed_pawn_push(m))
- result += PassedPawnExtension[pvNode];
+ if (mateThreat)
+ result += MateThreatExtension[pvNode];
+ }
- if (mateThreat)
- result += MateThreatExtension[pvNode];
+ if (pos.type_of_piece_on(move_from(m)) == PAWN)
+ {
+ Color c = pos.side_to_move();
+ if (relative_rank(c, move_to(m)) == RANK_7)
+ {
+ result += PawnPushTo7thExtension[pvNode];
+ *dangerous = true;
+ }
+ if (pos.pawn_is_passed(c, move_to(m)))
+ {
+ result += PassedPawnExtension[pvNode];
+ *dangerous = true;
+ }
+ }
- if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame\r
- && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)\r
- - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))\r
- && !move_promotion(m))
+ if ( capture
+ && pos.type_of_piece_on(move_to(m)) != PAWN
+ && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
+ - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
+ && !move_is_promotion(m)
+ && !move_is_ep(m))
+ {
result += PawnEndgameExtension[pvNode];
-
+ *dangerous = true;
+ }
+
if ( pvNode
- && pos.move_is_capture(m)
+ && capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
- && pos.see(m) >= 0)
+ && pos.see_sign(m) >= 0)
+ {
result += OnePly/2;
+ *dangerous = true;
+ }
return Min(result, OnePly);
}
// probably a good idea to avoid null moves in at least some more
// complicated endgames, e.g. KQ vs KR. FIXME
- bool ok_to_do_nullmove(const Position &pos) {
- if(pos.non_pawn_material(pos.side_to_move()) == Value(0))
- return false;
- return true;
+ bool ok_to_do_nullmove(const Position& pos) {
+
+ return pos.non_pawn_material(pos.side_to_move()) != Value(0);
}
// non-tactical moves late in the move list close to the leaves are
// candidates for pruning.
- bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d) {
- Square mfrom, mto, tfrom, tto;
+ bool ok_to_prune(const Position& pos, Move m, Move threat, Depth d) {
assert(move_is_ok(m));
assert(threat == MOVE_NONE || move_is_ok(threat));
- assert(!move_promotion(m));
+ assert(!move_is_promotion(m));
assert(!pos.move_is_check(m));
assert(!pos.move_is_capture(m));
assert(!pos.move_is_passed_pawn_push(m));
assert(d >= OnePly);
+ Square mfrom, mto, tfrom, tto;
+
mfrom = move_from(m);
mto = move_to(m);
tfrom = move_from(threat);
tto = move_to(threat);
- // Case 1: Castling moves are never pruned.
- if(move_is_castle(m))
- return false;
+ // Case 1: Castling moves are never pruned
+ if (move_is_castle(m))
+ return false;
// Case 2: Don't prune moves which move the threatened piece
- if(!PruneEscapeMoves && threat != MOVE_NONE && mfrom == tto)
- return false;
+ if (!PruneEscapeMoves && threat != MOVE_NONE && mfrom == tto)
+ return false;
// Case 3: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune move which defend it.
- if(!PruneDefendingMoves && threat != MOVE_NONE
- && (piece_value_midgame(pos.piece_on(tfrom))
- >= piece_value_midgame(pos.piece_on(tto)))
- && pos.move_attacks_square(m, tto))
- return false;
-
- // Case 4: Don't prune moves with good history.
- if(!H.ok_to_prune(pos.piece_on(move_from(m)), m, d))
- return false;
+ if ( !PruneDefendingMoves
+ && threat != MOVE_NONE
+ && pos.move_is_capture(threat)
+ && ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
+ || pos.type_of_piece_on(tfrom) == KING)
+ && pos.move_attacks_square(m, tto))
+ return false;
+
+ // Case 4: Don't prune moves with good history
+ if (!H.ok_to_prune(pos.piece_on(mfrom), mto, d))
+ return false;
// Case 5: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
- if(!PruneBlockingMoves && threat != MOVE_NONE
- && piece_is_slider(pos.piece_on(tfrom))
- && bit_is_set(squares_between(tfrom, tto), mto) && pos.see(m) >= 0)
- return false;
+ if ( !PruneBlockingMoves
+ && threat != MOVE_NONE
+ && piece_is_slider(pos.piece_on(tfrom))
+ && bit_is_set(squares_between(tfrom, tto), mto)
+ && pos.see_sign(m) >= 0)
+ return false;
return true;
}
// ok_to_history() returns true if a move m can be stored
- // in history. Should be a non capturing move.
