#include "book.h"
#include "evaluate.h"
#include "history.h"
-#include "misc.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPosition;
+ Time SearchTime;
}
using std::string;
using Eval::evaluate;
using namespace Search;
+// For some reason argument-dependent lookup (ADL) doesn't work for Android's
+// STLPort, so explicitly qualify following functions.
+using std::count;
+using std::find;
+
namespace {
// Set to true to force running with one thread. Used for debugging
const Depth RazorDepth = 4 * ONE_PLY;
// Dynamic razoring margin based on depth
- inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
+ inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
// Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * ONE_PLY;
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
- const Value IIDMargin = Value(0x100);
+ const Value IIDMargin = Value(256);
// Minimum depth for use of singular extension
const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
// Futility margin for quiescence search
- const Value FutilityMarginQS = Value(0x80);
+ const Value FutilityMarginQS = Value(128);
// Futility lookup tables (initialized at startup) and their access functions
Value FutilityMargins[16][64]; // [depth][moveNumber]
size_t MultiPV, UCIMultiPV, PVIdx;
TimeManager TimeMgr;
- Time SearchTime;
int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
}
// Test for a capture that triggers a pawn endgame
- if ( captureOrPromotion
- && type_of(pos.piece_on(to_sq(m))) != PAWN
+ if ( captureOrPromotion
+ && type_of(pos.piece_on(to_sq(m))) != PAWN
+ && !is_special(m)
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO)
- && !is_special(m))
+ - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO))
return true;
return false;
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
Eval::RootColor = pos.side_to_move();
- SearchTime.restart();
- TimeMgr.init(Limits, pos.startpos_ply_counter());
+ TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
H.clear();
goto finalize;
}
- if (Options["OwnBook"])
+ if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
log << "\nSearching: " << pos.to_fen()
<< "\ninfinite: " << Limits.infinite
<< " ponder: " << Limits.ponder
- << " time: " << Limits.time
- << " increment: " << Limits.increment
- << " moves to go: " << Limits.movesToGo
+ << " time: " << Limits.time[pos.side_to_move()]
+ << " increment: " << Limits.inc[pos.side_to_move()]
+ << " moves to go: " << Limits.movestogo
<< endl;
}
- Threads.set_size(Options["Threads"]);
+ Threads.wake_up();
// Set best timer interval to avoid lagging under time pressure. Timer is
// used to check for remaining available thinking time.
// We're ready to start searching. Call the iterative deepening loop function
id_loop(pos);
- // Stop timer and send all the slaves to sleep, if not already sleeping
- Threads.set_timer(0);
- Threads.set_size(1);
+ Threads.set_timer(0); // Stop timer
+ Threads.sleep();
if (Options["Use Search Log"])
{
// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
- Threads[pos.thread()].wait_for_stop_or_ponderhit();
+ pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
ss->currentMove = MOVE_NULL; // Hack to skip update gains
// Iterative deepening loop until requested to stop or target depth reached
- while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.maxDepth || depth <= Limits.maxDepth))
+ while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.depth || depth <= Limits.depth))
{
// Save last iteration's scores before first PV line is searched and all
// the move scores but the (new) PV are set to -VALUE_INFINITE.
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < Threads.size());
- Move movesSearched[MAX_MOVES];
+ Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
Key posKey;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread& thread = Threads[pos.thread()];
+ Thread* thisThread = pos.this_thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
ss->ply = (ss-1)->ply + 1;
// Used to send selDepth info to GUI
- if (PvNode && thread.maxPly < ss->ply)
- thread.maxPly = ss->ply;
+ if (PvNode && thisThread->maxPly < ss->ply)
+ thisThread->maxPly = ss->ply;
// Step 1. Initialize node
if (SpNode)
{
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
+ ttValue = VALUE_ZERO;
sp = ss->sp;
bestMove = sp->bestMove;
threatMove = sp->threatMove;
// Step 2. Check for aborted search and immediate draw
// Enforce node limit here. FIXME: This only works with 1 search thread.
- if (Limits.maxNodes && pos.nodes_searched() >= Limits.maxNodes)
+ if (Limits.nodes && pos.nodes_searched() >= Limits.nodes)
Signals.stop = true;
if (( Signals.stop
TT.refresh(tte);
ss->currentMove = ttMove; // Can be MOVE_NONE
- if ( ttValue >= beta
- && ttMove
+ if ( ttValue >= beta
+ && ttMove
&& !pos.is_capture_or_promotion(ttMove)
- && ttMove != ss->killers[0])
+ && ttMove != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = ttMove;
// Update gain for the parent non-capture move given the static position
// evaluation before and after the move.
