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 fail_high_ply_1();
int current_search_time();
TT.set_size(get_option_value_int("Hash"));
if(button_was_pressed("Clear Hash"))
TT.clear();
- PonderingEnabled = get_option_value_int("Ponder");
+ PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
// We're ready to start thinking. Call the iterative deepening loop
// function:
- id_loop(pos, searchMoves);;
+ id_loop(pos, searchMoves);
if(UseLogFile)
LogFile.close();
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(beta > alpha && beta <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
// an instant draw, maximum ply reached, etc.
Value oldAlpha = alpha;
- if(AbortSearch || thread_should_stop(threadID))
- return Value(0);
+ if (AbortSearch || thread_should_stop(threadID))
+ return Value(0);
- if(depth < OnePly)
- return qsearch(pos, ss, alpha, beta, Depth(0), ply, threadID);
+ 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;
+ if (pos.is_draw())
+ return VALUE_DRAW;
- if(ply >= PLY_MAX - 1)
- return evaluate(pos, ei, threadID);
+ if (ply >= PLY_MAX - 1)
+ return evaluate(pos, ei, threadID);
// Mate distance pruning
alpha = Max(value_mated_in(ply), alpha);
beta = Min(value_mate_in(ply+1), beta);
- if(alpha >= beta)
- return alpha;
+ if (alpha >= beta)
+ return alpha;
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
Move ttMove = (tte ? tte->move() : MOVE_NONE);
- // Go with internal iterative deepening if we don't have a TT move.
- if(UseIIDAtPVNodes && ttMove == MOVE_NONE && depth >= 5*OnePly) {
- search_pv(pos, ss, alpha, beta, depth-2*OnePly, ply, threadID);
- ttMove = ss[ply].pv[ply];
+ // Go with internal iterative deepening if we don't have a TT move
+ if (UseIIDAtPVNodes && ttMove == MOVE_NONE && depth >= 5*OnePly)
+ {
+ search_pv(pos, ss, alpha, beta, depth-2*OnePly, ply, threadID);
+ ttMove = ss[ply].pv[ply];
}
// 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);
+
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
Bitboard dcCandidates = mp.discovered_check_candidates();
- bool mateThreat =
- MateThreatExtension[1] > Depth(0)
- && pos.has_mate_threat(opposite_color(pos.side_to_move()));
+ 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.
- while(alpha < beta && !thread_should_stop(threadID)
- && (move = mp.get_next_move()) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
+ while ( alpha < beta
+ && (move = mp.get_next_move()) != MOVE_NONE
+ && !thread_should_stop(threadID))
+ {
+ assert(move_is_ok(move));
+
bool singleReply = (pos.is_check() && mp.number_of_moves() == 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);
- assert(move_is_ok(move));
movesSearched[moveCount++] = ss[ply].currentMove = move;
- ss[ply].currentMoveCaptureValue = move_is_ep(move)?
+ ss[ply].currentMoveCaptureValue = move_is_ep(move) ?
PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
- // Decide the new search depth.
- ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat);
- newDepth = depth - OnePly + ext;
+ // Decide the new search depth
+ Depth ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat);
+ Depth newDepth = depth - OnePly + ext;
- // Make and search the move.
+ // Make and search the move
+ UndoInfo u;
pos.do_move(move, u, dcCandidates);
- if(moveCount == 1)
- value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
- else {
- if(depth >= 2*OnePly && ext == Depth(0) && moveCount >= LMRPVMoves
- && !moveIsCapture && !move_promotion(move)
- && !moveIsPassedPawnPush && !move_is_castle(move)
- && move != ss[ply].killer1 && move != ss[ply].killer2) {
- ss[ply].reduction = OnePly;
- value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true,
- threadID);
+ if (moveCount == 1) // The first move in list is the PV
+ value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
+ else
+ {
+ // 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 >= LMRPVMoves
+ && !moveIsCapture
+ && !move_promotion(move)
+ && !moveIsPassedPawnPush
+ && !move_is_castle(move)
+ && move != ss[ply].killer1
+ && move != ss[ply].killer2)
+ {
+ ss[ply].reduction = OnePly;
+ value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
}
- else value = alpha + 1;
- if(value > alpha) {
- ss[ply].reduction = Depth(0);
- value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
- if(value > alpha && value < beta) {
- if(ply == 1 && RootMoveNumber == 1)
- // 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
- // such cases, because resolving the fail high at ply 1 could
- // result in a big drop in score at the root.
