/// Variables
- MovePicker::MovegenPhase PhaseTable[32];
+ MovePicker::MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pvnode, Move ttm, Move mk,
- Move k1, Move k2, Depth d) : pos(p) {
+ Move k1, Move k2, Depth d) : pos(p) {
pvNode = pvnode;
ttMove = ttm;
mateKiller = (mk == ttm)? MOVE_NONE : mk;
break;
case PH_EVASIONS:
- assert(pos.is_check());
+ assert(pos.is_check());
numOfMoves = generate_evasions(pos, moves);
score_evasions();
movesPicked = 0;
break;
- case PH_QCAPTURES:
+ case PH_QCAPTURES:
numOfMoves = generate_captures(pos, moves);
score_qcaptures();
movesPicked = 0;
return MOVE_NONE;
}
}
- assert(false);
- return MOVE_NONE;
}
if (m == MOVE_NONE)
finished = true;
- lock_release(&lock);
+ lock_release(&lock);
return m;
}
}
void MovePicker::score_noncaptures() {
-
- for (int i = 0; i < numOfMoves; i++)
- {
- Move m = moves[i].move;
- if (m == killer1)
- moves[i].score = HistoryMax + 2;
- else if (m == killer2)
- moves[i].score = HistoryMax + 1;
- else
- moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+ // First score by history, when no history is available then use
+ // piece/square tables values. This seems to be better then a
+ // random choice when we don't have an history for any move.
+ Move m;\r
+ int hs;\r
+\r
+ for (int i = 0; i < numOfMoves; i++)\r
+ {\r
+ m = moves[i].move;\r
+\r
+ if (m == killer1)\r
+ hs = HistoryMax + 2;\r
+ else if (m == killer2)\r
+ hs = HistoryMax + 1;\r
+ else\r
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);\r
+\r
+ // Ensure moves in history are always sorted as first\r
+ if (hs > 0)\r
+ hs += 1000;\r
+\r
+ moves[i].score = hs + pos.mg_pst_delta(m);\r
}
}
}
-/// find_best_index() loops across the moves and returns index of\r
-/// the highest scored one.\r
-\r
-int MovePicker::find_best_index() {\r
-\r
- int bestScore = -10000000, bestIndex = -1;\r
-\r
- for (int i = movesPicked; i < numOfMoves; i++)\r
- if (moves[i].score > bestScore)\r
- {\r
- bestIndex = i;\r
- bestScore = moves[i].score;\r
- }\r
- return bestIndex;\r
+/// 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::current_move_type() returns the type of the just\r
-/// picked next move. It can be used in search to further differentiate\r
+/// MovePicker::current_move_type() returns the type of the just
+/// 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 {