- if ( (move = (ss-1)->currentMove) != MOVE_NULL
- && (ss-1)->eval != VALUE_NONE
- && ss->eval != VALUE_NONE
+ if ( (move = (ss-1)->currentMove) != MOVE_NULL
+ && (ss-1)->eval != VALUE_NONE
+ && ss->eval != VALUE_NONE
&& !pos.captured_piece_type()
&& !is_special(move))
{
&& refinedValue + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
- && !pos.has_pawn_on_7th(pos.side_to_move()))
+ && !pos.pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
futilityBase = ss->eval + ss->evalMargin;
singularExtensionNode = !RootNode
&& !SpNode
- && depth >= SingularExtensionDepth[PvNode]
- && ttMove != MOVE_NONE
+ && depth >= SingularExtensionDepth[PvNode]
+ && ttMove != MOVE_NONE
&& !excludedMove // Recursive singular search is not allowed
&& (tte->type() & BOUND_LOWER)
- && tte->depth() >= depth - 3 * ONE_PLY;
+ && tte->depth() >= depth - 3 * ONE_PLY;
// Step 11. Loop through moves
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
- while ( bestValue < beta
+ while ( bestValue < beta
&& (move = mp.next_move()) != MOVE_NONE
- && !thread.cutoff_occurred()
+ && !thisThread->cutoff_occurred()
&& !Signals.stop)
{
assert(is_ok(move));
{
Signals.firstRootMove = (moveCount == 1);
- if (pos.thread() == 0 && SearchTime.elapsed() > 2000)
+ if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960)
<< " currmovenumber " << moveCount + PVIdx << endl;
ext = ONE_PLY;
else if (givesCheck && pos.see_sign(move) >= 0)
- ext = PvNode ? ONE_PLY : ONE_PLY / 2;
+ ext = ONE_PLY / 2;
// Singular extension search. If all moves but one fail low on a search of
// (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
// is singular and should be extended. To verify this we do a reduced search
// on all the other moves but the ttMove, if result is lower than ttValue minus
// a margin then we extend ttMove.
- if ( singularExtensionNode
+ if ( singularExtensionNode
&& !ext
- && move == ttMove
- && pos.pl_move_is_legal(move, ci.pinned))
+ && move == ttMove
+ && pos.pl_move_is_legal(move, ci.pinned))
{
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
}
ss->currentMove = move;
- if (!SpNode && !captureOrPromotion)
+ if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
// Step 15. Reduced depth search (LMR). If the move fails high will be
// re-searched at full depth.
- if ( depth > 3 * ONE_PLY
+ if ( depth > 3 * ONE_PLY
&& !isPvMove
&& !captureOrPromotion
&& !dangerous
&& value < beta) // We want always alpha < beta
alpha = value;
- if (SpNode && !thread.cutoff_occurred())
+ if (SpNode && !thisThread->cutoff_occurred())
{
sp->bestValue = value;
sp->bestMove = move;
// Step 19. Check for split
if ( !SpNode
- && depth >= Threads.min_split_depth()
- && bestValue < beta
- && Threads.available_slave_exists(pos.thread())
+ && depth >= Threads.min_split_depth()
+ && bestValue < beta
+ && Threads.available_slave_exists(thisThread)
&& !Signals.stop
- && !thread.cutoff_occurred())
+ && !thisThread->cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
depth, threatMove, moveCount, &mp, NT);
}
// Step 21. Update tables
// Update transposition table entry, killers and history
- if (!SpNode && !Signals.stop && !thread.cutoff_occurred())
+ if (!SpNode && !Signals.stop && !thisThread->cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
bt = bestValue <= oldAlpha ? BOUND_UPPER
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth <= DEPTH_ZERO);
- assert(pos.thread() >= 0 && pos.thread() < Threads.size());
StateInfo st;
Move ttMove, move, bestMove;
// Detect non-capture evasions that are candidate to be pruned
evasionPrunable = !PvNode
- && inCheck
- && bestValue > VALUE_MATED_IN_MAX_PLY
+ && inCheck
+ && bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.is_capture(move)
&& !pos.can_castle(pos.side_to_move());
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
- if (single_bit(b)) // Catches also !b
+ if (!more_than_one(b))
return true;
// Rule 2. Queen contact check is very dangerous
// Case 3: Moving through the vacated square
p2 = pos.piece_on(f2);
- if (piece_is_slider(p2) && (squares_between(f2, t2) & f1))
+ if (piece_is_slider(p2) && (between_bb(f2, t2) & f1))
return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
// Case 5: Discovered check, checking piece is the piece moved in m1
ksq = pos.king_square(pos.side_to_move());
if ( piece_is_slider(p1)
- && (squares_between(t1, ksq) & f2)
+ && (between_bb(t1, ksq) & f2)
&& (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
- && (squares_between(tfrom, tto) & mto)
+ && (between_bb(tfrom, tto) & mto)
&& pos.see_sign(m) >= 0)
return true;
lock_release(Threads.splitLock);
Stack ss[MAX_PLY_PLUS_2];
- Position pos(*sp->pos, threadID);
- int master = sp->master;
+ Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
assert(is_searching);
is_searching = false;
- sp->slavesMask &= ~(1ULL << threadID);
+ sp->slavesMask &= ~(1ULL << idx);
sp->nodes += pos.nodes_searched();
- // After releasing the lock we cannot access anymore any SplitPoint
- // related data in a reliably way becuase it could have been released
- // under our feet by the sp master.
- lock_release(sp->lock);
-
// Wake up master thread so to allow it to return from the idle loop in
// case we are the last slave of the split point.
- if ( Threads.use_sleeping_threads()
- && threadID != master
- && !Threads[master].is_searching)
- Threads[master].wake_up();
+ if ( Threads.use_sleeping_threads()
+ && this != sp->master
+ && !sp->master->is_searching)
+ sp->master->wake_up();
+
+ // After releasing the lock we cannot access anymore any SplitPoint
+ // related data in a safe way becuase it could have been released under
+ // our feet by the sp master. Also accessing other Thread objects is
+ // unsafe because if we are exiting there is a chance are already freed.
+ lock_release(sp->lock);
}
}
}
|| stillAtFirstMove;
if ( (Limits.use_time_management() && noMoreTime)
- || (Limits.maxTime && e >= Limits.maxTime))
+ || (Limits.movetime && e >= Limits.movetime))
Signals.stop = true;
}