- Threads[threadID].failHighPly1 = true;
- value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1,
- threadID);
- Threads[threadID].failHighPly1 = false;
+ else
+ value = alpha + 1; // Just to trigger next condition
+
+ if (value > alpha) // Go with full depth pv search
+ {
+ ss[ply].reduction = Depth(0);
+ value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
+ if (value > alpha && value < beta)
+ {
+ // 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
+ // such cases, because resolving the fail high at ply 1 could
+ // result in a big drop in score at the root.
+ if (ply == 1 && RootMoveNumber == 1)
+ Threads[threadID].failHighPly1 = true;
+
+ // A fail high occurred. Re-search at full window (pv search)
+ value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
+ Threads[threadID].failHighPly1 = false;
}
}
}
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
- if(value > bestValue) {
- bestValue = value;
- if(value > alpha) {
- alpha = value;
- update_pv(ss, ply);
- if(value == value_mate_in(ply + 1))
- ss[ply].mateKiller = move;
- }
- // 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)
- Problem = true;
+ if (value > bestValue)
+ {
+ bestValue = value;
+ if (value > alpha)
+ {
+ alpha = value;
+ update_pv(ss, ply);
+ if (value == value_mate_in(ply + 1))
+ ss[ply].mateKiller = move;
+ }
+ // 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)
+ Problem = true;
}
// Split?
- if(ActiveThreads > 1 && bestValue < beta && depth >= MinimumSplitDepth
- && Iteration <= 99 && idle_thread_exists(threadID)
- && !AbortSearch && !thread_should_stop(threadID)
- && split(pos, ss, ply, &alpha, &beta, &bestValue, depth,
- &moveCount, &mp, dcCandidates, threadID, true))
- break;
+ if ( ActiveThreads > 1
+ && bestValue < beta
+ && depth >= MinimumSplitDepth
+ && Iteration <= 99
+ && idle_thread_exists(threadID)
+ && !AbortSearch
+ && !thread_should_stop(threadID)
+ && split(pos, ss, ply, &alpha, &beta, &bestValue, depth,
+ &moveCount, &mp, dcCandidates, threadID, true))
+ break;
}
// All legal moves have been searched. A special case: If there were
// no legal moves, it must be mate or stalemate:
- if(moveCount == 0) {
- if(pos.is_check())
- return value_mated_in(ply);
- else
- return VALUE_DRAW;
- }
+ if (moveCount == 0)
+ return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
- // history counters, and killer moves. This code is somewhat messy,
- // and definitely needs to be cleaned up. FIXME
- if(!AbortSearch && !thread_should_stop(threadID)) {
- if(bestValue <= oldAlpha)
- TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE,
- VALUE_TYPE_UPPER);
- else if(bestValue >= beta) {
+ // history counters, and killer moves.
+ if (AbortSearch || thread_should_stop(threadID))
+ return bestValue;
+
+ if (bestValue <= oldAlpha)
+ TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_UPPER);
+
+ else if (bestValue >= beta)
+ {
Move m = ss[ply].pv[ply];
- if(pos.square_is_empty(move_to(m)) && !move_promotion(m) &&
- !move_is_ep(m)) {
- for(int i = 0; i < moveCount - 1; i++)
- if(pos.square_is_empty(move_to(movesSearched[i]))
- && !move_promotion(movesSearched[i])
- && !move_is_ep(movesSearched[i]))
- H.failure(pos.piece_on(move_from(movesSearched[i])),
- movesSearched[i]);
-
- H.success(pos.piece_on(move_from(m)), m, depth);
-
- if(m != ss[ply].killer1) {
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
- }
+ 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;
+ }
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
- }
- else
- TT.store(pos, value_to_tt(bestValue, ply), depth, ss[ply].pv[ply],
- VALUE_TYPE_EXACT);
}
+ else
+ TT.store(pos, value_to_tt(bestValue, ply), depth, ss[ply].pv[ply], VALUE_TYPE_EXACT);
return bestValue;
}
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);
// Initialize, and make an early exit in case of an aborted search,
// an instant draw, maximum ply reached, etc.
