bool UseFutilityPruning = true;
// Margins for futility pruning in the quiescence search, at frontier
- // nodes, and at pre-frontier nodes:
+ // nodes, and at pre-frontier nodes
Value FutilityMargin0 = Value(0x80);
Value FutilityMargin1 = Value(0x100);
Value FutilityMargin2 = Value(0x300);
Depth PawnEndgameExtension[2] = {OnePly, OnePly};
Depth MateThreatExtension[2] = {Depth(0), Depth(0)};
- // Search depth at iteration 1:
+ // Search depth at iteration 1
const Depth InitialDepth = OnePly /*+ OnePly/2*/;
// Node counters
int NodesSincePoll;
int NodesBetweenPolls = 30000;
- // Iteration counter:
+ // Iteration counter
int Iteration;
+ bool LastIterations;
// Scores and number of times the best move changed for each iteration:
Value ValueByIteration[PLY_MAX_PLUS_2];
int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
- // MultiPV mode:
+ // MultiPV mode
int MultiPV = 1;
// Time managment variables
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_search_stack(SearchStack ss[]);
void init_node(const Position &pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
History H; // Should be made local?
+// The empty search stack
+SearchStack EmptySearchStack;
+
////
//// Functions
// Wait until the thread has finished launching:
while (!Threads[i].running);
}
+
+ // Init also the empty search stack
+ init_search_stack(EmptySearchStack);
}
ValueByIteration[0] = Value(0);
ValueByIteration[1] = rml.get_move_score(0);
Iteration = 1;
+ LastIterations = false;
EasyMove = rml.scan_for_easy_move();
if (ExtraSearchTime > 0 && TimeAdvantage > 2 * MaxSearchTime)
ExtraSearchTime += MaxSearchTime / 2;
+ // Try to guess if the current iteration is the last one or the last two
+ LastIterations = (current_search_time() > ((MaxSearchTime + ExtraSearchTime)*58) / 128);
+
// 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.
// 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);
+ MovePicker mp = MovePicker(pos, true, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
movesSearched[moveCount++] = ss[ply].currentMove = move;
if (moveIsCapture)
- ss[ply].currentMoveCaptureValue = pos.midgame_value_of_piece_on(move_to(move));
+ ss[ply].currentMoveCaptureValue = pos.midgame_value_of_piece_on(move_to(move));
else if (move_is_ep(move))
- ss[ply].currentMoveCaptureValue = PawnValueMidgame;
+ ss[ply].currentMoveCaptureValue = PawnValueMidgame;
else
- ss[ply].currentMoveCaptureValue = Value(0);
+ ss[ply].currentMoveCaptureValue = Value(0);
// Decide the new search depth
Depth ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat);
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
{
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
UndoInfo u;
pos.do_null_move(u);
- Value nullValue = -search(pos, ss, -(beta-1), depth-4*OnePly, ply+1, false, threadID);
+ int R = (depth > 7 ? 4 : 3);
+ Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
pos.undo_null_move(u);
if (nullValue >= beta)
// 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);
+ MovePicker mp = MovePicker(pos, false, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
{
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
// 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, false, MOVE_NONE, EmptySearchStack, depth, &ei);
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
bool isCheck = pos.is_check();
+ bool pvNode = (beta - alpha != 1);
+ bool enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
&& !moveIsCheck
&& !move_promotion(move)
&& !moveIsPassedPawnPush
- && beta - alpha == 1
- && pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame)
+ && !pvNode
+ && enoughMaterial)
{
Value futilityValue = staticValue
+ Max(pos.midgame_value_of_piece_on(move_to(move)),
}
}
- // 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)
+ && !pvNode
&& (pos.midgame_value_of_piece_on(move_from(move)) >
pos.midgame_value_of_piece_on(move_to(move)))
&& pos.see(move) < 0)
// Update transposition table
TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_EXACT);
+ // Update killers only for good check moves
+ Move m = ss[ply].currentMove;
+ if (alpha >= beta && ok_to_history(pos, m)) // Only non capture moves are considered
+ {
+ // Wrong to update history when depth is <= 0
+
+ if (m != ss[ply].killers[0])
+ {
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
+ }
+ }
return bestValue;
}
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
+ void init_search_stack(SearchStack ss) {
+
+ ss.pv[0] = MOVE_NONE;
+ ss.pv[1] = MOVE_NONE;
+ ss.currentMove = MOVE_NONE;
+ ss.threatMove = MOVE_NONE;
+ ss.reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss.killers[j] = MOVE_NONE;
+ }
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);
+
+ 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].threatMove = MOVE_NONE;
+ ss[i].reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss[i].killers[j] = MOVE_NONE;
}
}
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+2].killers[0] = ss[ply+2].killers[1] = MOVE_NONE;
ss[ply].threatMove = MOVE_NONE;
ss[ply].reduction = Depth(0);
ss[ply].currentMoveCaptureValue = Value(0);
if (mateThreat)
result += MateThreatExtension[pvNode];
- 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
+ if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame
+ && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
+ - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_promotion(m))
result += PawnEndgameExtension[pvNode];
// 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_promotion(m);
}
H.success(pos.piece_on(move_from(m)), m, depth);
for (int i = 0; i < moveCount - 1; i++)
- if (ok_to_history(pos, movesSearched[i]) && m != movesSearched[i])
+ {
+ assert(m != movesSearched[i]);
+ if (ok_to_history(pos, movesSearched[i]))
H.failure(pos.piece_on(move_from(movesSearched[i])), movesSearched[i]);
+ }
}
// fail_high_ply_1() checks if some thread is currently resolving a fail