+ // in history. Should be a non capturing move nor a promotion.
bool ok_to_history(const Position& pos, Move m) {
- return pos.square_is_empty(move_to(m))
- && !move_promotion(m)
- && !move_is_ep(m);
+ return !pos.move_is_capture(m) && !move_is_promotion(m);
}
void update_history(const Position& pos, Move m, Depth depth,
Move movesSearched[], int moveCount) {
- H.success(pos.piece_on(move_from(m)), m, depth);
+ H.success(pos.piece_on(move_from(m)), move_to(m), depth);
for (int i = 0; i < moveCount - 1; i++)
- if (ok_to_history(pos, movesSearched[i]) && m != movesSearched[i])
- H.failure(pos.piece_on(move_from(movesSearched[i])), movesSearched[i]);
+ {
+ assert(m != movesSearched[i]);
+ if (ok_to_history(pos, movesSearched[i]))
+ H.failure(pos.piece_on(move_from(movesSearched[i])), move_to(movesSearched[i]));
+ }
}
+
+ // update_killers() add a good move that produced a beta-cutoff
+ // among the killer moves of that ply.
+
+ void update_killers(Move m, SearchStack& ss) {
+
+ if (m == ss.killers[0])
+ return;
+
+ for (int i = KILLER_MAX - 1; i > 0; i--)
+ ss.killers[i] = ss.killers[i - 1];
+
+ ss.killers[0] = m;
+ }
+
+
+ // slowdown() simply wastes CPU cycles doing nothing useful. It's used
+ // in strength handicap mode.
+
+ void slowdown(const Position &pos) {
+ int i, n;
+ n = Slowdown;
+ for (i = 0; i < n; i++) {
+ Square s = Square(i&63);
+ if (count_1s(pos.attacks_to(s)) > 63)
+ std::cout << "This can't happen, but I put this string here anyway, in order to prevent the compiler from optimizing away the useless computation." << std::endl;
+ }
+ }
+
+
// fail_high_ply_1() checks if some thread is currently resolving a fail
// high at ply 1 at the node below the first root node. This information
// is used for time managment.
bool fail_high_ply_1() {
+
for(int i = 0; i < ActiveThreads; i++)
- if(Threads[i].failHighPly1)
- return true;
+ if (Threads[i].failHighPly1)
+ return true;
+
return false;
}
AbortSearch = true;
PonderSearch = false;
Quit = true;
+ return;
}
- else if(command == "stop")
+ else if (command == "stop")
{
AbortSearch = true;
PonderSearch = false;
}
- else if(command == "ponderhit")
+ else if (command == "ponderhit")
ponderhit();
}
// Print search information
return;
bool overTime = t > AbsoluteMaxSearchTime
- || (RootMoveNumber == 1 && t > MaxSearchTime + ExtraSearchTime)
- || ( !FailHigh && !fail_high_ply_1() && !Problem
+ || (RootMoveNumber == 1 && t > MaxSearchTime + ExtraSearchTime && !FailLow) //FIXME: We are not checking any problem flags, BUG?
+ || ( !FailHigh && !FailLow && !fail_high_ply_1() && !Problem
&& t > 6*(MaxSearchTime + ExtraSearchTime));
- if ( (Iteration >= 2 && (!InfiniteSearch && overTime))
+ if ( (Iteration >= 3 && (!InfiniteSearch && overTime))
|| (ExactMaxTime && t >= ExactMaxTime)
|| (Iteration >= 3 && MaxNodes && nodes_searched() >= MaxNodes))
AbortSearch = true;
// it correctly predicted the opponent's move.
void ponderhit() {
+
int t = current_search_time();
PonderSearch = false;
- if(Iteration >= 2 &&
+ if (Iteration >= 3 &&
(!InfiniteSearch && (StopOnPonderhit ||
t > AbsoluteMaxSearchTime ||
(RootMoveNumber == 1 &&
- t > MaxSearchTime + ExtraSearchTime) ||
- (!FailHigh && !fail_high_ply_1() && !Problem &&
+ t > MaxSearchTime + ExtraSearchTime && !FailLow) ||
+ (!FailHigh && !FailLow && !fail_high_ply_1() && !Problem &&
t > 6*(MaxSearchTime + ExtraSearchTime)))))
AbortSearch = true;
}
// thread. Called when the UCI option UCI_ShowCurrLine is 'true'.