- if(AbortSearch || thread_should_stop(threadID))
- return Value(0);
+ if (AbortSearch || thread_should_stop(threadID))
+ return Value(0);
- if(depth < OnePly)
- return qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
+ 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;
+ if (pos.is_draw())
+ return VALUE_DRAW;
- if(ply >= PLY_MAX - 1)
- return evaluate(pos, ei, threadID);
+ if (ply >= PLY_MAX - 1)
+ return evaluate(pos, ei, threadID);
// Mate distance pruning
- if(value_mated_in(ply) >= beta)
- return beta;
- if(value_mate_in(ply+1) < beta)
- return beta-1;
+ if (value_mated_in(ply) >= beta)
+ return beta;
+
+ if (value_mate_in(ply + 1) < beta)
+ return beta - 1;
// Transposition table lookup
const TTEntry* tte = TT.retrieve(pos);
bool mateThreat = false;
// Null move search
- if(!pos.is_check() && allowNullmove && ok_to_do_nullmove(pos)
- && approximateEval >= beta - NullMoveMargin) {
- UndoInfo u;
- Value nullValue;
-
- ss[ply].currentMove = MOVE_NULL;
- pos.do_null_move(u);
- nullValue = -search(pos, ss, -(beta-1), depth-4*OnePly, ply+1, false,
- threadID);
- pos.undo_null_move(u);
-
- if(nullValue >= beta) {
- if(depth >= 6 * OnePly) { // Do zugzwang verification search
- Value v = search(pos, ss, beta, depth-5*OnePly, ply, false, threadID);
- if(v >= beta)
- return beta;
+ if ( allowNullmove
+ && !pos.is_check()
+ && 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);
+
+ if (nullValue >= beta)
+ {
+ if (depth < 6 * OnePly)
+ return beta;
+
+ // Do zugzwang verification search
+ Value v = search(pos, ss, beta, depth-5*OnePly, ply, false, threadID);
+ if (v >= 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
+ // the move that refuted the null move was somehow connected to the
+ // 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))
+ mateThreat = true;
+
+ ss[ply].threatMove = ss[ply + 1].currentMove;
+ if ( depth < ThreatDepth
+ && ss[ply - 1].reduction
+ && connected_moves(pos, ss[ply - 1].currentMove, ss[ply].threatMove))
+ return beta - 1;
}
- else
- 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
- // the move that refuted the null move was somehow connected to the
- // 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))
- mateThreat = true;
- ss[ply].threatMove = ss[ply+1].currentMove;
- if(depth < ThreatDepth && ss[ply-1].reduction &&
- connected_moves(pos, ss[ply-1].currentMove, ss[ply].threatMove))
- return beta - 1;
- }
}
- // Razoring:
- else if(depth < RazorDepth && approximateEval < beta - RazorMargin &&
- evaluate(pos, ei, threadID) < beta - RazorMargin) {
- Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
- if(v < beta)
- return v;
+ // Null move search not allowed, try razoring
+ else if ( depth < RazorDepth
+ && approximateEval < beta - RazorMargin
+ && evaluate(pos, ei, threadID) < beta - RazorMargin)
+ {
+ Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
+ if (v < beta)
+ return v;
}
- // Internal iterative deepening
- if(UseIIDAtNonPVNodes && ttMove == MOVE_NONE && depth >= 8*OnePly &&
- evaluate(pos, ei, threadID) >= beta - IIDMargin) {
- search(pos, ss, beta, Min(depth/2, depth-2*OnePly), ply, false, threadID);
- ttMove = ss[ply].pv[ply];
+ // Go with internal iterative deepening if we don't have a TT move
+ if (UseIIDAtNonPVNodes && ttMove == MOVE_NONE && depth >= 8*OnePly &&
+ evaluate(pos, ei, threadID) >= beta - IIDMargin)
+ {
+ search(pos, ss, beta, Min(depth/2, depth-2*OnePly), ply, false, threadID);
+ ttMove = ss[ply].pv[ply];
}
// 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);
+
Move move, movesSearched[256];
int moveCount = 0;
- Value value, bestValue = -VALUE_INFINITE, futilityValue = VALUE_NONE;
+ 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 && !isCheck;
+ bool useFutilityPruning = UseFutilityPruning
+ && depth < SelectiveDepth
+ && !isCheck;
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
- while(bestValue < beta && !thread_should_stop(threadID)
- && (move = mp.get_next_move()) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
+ while ( bestValue < beta
+ && (move = mp.get_next_move()) != MOVE_NONE
+ && !thread_should_stop(threadID))
+ {
+ assert(move_is_ok(move));
+
bool singleReply = (isCheck && mp.number_of_moves() == 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);
- assert(move_is_ok(move));
movesSearched[moveCount++] = ss[ply].currentMove = move;
- // Decide the new search depth.
- ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat);
- newDepth = depth - OnePly + ext;
+ // Decide the new search depth
+ Depth ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat);
+ Depth newDepth = depth - OnePly + ext;
// Futility pruning
- if(useFutilityPruning && ext == Depth(0) && !moveIsCapture &&
- !moveIsPassedPawnPush && !move_promotion(move)) {
-
- if(moveCount >= 2 + int(depth)
- && ok_to_prune(pos, move, ss[ply].threatMove, depth))
- continue;
-
- if(depth < 3 * OnePly && approximateEval < beta) {
- if(futilityValue == VALUE_NONE)
- futilityValue = evaluate(pos, ei, threadID)
- + ((depth < 2 * OnePly)? FutilityMargin1 : FutilityMargin2);
- if(futilityValue < beta) {
- if(futilityValue > bestValue)
- bestValue = futilityValue;
- continue;
+ if ( useFutilityPruning
+ && ext == Depth(0)
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move))
+ {
+ if ( moveCount >= 2 + int(depth)
+ && ok_to_prune(pos, move, ss[ply].threatMove, depth))
+ continue;
+
+ if (depth < 3 * OnePly && approximateEval < beta)
+ {
+ if (futilityValue == VALUE_NONE)
+ futilityValue = evaluate(pos, ei, threadID)
+ + (depth < 2 * OnePly ? FutilityMargin1 : FutilityMargin2);
+
+ if (futilityValue < beta)
+ {
+ if (futilityValue > bestValue)
+ bestValue = futilityValue;
+ continue;
+ }
}
- }
}
- // Make and search the move.
+ // Make and search the move
+ UndoInfo u;
pos.do_move(move, u, dcCandidates);
- if(depth >= 2*OnePly && ext == Depth(0) && moveCount >= LMRNonPVMoves
- && !moveIsCapture && !move_promotion(move) && !moveIsPassedPawnPush
- && !move_is_castle(move)
- && move != ss[ply].killer1 && move != ss[ply].killer2) {
- ss[ply].reduction = OnePly;
- value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true,
- 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)
+ && moveCount >= LMRNonPVMoves
+ && !moveIsCapture
+ && !move_promotion(move)
+ && !moveIsPassedPawnPush
+ && !move_is_castle(move)
+ && move != ss[ply].killer1
+ && move != ss[ply].killer2)
+ {
+ ss[ply].reduction = OnePly;
+ value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
}
else
- value = beta;
- if(value >= beta) {
- ss[ply].reduction = Depth(0);
- value = -search(pos, ss, -(beta-1), newDepth, ply+1, true, threadID);
+ value = beta; // Just to trigger next condition
+
+ if (value >= beta) // Go with full depth non-pv search
+ {
+ ss[ply].reduction = Depth(0);
+ value = -search(pos, ss, -(beta-1), newDepth, ply+1, true, threadID);
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
- if(value > bestValue) {
+ if (value > bestValue)
+ {
bestValue = value;
- if(value >= beta)
- update_pv(ss, ply);
- if(value == value_mate_in(ply + 1))
- ss[ply].mateKiller = move;
+ if (value >= beta)
+ update_pv(ss, ply);
+
+ if (value == value_mate_in(ply + 1))
+ ss[ply].mateKiller = move;
}
// Split?
