void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
- void split(const Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue,
- Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, int master, bool pvNode);
+ void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
+ Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, bool pvNode);
private:
friend void poll();
// Last seconds noise filtering (LSN)
const bool UseLSNFiltering = true;
- const int LSNTime = 4000; // In milliseconds
+ const int LSNTime = 100; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
bool loseOnTime = false;
Value root_search(Position& pos, SearchStack* ss, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
template <NodeType PvNode>
- Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
+ Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
- Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int threadID);
+ Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
void sp_search(SplitPoint* sp, int threadID);
template <NodeType PvNode>
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
- void update_pv(SearchStack* ss, int ply);
- void sp_update_pv(SearchStack* pss, SearchStack* ss, int ply);
+ void update_pv(SearchStack* ss);
+ void sp_update_pv(SearchStack* pss, SearchStack* ss);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
bool move_is_killer(Move m, SearchStack* ss);
void poll();
void ponderhit();
void wait_for_stop_or_ponderhit();
- void init_ss_array(SearchStack* ss);
+ void init_ss_array(SearchStack* ss, int size);
void print_pv_info(const Position& pos, SearchStack* ss, Value alpha, Value beta, Value value);
#if !defined(_MSC_VER)
// SearchStack::init() initializes a search stack. Used at the beginning of a
// new search from the root.
-void SearchStack::init(int ply) {
+void SearchStack::init() {
- pv[ply] = pv[ply + 1] = MOVE_NONE;
+ pv[0] = pv[1] = MOVE_NONE;
currentMove = threatMove = MOVE_NONE;
reduction = Depth(0);
eval = VALUE_NONE;
Value id_loop(const Position& pos, Move searchMoves[]) {
- Position p(pos);
+ Position p(pos, pos.thread());
SearchStack ss[PLY_MAX_PLUS_2];
Move EasyMove = MOVE_NONE;
Value value, alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
// Initialize
TT.new_search();
H.clear();
- init_ss_array(ss);
+ init_ss_array(ss, PLY_MAX_PLUS_2);
ValueByIteration[1] = rml.get_move_score(0);
- p.reset_ply();
Iteration = 1;
// Is one move significantly better than others after initial scoring ?
// Step 5. Evaluate the position statically
// At root we do this only to get reference value for child nodes
if (!isCheck)
- ss->eval = evaluate(pos, ei, 0);
+ ss->eval = evaluate(pos, ei);
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
alpha = -VALUE_INFINITE;
// Full depth PV search, done on first move or after a fail high
- value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, 0);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
else
{
ss->reduction = reduction<PV>(depth, i - MultiPV + 2);
if (ss->reduction)
{
+ assert(newDepth-ss->reduction >= OnePly);
+
// Reduced depth non-pv search using alpha as upperbound
- value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, true, 0);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
+
+ // The move failed high, but if reduction is very big we could
+ // face a false positive, retry with a less aggressive reduction,
+ // if the move fails high again then go with full depth search.
+ if (doFullDepthSearch && ss->reduction > 2 * OnePly)
+ {
+ assert(newDepth - OnePly >= OnePly);
+
+ ss->reduction = OnePly;
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
+ doFullDepthSearch = (value > alpha);
+ }
+ ss->reduction = Depth(0); // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
// Full depth non-pv search using alpha as upperbound
- ss->reduction = Depth(0);
- value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, true, 0);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1);
// If we are above alpha then research at same depth but as PV
// to get a correct score or eventually a fail high above beta.
if (value > alpha)
- value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, 0);
+ value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
}
// We are failing high and going to do a research. It's important to update
// the score before research in case we run out of time while researching.