void print_current_line(SearchStack ss[], int ply, int threadID) {
+
assert(ply >= 0 && ply < PLY_MAX);
assert(threadID >= 0 && threadID < ActiveThreads);
- if(!Threads[threadID].idle) {
- lock_grab(&IOLock);
- std::cout << "info currline " << (threadID + 1);
- for(int p = 0; p < ply; p++)
- std::cout << " " << ss[p].currentMove;
- std::cout << std::endl;
- lock_release(&IOLock);
+ if (!Threads[threadID].idle)
+ {
+ lock_grab(&IOLock);
+ std::cout << "info currline " << (threadID + 1);
+ for (int p = 0; p < ply; p++)
+ std::cout << " " << ss[p].currentMove;
+
+ std::cout << std::endl;
+ lock_release(&IOLock);
}
Threads[threadID].printCurrentLine = false;
- if(threadID + 1 < ActiveThreads)
- Threads[threadID + 1].printCurrentLine = true;
+ if (threadID + 1 < ActiveThreads)
+ Threads[threadID + 1].printCurrentLine = true;
}
// after which the bestmove and pondermove will be printed (in id_loop()).
void wait_for_stop_or_ponderhit() {
+
std::string command;
- while(true) {
- if(!std::getline(std::cin, command))
- command = "quit";
-
- if(command == "quit") {
- OpeningBook.close();
- stop_threads();
- quit_eval();
- exit(0);
- }
- else if(command == "ponderhit" || command == "stop")
- break;
+ while (true)
+ {
+ if (!std::getline(std::cin, command))
+ command = "quit";
+
+ if (command == "quit")
+ {
+ Quit = true;
+ break;
+ }
+ else if (command == "ponderhit" || command == "stop")
+ break;
}
}
// The parameter "waitSp", if non-NULL, is a pointer to an active SplitPoint
// object for which the current thread is the master.
- void idle_loop(int threadID, SplitPoint *waitSp) {
+ void idle_loop(int threadID, SplitPoint* waitSp) {
assert(threadID >= 0 && threadID < THREAD_MAX);
Threads[threadID].running = true;
#endif
}
- // If this thread has been assigned work, launch a search:
+ // If this thread has been assigned work, launch a search
if(Threads[threadID].workIsWaiting) {
Threads[threadID].workIsWaiting = false;
if(Threads[threadID].splitPoint->pvNode)
}
// If this thread is the master of a split point and all threads have
- // finished their work at this split point, return from the idle loop:
+ // finished their work at this split point, return from the idle loop.
if(waitSp != NULL && waitSp->cpus == 0)
return;
}
bool thread_should_stop(int threadID) {
assert(threadID >= 0 && threadID < ActiveThreads);
- SplitPoint *sp;
+ SplitPoint* sp;
if(Threads[threadID].stop)
return true;
// threads have returned from sp_search_pv (or, equivalently, when
// splitPoint->cpus becomes 0), split() returns true.
- bool split(const Position &p, SearchStack *sstck, int ply,
- Value *alpha, Value *beta, Value *bestValue,
- Depth depth, int *moves,
- MovePicker *mp, Bitboard dcCandidates, int master, bool pvNode) {
+ bool split(const Position& p, SearchStack* sstck, int ply,
+ Value* alpha, Value* beta, Value* bestValue, Depth depth, int* moves,
+ MovePicker* mp, Bitboard dcCandidates, int master, bool pvNode) {
+
assert(p.is_ok());
assert(sstck != NULL);
assert(ply >= 0 && ply < PLY_MAX);
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
- SplitPoint *splitPoint;
+ SplitPoint* splitPoint;
int i;
lock_grab(&MPLock);
// If no other thread is available to help us, or if we have too many
- // active split points, don't split:
+ // active split points, don't split.
if(!idle_thread_exists(master) ||
Threads[master].activeSplitPoints >= MaxActiveSplitPoints) {
lock_release(&MPLock);
return false;
}
- // Pick the next available split point object from the split point stack:
+ // Pick the next available split point object from the split point stack
splitPoint = SplitPointStack[master] + Threads[master].activeSplitPoints;
Threads[master].activeSplitPoints++;
- // Initialize the split point object:
+ // Initialize the split point object
splitPoint->parent = Threads[master].splitPoint;
splitPoint->finished = false;
splitPoint->ply = ply;
for(i = 0; i < ActiveThreads; i++)
splitPoint->slaves[i] = 0;
- // Copy the current position and the search stack to the master thread:
+ // Copy the current position and the search stack to the master thread
memcpy(splitPoint->sstack[master], sstck, (ply+1)*sizeof(SearchStack));
Threads[master].splitPoint = splitPoint;
- // Make copies of the current position and search stack for each thread:
+ // Make copies of the current position and search stack for each thread
for(i = 0; i < ActiveThreads && splitPoint->cpus < MaxThreadsPerSplitPoint;
i++)
if(thread_is_available(i, master)) {
idle_loop(master, splitPoint);
// We have returned from the idle loop, which means that all threads are
- // finished. Update alpha, beta and bestvalue, and return:
+ // finished. Update alpha, beta and bestvalue, and return.
lock_grab(&MPLock);
if(pvNode) *alpha = splitPoint->alpha;
*beta = splitPoint->beta;