- if(ActiveThreads > 1 && bestValue < beta && depth >= MinimumSplitDepth
- && Iteration <= 99 && idle_thread_exists(threadID)
- && !AbortSearch && !thread_should_stop(threadID)
- && split(pos, ss, ply, &beta, &beta, &bestValue, depth, &moveCount,
- &mp, dcCandidates, threadID, false))
+ if ( ActiveThreads > 1
+ && bestValue < beta
+ && depth >= MinimumSplitDepth
+ && Iteration <= 99
+ && idle_thread_exists(threadID)
+ && !AbortSearch
+ && !thread_should_stop(threadID)
+ && split(pos, ss, ply, &beta, &beta, &bestValue, depth, &moveCount,
+ &mp, dcCandidates, threadID, false))
break;
}
// All legal moves have been searched. A special case: If there were
// no legal moves, it must be mate or stalemate:
- if(moveCount == 0) {
- if(pos.is_check())
- return value_mated_in(ply);
- else
- return VALUE_DRAW;
- }
+ if (moveCount == 0)
+ return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
- // history counters, and killer moves. This code is somewhat messy,
- // and definitely needs to be cleaned up. FIXME
- if(!AbortSearch && !thread_should_stop(threadID)) {
- if(bestValue < beta)
- TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE,
- VALUE_TYPE_UPPER);
- else {
- Move m = ss[ply].pv[ply];
+ // history counters, and killer moves.
+ if (AbortSearch || thread_should_stop(threadID))
+ return bestValue;
- if(pos.square_is_empty(move_to(m)) && !move_promotion(m) &&
- !move_is_ep(m)) {
- for(int i = 0; i < moveCount - 1; i++)
- if(pos.square_is_empty(move_to(movesSearched[i]))
- && !move_promotion(movesSearched[i])
- && !move_is_ep(movesSearched[i]))
- H.failure(pos.piece_on(move_from(movesSearched[i])),
- movesSearched[i]);
- H.success(pos.piece_on(move_from(m)), m, depth);
-
- if(m != ss[ply].killer1) {
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
- }
+ if (bestValue < beta)
+ TT.store(pos, value_to_tt(bestValue, ply), depth, MOVE_NONE, VALUE_TYPE_UPPER);
+ else
+ {
+ 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;
+ }
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
- }
}
-
return bestValue;
}
Value qsearch(Position &pos, SearchStack ss[], Value alpha, Value beta,
Depth depth, int ply, int threadID) {
- Value staticValue, bestValue, value;
- EvalInfo ei;
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= 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.
- if(AbortSearch || thread_should_stop(threadID))
- return Value(0);
+ if (AbortSearch || thread_should_stop(threadID))
+ return Value(0);
init_node(pos, ss, ply, threadID);
- if(pos.is_draw())
- return VALUE_DRAW;
+ 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);
// Evaluate the position statically:
- staticValue = evaluate(pos, ei, threadID);
+ Value staticValue = evaluate(pos, ei, threadID);
- if(ply == PLY_MAX - 1) return staticValue;
+ if (ply == PLY_MAX - 1)
+ return staticValue;
// Initialize "stand pat score", and return it immediately if it is
// at least beta.
