if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
- if (piece_type(pos.piece_on(move_from(m))) == PAWN)
+ if (type_of(pos.piece_on(move_from(m))) == PAWN)
{
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
}
if ( captureOrPromotion
- && piece_type(pos.piece_on(move_to(m))) != PAWN
+ && type_of(pos.piece_on(move_to(m))) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO)
&& !move_is_special(m))
bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) {
- static Book book;
+ static Book book; // Define static to initialize the PRNG only once
// Initialize global search-related variables
StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = false;
if (Options["Book File"].value<string>() != book.name())
book.open(Options["Book File"].value<string>());
- Move bookMove = book.get_move(pos, Options["Best Book Move"].value<bool>());
+ Move bookMove = book.probe(pos, Options["Best Book Move"].value<bool>());
if (bookMove != MOVE_NONE)
{
if (Limits.ponder)
read_evaluation_uci_options(pos.side_to_move());
Threads.read_uci_options();
- // Allocate pawn and material hash tables if number of active threads
- // increased and set a new TT size if changed.
- Threads.init_hash_tables();
+ // Set a new TT size if changed
TT.set_size(Options["Hash"].value<int>());
if (Options["Clear Hash"].value<bool>())
: can_return_tt(tte, depth, beta, ss->ply)))
{
TT.refresh(tte);
- ss->bestMove = ttMove; // Can be MOVE_NONE
- return value_from_tt(tte->value(), ss->ply);
+ ss->bestMove = move = ttMove; // Can be MOVE_NONE
+ value = value_from_tt(tte->value(), ss->ply);
+
+ if ( value >= beta
+ && move
+ && !pos.move_is_capture_or_promotion(move)
+ && move != ss->killers[0])
+ {
+ ss->killers[1] = ss->killers[0];
+ ss->killers[0] = move;
+ }
+ return value;
}
// Step 5. Evaluate the position statically and update parent's gain statistics
from = move_from(move);
to = move_to(move);
- them = opposite_color(pos.side_to_move());
+ them = flip(pos.side_to_move());
ksq = pos.king_square(them);
kingAtt = pos.attacks_from<KING>(ksq);
pc = pos.piece_on(from);
return true;
// Rule 2. Queen contact check is very dangerous
- if ( piece_type(pc) == QUEEN
+ if ( type_of(pc) == QUEEN
&& bit_is_set(kingAtt, to))
return true;
Piece p1, p2;
Square ksq;
- assert(m1 && move_is_ok(m1));
- assert(m2 && move_is_ok(m2));
+ assert(move_is_ok(m1));
+ assert(move_is_ok(m2));
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
bool connected_threat(const Position& pos, Move m, Move threat) {
assert(move_is_ok(m));
- assert(threat && move_is_ok(threat));
+ assert(move_is_ok(threat));
assert(!pos.move_is_capture_or_promotion(m));
assert(!pos.move_is_passed_pawn_push(m));
// value of the threatening piece, don't prune moves which defend it.
if ( pos.move_is_capture(threat)
&& ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto))
- || piece_type(pos.piece_on(tfrom)) == KING)
+ || type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
} // namespace
-// Little helper used by idle_loop() to check that all the slaves of a
-// master thread have finished searching.
+// Little helper used by idle_loop() to check that all the slave threads of a
+// split point have finished searching.
static bool all_slaves_finished(SplitPoint* sp) {
- assert(sp);
-
for (int i = 0; i < Threads.size(); i++)
if (sp->is_slave[i])
return false;
// instead of wasting CPU time polling for work.
while ( do_sleep
|| do_terminate
- || (Threads.use_sleeping_threads() && state == Thread::AVAILABLE))
+ || (Threads.use_sleeping_threads() && !is_searching))
{
assert((!sp && threadID) || Threads.use_sleeping_threads());
- // Grab the lock to avoid races with Thread::wake_up()
- lock_grab(&sleepLock);
-
// Slave thread should exit as soon as do_terminate flag raises
if (do_terminate)
{
assert(!sp);
- lock_release(&sleepLock);
return;
}
+ // Grab the lock to avoid races with Thread::wake_up()
+ lock_grab(&sleepLock);
+
// If we are master and all slaves have finished don't go to sleep
if (sp && all_slaves_finished(sp))
{
// particular we need to avoid a deadlock in case a master thread has,
// in the meanwhile, allocated us and sent the wake_up() call before we
// had the chance to grab the lock.
- if (do_sleep || state == Thread::AVAILABLE)
+ if (do_sleep || !is_searching)
cond_wait(&sleepCond, &sleepLock);
lock_release(&sleepLock);
}
// If this thread has been assigned work, launch a search
- if (state == Thread::WORKISWAITING)
+ if (is_searching)
{
assert(!do_terminate);
- state = Thread::SEARCHING;
-
// Copy split point position and search stack and call search()
SearchStack ss[PLY_MAX_PLUS_2];
SplitPoint* tsp = splitPoint;
else
assert(false);
- assert(state == Thread::SEARCHING);
+ assert(is_searching);
- state = Thread::AVAILABLE;
+ is_searching = false;
// 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 != tsp->master
- && Threads[tsp->master].state == Thread::AVAILABLE)
+ && !Threads[tsp->master].is_searching)
Threads[tsp->master].wake_up();
}