rml.set_move_score(i, value);
- update_pv(ss, 0);
+ update_pv(ss);
TT.extract_pv(pos, ss->pv, PLY_MAX);
rml.set_move_pv(i, ss->pv);
// Update PV
rml.set_move_score(i, value);
- update_pv(ss, 0);
+ update_pv(ss);
TT.extract_pv(pos, ss->pv, PLY_MAX);
rml.set_move_pv(i, ss->pv);
// search<>() is the main search function for both PV and non-PV nodes
template <NodeType PvNode>
- Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth,
- bool allowNullmove, int threadID, Move excludedMove) {
+ Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
- assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
- assert(threadID >= 0 && threadID < TM.active_threads());
+ assert(ply > 0 && ply < PLY_MAX);
+ assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
Move movesSearched[256];
EvalInfo ei;
StateInfo st;
const TTEntry* tte;
- Move ttMove, move;
+ Key posKey;
+ Move ttMove, move, excludedMove;
Depth ext, newDepth;
Value bestValue, value, oldAlpha;
Value refinedValue, nullValue, futilityValueScaled; // Non-PV specific
bool isCheck, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
int moveCount = 0;
- int ply = pos.ply();
+ int threadID = pos.thread();
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
// Step 1. Initialize node and poll. Polling can abort search
TM.incrementNodeCounter(threadID);
- ss->init(ply);
- (ss + 2)->initKillers();
+ ss->init();
+ (ss+2)->initKillers();
if (threadID == 0 && ++NodesSincePoll > NodesBetweenPolls)
{
// We don't want the score of a partial search to overwrite a previous full search
// TT value, so we use a different position key in case of an excluded move exists.
- Key posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
+ excludedMove = ss->excludedMove;
+ posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
tte = TT.retrieve(posKey);
ttMove = (tte ? tte->move() : MOVE_NONE);
ei.kingDanger[pos.side_to_move()] = tte->king_danger();
}
else
- ss->eval = evaluate(pos, ei, threadID);
+ ss->eval = evaluate(pos, ei);
refinedValue = refine_eval(tte, ss->eval, ply); // Enhance accuracy with TT value if possible
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
&& !value_is_mate(beta)
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
+ // Pass ss->eval to qsearch() and avoid an evaluate call
+ if (!tte || tte->static_value() == VALUE_NONE)
+ TT.store(posKey, ss->eval, VALUE_TYPE_EXACT, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
+
Value rbeta = beta - razor_margin(depth);
- Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), threadID);
+ Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply);
if (v < rbeta)
// Logically we should return (v + razor_margin(depth)), but
// surprisingly this did slightly weaker in tests.
// We're betting that the opponent doesn't have a move that will reduce
// the score by more than futility_margin(depth) if we do a null move.
if ( !PvNode
- && allowNullmove
+ && !ss->skipNullMove
&& depth < RazorDepth
&& refinedValue >= beta + futility_margin(depth, 0)
&& !isCheck
// at least beta. Otherwise we do a null move if static value is not more than
// NullMoveMargin under beta.
if ( !PvNode
- && allowNullmove
+ && !ss->skipNullMove
&& depth > OnePly
&& refinedValue >= beta - (depth >= 4 * OnePly ? NullMoveMargin : 0)
&& !isCheck
R++;
pos.do_null_move(st);
+ (ss+1)->skipNullMove = true;
- nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), threadID)
- : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, false, threadID);
+ nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
+ : - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1);
+ (ss+1)->skipNullMove = false;
pos.undo_null_move();
if (nullValue >= beta)
nullValue = beta;
// Do zugzwang verification search at high depths
- if ( depth < 6 * OnePly
- || search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, false, threadID) >= beta)
+ if (depth < 6 * OnePly)
+ return nullValue;
+
+ ss->skipNullMove = true;
+ Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, ply);
+ ss->skipNullMove = false;
+
+ if (v >= beta)
return nullValue;
}
else
&& (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
{
Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
- search<PvNode>(pos, ss, alpha, beta, d, false, threadID);
- ttMove = ss->pv[ply];
+
+ ss->skipNullMove = true;
+ search<PvNode>(pos, ss, alpha, beta, d, ply);
+ ss->skipNullMove = false;
+
+ ttMove = ss->pv[0];
tte = TT.retrieve(posKey);
}
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
Value b = ttValue - SingularExtensionMargin;
- Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, false, threadID, move);
-
+ ss->excludedMove = move;
+ ss->skipNullMove = true;
+ Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