- if(pos.is_check())
- bestValue = -VALUE_INFINITE;
- else {
- bestValue = staticValue;
- if(bestValue >= beta)
+ Value bestValue = (pos.is_check() ? -VALUE_INFINITE : staticValue);
+
+ if (bestValue >= beta)
return bestValue;
- if(bestValue > alpha)
+
+ 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,
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
- while(alpha < beta && ((move = mp.get_next_move()) != MOVE_NONE)) {
- UndoInfo u;
+ while ( alpha < beta
+ && (move = mp.get_next_move()) != MOVE_NONE)
+ {
+ assert(move_is_ok(move));
+
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
- assert(move_is_ok(move));
-
moveCount++;
ss[ply].currentMove = move;
// Futility pruning
- if(UseQSearchFutilityPruning && !isCheck && !moveIsCheck &&
- !move_promotion(move) && !moveIsPassedPawnPush &&
- beta - alpha == 1 &&
- pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame) {
- Value futilityValue =
- staticValue
- + Max(pos.midgame_value_of_piece_on(move_to(move)),
- pos.endgame_value_of_piece_on(move_to(move)))
- + FutilityMargin0
- + ei.futilityMargin;
- if(futilityValue < alpha) {
- if(futilityValue > bestValue)
- bestValue = futilityValue;
- continue;
- }
+ if ( UseQSearchFutilityPruning
+ && !isCheck
+ && !moveIsCheck
+ && !move_promotion(move)
+ && !moveIsPassedPawnPush
+ && beta - alpha == 1
+ && pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame)
+ {
+ Value futilityValue = staticValue
+ + Max(pos.midgame_value_of_piece_on(move_to(move)),
+ pos.endgame_value_of_piece_on(move_to(move)))
+ + FutilityMargin0
+ + ei.futilityMargin;
+
+ if (futilityValue < alpha)
+ {
+ if (futilityValue > bestValue)
+ bestValue = futilityValue;
+ continue;
+ }
}
// 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)
- continue;
+ 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)
+ continue;
// Make and search the move.
+ UndoInfo u;
pos.do_move(move, u, dcCandidates);
- value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
+ Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
- if(value > bestValue) {
- bestValue = value;
- if(value > alpha) {
- alpha = value;
- update_pv(ss, ply);
- }
- }
+ if (value > bestValue)
+ {
+ bestValue = value;
+ if (value > alpha)
+ {
+ alpha = value;
+ update_pv(ss, ply);
+ }
+ }
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate:
- if(pos.is_check() && moveCount == 0) // Mate!
- return value_mated_in(ply);
+ 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);
+
return bestValue;
}
// care of after we return from the split point.
void sp_search(SplitPoint *sp, int threadID) {
+
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
SearchStack *ss = sp->sstack[threadID];
Value value;
Move move;
- int moveCount = sp->moves;
bool isCheck = pos.is_check();
- bool useFutilityPruning =
- UseFutilityPruning && sp->depth < SelectiveDepth && !isCheck;
+ bool useFutilityPruning = UseFutilityPruning
+ && sp->depth < SelectiveDepth
+ && !isCheck;
+
+ while ( sp->bestValue < sp->beta
+ && !thread_should_stop(threadID)
+ && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
+ {
+ assert(move_is_ok(move));
- while(sp->bestValue < sp->beta && !thread_should_stop(threadID)
- && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
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));
-
lock_grab(&(sp->lock));
- sp->moves++;
- moveCount = sp->moves;
+ int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- ext = extension(pos, move, false, moveIsCheck, false, false);
- newDepth = sp->depth - OnePly + ext;
+ Depth ext = extension(pos, move, false, moveIsCheck, false, false);
+ Depth newDepth = sp->depth - OnePly + ext;
// Prune?
- if(useFutilityPruning && ext == Depth(0) && !moveIsCapture
- && !moveIsPassedPawnPush && !move_promotion(move)
- && moveCount >= 2 + int(sp->depth)
- && ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth))
+ if ( useFutilityPruning
+ && ext == Depth(0)
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_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);
- if(ext == Depth(0) && moveCount >= LMRNonPVMoves
- && !moveIsCapture && !move_promotion(move) && !moveIsPassedPawnPush
- && !move_is_castle(move)
- && move != ss[sp->ply].killer1 && move != ss[sp->ply].killer2) {
- ss[sp->ply].reduction = OnePly;
- value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1,
- true, 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 ( ext == Depth(0)
+ && moveCount >= LMRNonPVMoves
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move)
+ && !move_is_castle(move)
+ && move != ss[sp->ply].killer1
+ && move != ss[sp->ply].killer2)
+ {
+ ss[sp->ply].reduction = OnePly;
+ value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
}
else
- value = sp->beta;
- if(value >= sp->beta) {
- ss[sp->ply].reduction = Depth(0);
- value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true,
- threadID);
+ value = sp->beta; // Just to trigger next condition
+
+ if (value >= sp->beta) // Go with full depth non-pv search
+ {
+ ss[sp->ply].reduction = Depth(0);
+ value = -search(pos, ss, -(sp->beta - 1), newDepth, sp->ply+1, true, threadID);
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- if(thread_should_stop(threadID))
- break;
+ if (thread_should_stop(threadID))
+ break;
// New best move?
