numOfBadCaptures = 0;
dc = p.discovered_check_candidates(p.side_to_move());
- if(p.is_check())
+ if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
- else if(depth > Depth(0))
+ else if (depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
- else if(depth == Depth(0))
+ else if (depth == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
while (true)
{
// If we already have a list of generated moves, pick the best move from
- // the list, and return it:
+ // the list, and return it.
move = pick_move_from_list();
if (move != MOVE_NONE)
{
return move;
}
- // Next phase:
+ // Next phase
phaseIndex++;
switch (PhaseTable[phaseIndex]) {
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
-/// with highest scores will be picked first by
-/// MovePicker::pick_move_from_list().
+/// with highest scores will be picked first by pick_move_from_list().
void MovePicker::score_captures() {
// Winning and equal captures in the main search are ordered by MVV.
{
Move m = moves[i].move;
moves[i].score = pos.see(m);
- //if (moves[i].score >= 0)
- // moves[i].score = move_promotion(m) ? QueenValueMidgame
- // : pos.midgame_value_of_piece_on(move_to(m));
+ if (moves[i].score >= 0)
+ moves[i].score = move_promotion(m) ? QueenValueMidgame
+ : pos.midgame_value_of_piece_on(move_to(m));
}
}
}
+/// find_best_index() loops across the moves and returns index of
+/// the highest scored one.
+
+int MovePicker::find_best_index() {
+
+ int bestScore = -10000000, bestIndex = -1;
+
+ for (int i = movesPicked; i < numOfMoves; i++)
+ if (moves[i].score > bestScore)
+ {
+ bestIndex = i;
+ bestScore = moves[i].score;
+ }
+ return bestIndex;
+}
+
+
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
Move MovePicker::pick_move_from_list() {
- int bestScore = -10000000;
int bestIndex;
Move move;
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
- bestScore = -10000000;
+ int bestScore = -10000000;
bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
{
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
- if (pvNode || movesPicked < 12)
- {
- bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- if(moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- } else
- bestIndex = movesPicked;
+ bestIndex = (movesPicked < 12 || pvNode ? find_best_index() : movesPicked);
if (bestIndex != -1)
{
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
- bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
+ bestIndex = find_best_index();
if (bestIndex != -1)
{
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
- bestScore = -10000000;
- if (movesPicked < 4) // FIXME makes sens to score qcaps?
- {
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- if(moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- } else
- bestIndex = movesPicked;
+ // FIXME makes sens to score qcaps?
+ bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked);
if (bestIndex != -1)
{
/// picked next move. It can be used in search to further differentiate
/// according to the current move type: capture, non capture, escape, etc.
MovePicker::MovegenPhase MovePicker::current_move_type() const {
+
return PhaseTable[phaseIndex];
}