+ ss->skipNullMove = false;
+ ss->excludedMove = MOVE_NONE;
if (v < ttValue - SingularExtensionMargin)
ext = OnePly;
}
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (PvNode && moveCount == 1)
- value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), threadID)
- : - search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, threadID);
+ value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
+ : - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
{
// Step 14. Reduced depth search
if (ss->reduction)
{
Depth d = newDepth - ss->reduction;
- value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), threadID)
- : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true, threadID);
+ value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
+ : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
doFullDepthSearch = (value > alpha);
}
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
- value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, true, threadID);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
doFullDepthSearch = (value > alpha);
}
ss->reduction = Depth(0); // Restore original reduction
// Step 15. Full depth search
if (doFullDepthSearch)
{
- value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), threadID)
- : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, true, threadID);
+ value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
+ : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > alpha && value < beta)
- value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), threadID)
- : - search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, threadID);
+ value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
+ : - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
}
}
if (PvNode && value < beta) // This guarantees that always: alpha < beta
alpha = value;
- update_pv(ss, ply);
+ update_pv(ss);
if (value == value_mate_in(ply + 1))
ss->mateKiller = move;
&& !AbortSearch
&& !TM.thread_should_stop(threadID)
&& Iteration <= 99)
- TM.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
- mateThreat, &moveCount, &mp, threadID, PvNode);
+ TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
+ mateThreat, &moveCount, &mp, PvNode);
}
// Step 19. Check for mate and stalemate
else if (bestValue >= beta)
{
TM.incrementBetaCounter(pos.side_to_move(), depth, threadID);
- move = ss->pv[ply];
+ move = ss->pv[0];
TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, move, ss->eval, ei.kingDanger[pos.side_to_move()]);
if (!pos.move_is_capture_or_promotion(move))
{
}
}
else
- TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, depth, ss->pv[ply], ss->eval, ei.kingDanger[pos.side_to_move()]);
+ TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, depth, ss->pv[0], ss->eval, ei.kingDanger[pos.side_to_move()]);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
// less than OnePly).
template <NodeType PvNode>
- Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int threadID) {
+ Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(depth <= 0);
- assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
- assert(threadID >= 0 && threadID < TM.active_threads());
+ assert(ply > 0 && ply < PLY_MAX);
+ assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
EvalInfo ei;
StateInfo st;
Move ttMove, move;
- Value staticValue, bestValue, value, futilityBase, futilityValue;
- bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
- const TTEntry* tte = NULL;
- int moveCount = 0;
- int ply = pos.ply();
+ Value bestValue, value, futilityValue, futilityBase;
+ bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
+ const TTEntry* tte;
Value oldAlpha = alpha;
- TM.incrementNodeCounter(threadID);
- ss->init(ply);
+ TM.incrementNodeCounter(pos.thread());
+ ss->pv[0] = ss->pv[1] = ss->currentMove = MOVE_NONE;
+ ss->eval = VALUE_NONE;
// Check for an instant draw or maximum ply reached
if (pos.is_draw() || ply >= PLY_MAX - 1)
// Evaluate the position statically
if (isCheck)
- staticValue = -VALUE_INFINITE;
- else if (tte && tte->static_value() != VALUE_NONE)
{
- staticValue = tte->static_value();
- ei.kingDanger[pos.side_to_move()] = tte->king_danger();
+ bestValue = futilityBase = -VALUE_INFINITE;
+ deepChecks = enoughMaterial = false;
}
else
- staticValue = evaluate(pos, ei, threadID);
-
- if (!isCheck)
{
- ss->eval = staticValue;
+ if (tte && tte->static_value() != VALUE_NONE)
+ {
+ ei.kingDanger[pos.side_to_move()] = tte->king_danger();
+ bestValue = tte->static_value();
+ }
+ else
+ bestValue = evaluate(pos, ei);
+
+ ss->eval = bestValue;
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
- }
- // Initialize "stand pat score", and return it immediately if it is
- // at least beta.