lock_grab(&(sp->lock));
- if(value > sp->bestValue && !thread_should_stop(threadID)) {
- sp->bestValue = value;
- if(sp->bestValue >= sp->beta) {
- sp_update_pv(sp->parentSstack, ss, sp->ply);
- for(int i = 0; i < ActiveThreads; i++)
- if(i != threadID && (i == sp->master || sp->slaves[i]))
- Threads[i].stop = true;
- sp->finished = true;
+ if (value > sp->bestValue && !thread_should_stop(threadID))
+ {
+ sp->bestValue = value;
+ if (sp->bestValue >= sp->beta)
+ {
+ sp_update_pv(sp->parentSstack, ss, sp->ply);
+ for (int i = 0; i < ActiveThreads; i++)
+ if (i != threadID && (i == sp->master || sp->slaves[i]))
+ Threads[i].stop = true;
+
+ sp->finished = true;
}
}
lock_release(&(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:
- if(sp->master == threadID && thread_should_stop(threadID))
- for(int i = 0; i < ActiveThreads; i++)
- if(sp->slaves[i])
- Threads[i].stop = true;
+ if (sp->master == threadID && thread_should_stop(threadID))
+ for (int i = 0; i < ActiveThreads; i++)
+ if (sp->slaves[i])
+ Threads[i].stop = true;
sp->cpus--;
sp->slaves[threadID] = 0;
// after we return from the split point.
void sp_search_pv(SplitPoint *sp, int threadID) {
+
assert(threadID >= 0 && threadID < ActiveThreads);
assert(ActiveThreads > 1);
SearchStack *ss = sp->sstack[threadID];
Value value;
Move move;
- int moveCount = sp->moves;
- while(sp->alpha < sp->beta && !thread_should_stop(threadID)
- && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE) {
- UndoInfo u;
- Depth ext, newDepth;
+ while ( sp->alpha < sp->beta
+ && !thread_should_stop(threadID)
+ && (move = sp->mp->get_next_move(sp->lock)) != MOVE_NONE)
+ {
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);
PawnValueMidgame : pos.midgame_value_of_piece_on(move_to(move));
lock_grab(&(sp->lock));
- sp->moves++;
- moveCount = sp->moves;
+ int moveCount = ++sp->moves;
lock_release(&(sp->lock));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- ext = extension(pos, move, true, moveIsCheck, false, false);
- newDepth = sp->depth - OnePly + ext;
+ Depth ext = extension(pos, move, true, moveIsCheck, false, false);
+ Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
+ UndoInfo u;
pos.do_move(move, u, sp->dcCandidates);
- if(ext == Depth(0) && moveCount >= LMRPVMoves && !moveIsCapture
- && !move_promotion(move) && !moveIsPassedPawnPush
- && !move_is_castle(move)
- && move != ss[sp->ply].killer1 && move != ss[sp->ply].killer2) {
- ss[sp->ply].reduction = OnePly;
- value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1,
- true, 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 ( ext == Depth(0)
+ && moveCount >= LMRPVMoves
+ && !moveIsCapture
+ && !moveIsPassedPawnPush
+ && !move_promotion(move)
+ && !move_is_castle(move)
+ && move != ss[sp->ply].killer1
+ && move != ss[sp->ply].killer2)
+ {
+ ss[sp->ply].reduction = OnePly;
+ value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
}
else
- value = sp->alpha + 1;
- if(value > sp->alpha) {
- ss[sp->ply].reduction = Depth(0);
- value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true,
- threadID);
- if(value > sp->alpha && value < sp->beta) {
- if(sp->ply == 1 && RootMoveNumber == 1)
- // 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
- // such cases, because resolving the fail high at ply 1 could
- // result in a big drop in score at the root.