- bestValue = staticValue;
+ // Stand pat. Return immediately if static value is at least beta
+ if (bestValue >= beta)
+ {
+ if (!tte)
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
- if (bestValue >= beta)
- {
- // Store the score to avoid a future costly evaluation() call
- if (!isCheck && !tte)
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
+ return bestValue;
+ }
- return bestValue;
- }
+ if (PvNode && bestValue > alpha)
+ alpha = bestValue;
- if (bestValue > alpha)
- alpha = bestValue;
+ // If we are near beta then try to get a cutoff pushing checks a bit further
+ deepChecks = (depth == -OnePly && bestValue >= beta - PawnValueMidgame / 8);
- // If we are near beta then try to get a cutoff pushing checks a bit further
- bool deepChecks = (depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8);
+ // Futility pruning parameters, not needed when in check
+ futilityBase = bestValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
+ enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
+ }
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// and we are near beta) will be generated.
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
CheckInfo ci(pos);
- enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
- futilityBase = staticValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
// Loop through the moves until no moves remain or a beta cutoff occurs
while ( alpha < beta
moveIsCheck = pos.move_is_check(move, ci);
- // Update current move
- moveCount++;
- ss->currentMove = move;
-
// Futility pruning
if ( !PvNode
- && enoughMaterial
&& !isCheck
&& !moveIsCheck
&& move != ttMove
+ && enoughMaterial
&& !move_is_promotion(move)
&& !pos.move_is_passed_pawn_push(move))
{
&& pos.see_sign(move) < 0)
continue;
+ // Update current move
+ ss->currentMove = move;
+
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
- value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, threadID);
+ value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if (value > alpha)
{
alpha = value;
- update_pv(ss, ply);
+ update_pv(ss);
}
}
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate.
- if (!moveCount && isCheck) // Mate!
+ if (isCheck && bestValue == -VALUE_INFINITE)
return value_mated_in(ply);
// Update transposition table
Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
if (bestValue <= oldAlpha)
- {
- // If bestValue isn't changed it means it is still the static evaluation
- // of the node, so keep this info to avoid a future evaluation() call.
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, d, MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
- }
else if (bestValue >= beta)
{
- move = ss->pv[ply];
+ move = ss->pv[0];
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, d, move, ss->eval, ei.kingDanger[pos.side_to_move()]);
// Update killers only for good checking moves
update_killers(move, ss);
}
else
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, d, ss->pv[ply], ss->eval, ei.kingDanger[pos.side_to_move()]);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EXACT, d, ss->pv[0], ss->eval, ei.kingDanger[pos.side_to_move()]);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
int moveCount;
value = -VALUE_INFINITE;
- Position pos(*sp->pos);
+ Position pos(*sp->pos, threadID);
CheckInfo ci(pos);
- int ply = pos.ply();
SearchStack* ss = sp->sstack[threadID] + 1;
isCheck = pos.is_check();
{
Value localAlpha = sp->alpha;
Depth d = newDepth - ss->reduction;
- value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), threadID)
- : - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, true, threadID);
+ value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
+ : - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, sp->ply+1);
+
doFullDepthSearch = (value > localAlpha);
}
ss->reduction = OnePly;
Value localAlpha = sp->alpha;
- value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, true, threadID);
+ value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1);
doFullDepthSearch = (value > localAlpha);
}
ss->reduction = Depth(0); // Restore original reduction
if (doFullDepthSearch)
{
Value localAlpha = sp->alpha;
- value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), threadID)
- : - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, true, threadID);
+ value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
+ : - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > localAlpha && value < sp->beta)
- value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), threadID)
- : - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, false, threadID);
+ value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
+ : - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1);
}
// Step 16. Undo move
if (PvNode && value < sp->beta) // This guarantees that always: sp->alpha < sp->beta
sp->alpha = value;
- sp_update_pv(sp->parentSstack, ss, ply);
+ sp_update_pv(sp->parentSstack, ss);
}
}
}
// It updates the PV in the SearchStack object corresponding to the
// current node.