- Threads[threadID].failHighPly1 = true;
- value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth,
- sp->ply+1, threadID);
- Threads[threadID].failHighPly1 = false;
+ value = sp->alpha + 1; // Just to trigger next condition
+
+ if (value > sp->alpha) // Go with full depth non-pv search
+ {
+ ss[sp->ply].reduction = Depth(0);
+ value = -search(pos, ss, -sp->alpha, newDepth, sp->ply+1, true, threadID);
+
+ if (value > sp->alpha && value < sp->beta)
+ {
+ // 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
+ // 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 = true;
+
+ value = -search_pv(pos, ss, -sp->beta, -sp->alpha, newDepth, sp->ply+1, threadID);
+ Threads[threadID].failHighPly1 = false;
}
}
pos.undo_move(move, u);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- if(thread_should_stop(threadID))
- break;
+ if (thread_should_stop(threadID))
+ break;
// New best move?
lock_grab(&(sp->lock));
- if(value > sp->bestValue && !thread_should_stop(threadID)) {
- sp->bestValue = value;
- if(value > sp->alpha) {
- sp->alpha = value;
- sp_update_pv(sp->parentSstack, ss, sp->ply);
- if(value == value_mate_in(sp->ply + 1))
- ss[sp->ply].mateKiller = move;
- if(value >= sp->beta) {
- for(int i = 0; i < ActiveThreads; i++)
- if(i != threadID && (i == sp->master || sp->slaves[i]))
- Threads[i].stop = true;
- sp->finished = true;
- }
+ if (value > sp->bestValue && !thread_should_stop(threadID))
+ {
+ sp->bestValue = value;
+ if (value > sp->alpha)
+ {
+ sp->alpha = value;
+ sp_update_pv(sp->parentSstack, ss, sp->ply);
+ if (value == value_mate_in(sp->ply + 1))
+ ss[sp->ply].mateKiller = move;
+
+ if(value >= sp->beta)
+ {
+ 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)
- Problem = true;
+ if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
+ Problem = true;
}
lock_release(&(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:
- if(sp->master == threadID && thread_should_stop(threadID))
- for(int i = 0; i < ActiveThreads; i++)
- if(sp->slaves[i])
- Threads[i].stop = true;
+ if (sp->master == threadID && thread_should_stop(threadID))
+ for (int i = 0; i < ActiveThreads; i++)
+ if (sp->slaves[i])
+ Threads[i].stop = true;
sp->cpus--;
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
}
- // ok_to_use_TT() returns true if a transposition table score
- // can be used at a given point in search.
-
- bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
-
- Value v = value_from_tt(tte->value(), ply);
-
- return ( tte->depth() >= depth
- || v >= Max(value_mate_in(100), beta)
- || v < Min(value_mated_in(100), beta))
-
- && ( (is_lower_bound(tte->type()) && v >= beta)
- || (is_upper_bound(tte->type()) && v < beta));
- }
/// The RootMove class
}
+ // ok_to_use_TT() returns true if a transposition table score
+ // can be used at a given point in search.
+
+ bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
+
+ Value v = value_from_tt(tte->value(), ply);
+
+ return ( tte->depth() >= depth
+ || v >= Max(value_mate_in(100), beta)
+ || v < Min(value_mated_in(100), beta))
+
+ && ( (is_lower_bound(tte->type()) && v >= beta)
+ || (is_upper_bound(tte->type()) && v < beta));
+ }
+
+
+ // ok_to_history() returns true if a move m can be stored
+ // in history. Should be a non capturing move.
+
+ bool ok_to_history(const Position& pos, Move m) {
+
+ return pos.square_is_empty(move_to(m))
+ && !move_promotion(m)
+ && !move_is_ep(m);
+ }
+
+
+ // update_history() registers a good move that produced a beta-cutoff
+ // in history and marks as failures all the other moves of that ply.
+
+ void update_history(const Position& pos, Move m, Depth depth,
+ Move movesSearched[], int moveCount) {
+
+ 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])
+ H.failure(pos.piece_on(move_from(movesSearched[i])), movesSearched[i]);
+ }
+
// 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.
if(data) {
char input[256];
if(fgets(input, 255, stdin) == NULL)
- strcpy(input, "quit\n");
+ strncpy(input, "quit\n", 5);
if(strncmp(input, "quit", 4) == 0) {
AbortSearch = true;
PonderSearch = false;