- void update_pv(SearchStack* ss, int ply) {
+ void update_pv(SearchStack* ss) {
- assert(ply >= 0 && ply < PLY_MAX);
+ Move* src = (ss+1)->pv;
+ Move* dst = ss->pv;
- int p;
+ *dst = ss->currentMove;
- ss->pv[ply] = ss->currentMove;
-
- for (p = ply + 1; (ss+1)->pv[p] != MOVE_NONE; p++)
- ss->pv[p] = (ss+1)->pv[p];
-
- ss->pv[p] = MOVE_NONE;
+ do
+ *++dst = *src;
+ while (*src++ != MOVE_NONE);
}
// 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) {
-
- assert(ply >= 0 && ply < PLY_MAX);
+ void sp_update_pv(SearchStack* pss, SearchStack* ss) {
- int p;
+ Move* src = (ss+1)->pv;
+ Move* dst = ss->pv;
+ Move* pdst = pss->pv;
- ss->pv[ply] = pss->pv[ply] = ss->currentMove;
+ *dst = *pdst = ss->currentMove;
- for (p = ply + 1; (ss+1)->pv[p] != MOVE_NONE; p++)
- ss->pv[p] = pss->pv[p] = (ss+1)->pv[p];
-
- ss->pv[p] = pss->pv[p] = MOVE_NONE;
+ do
+ *++dst = *++pdst = *src;
+ while (*src++ != MOVE_NONE);
}
if (*dangerous)
{
- if (moveIsCheck)
+ if (moveIsCheck && pos.see_sign(m)>= 0)
result += CheckExtension[PvNode];
if (singleEvasion)
}
- // init_ss_array() does a fast reset of the first entries of a SearchStack array
+ // init_ss_array() does a fast reset of the first entries of a SearchStack
+ // array and of all the excludedMove and skipNullMove entries.
- void init_ss_array(SearchStack* ss) {
+ void init_ss_array(SearchStack* ss, int size) {
- for (int i = 0; i < 3; i++, ss++)
+ for (int i = 0; i < size; i++, ss++)
{
- ss->init(i);
- ss->initKillers();
+ ss->excludedMove = MOVE_NONE;
+ ss->skipNullMove = false;
+
+ if (i < 3)
+ {
+ ss->init();
+ ss->initKillers();
+ }
}
}
// split() returns.
template <bool Fake>
- void ThreadsManager::split(const Position& p, SearchStack* ss, Value* alpha, const Value beta,
- Value* bestValue, Depth depth, bool mateThreat, int* moveCount,
- MovePicker* mp, int master, bool pvNode) {
+ void ThreadsManager::split(const Position& p, SearchStack* ss, int ply, Value* alpha,
+ const Value beta, Value* bestValue, Depth depth, bool mateThreat,
+ int* moveCount, MovePicker* mp, bool pvNode) {
assert(p.is_ok());
+ assert(ply > 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE);
assert(*bestValue <= *alpha);
assert(*alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > Depth(0));
- assert(master >= 0 && master < ActiveThreads);
+ assert(p.thread() >= 0 && p.thread() < ActiveThreads);
assert(ActiveThreads > 1);
+ int master = p.thread();
+
lock_grab(&MPLock);
// If no other thread is available to help us, or if we have too many
// Initialize the split point object
splitPoint->parent = threads[master].splitPoint;
splitPoint->stopRequest = false;
+ splitPoint->ply = ply;
splitPoint->depth = depth;
splitPoint->mateThreat = mateThreat;
splitPoint->alpha = *alpha;
continue;
// Find a quick score for the move
- init_ss_array(ss);
+ init_ss_array(ss, PLY_MAX_PLUS_2);
pos.do_move(cur->move, st);
moves[count].move = cur->move;
- moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 0);
+ moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1);
moves[count].pv[0] = cur->move;
moves[count].pv[1] = MOVE_NONE;
pos.undo_move(cur->move);