/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
+
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//// Includes
////
+#include <algorithm>
#include <cassert>
#include "history.h"
+#include "evaluate.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
/// Variables
- MovePicker::MovegenPhase PhaseTable[32];
+ MovePicker::MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
}
-
////
//// Functions
////
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(Position& p, bool pvnode, Move ttm, Move mk,
- Move k1, Move k2, Depth d) {
- pos = &p;
- pvNode = pvnode;
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
+ const History& h, SearchStack* ss) : pos(p), H(h) {
ttMove = ttm;
- mateKiller = (mk == ttm)? MOVE_NONE : mk;
- killer1 = k1;
- killer2 = k2;
- depth = d;
- movesPicked = 0;
- numOfMoves = 0;
- numOfBadCaptures = 0;
- dc = p.discovered_check_candidates(p.side_to_move());
+ if (ss)
+ {
+ mateKiller = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
+ killer1 = ss->killers[0];
+ killer2 = ss->killers[1];
+ } else
+ mateKiller = killer1 = killer2 = MOVE_NONE;
+
+ movesPicked = numOfMoves = numOfBadCaptures = 0;
+ checkKillers = checkLegal = finished = false;
if (p.is_check())
- phaseIndex = EvasionsPhaseIndex;
- else if (depth > Depth(0))
- phaseIndex = MainSearchPhaseIndex;
- else if (depth == Depth(0))
- phaseIndex = QsearchWithChecksPhaseIndex;
+ phaseIndex = EvasionsPhaseIndex;
+ else if (d > Depth(0))
+ phaseIndex = MainSearchPhaseIndex;
+ else if (d == Depth(0))
+ phaseIndex = QsearchWithChecksPhaseIndex;
else
- phaseIndex = QsearchWithoutChecksPhaseIndex;
+ phaseIndex = QsearchWithoutChecksPhaseIndex;
- pinned = p.pinned_pieces(p.side_to_move());
+ Color us = pos.side_to_move();
+
+ dc = p.discovered_check_candidates(us);
+ pinned = p.pinned_pieces(us);
finished = false;
}
// Next phase
phaseIndex++;
switch (PhaseTable[phaseIndex]) {
+
case PH_TT_MOVE:
if (ttMove != MOVE_NONE)
{
assert(move_is_ok(ttMove));
- Move m = generate_move_if_legal(*pos, ttMove, pinned);
- if (m != MOVE_NONE)
- {
- assert(m == ttMove);
- return m;
- }
+ if (move_is_legal(pos, ttMove, pinned))
+ return ttMove;
}
break;
if (mateKiller != MOVE_NONE)
{
assert(move_is_ok(mateKiller));
- Move m = generate_move_if_legal(*pos, mateKiller, pinned);
- if (m != MOVE_NONE)
- {
- assert(m == mateKiller);
- return m;
- }
- }
- break;
+ if (move_is_legal(pos, mateKiller, pinned))
+ return mateKiller;
+ }
+ break;
case PH_GOOD_CAPTURES:
- numOfMoves = generate_captures(*pos, moves);
+ numOfMoves = generate_captures(pos, moves);
score_captures();
+ std::sort(moves, moves + numOfMoves);
movesPicked = 0;
+ checkLegal = true;
break;
- case PH_BAD_CAPTURES:
- badCapturesPicked = 0;
+ case PH_KILLERS:
+ movesPicked = numOfMoves = 0;
+ checkLegal = false;
+ if (killer1 != MOVE_NONE && move_is_legal(pos, killer1, pinned) && !pos.move_is_capture(killer1))
+ moves[numOfMoves++].move = killer1;
+ if (killer2 != MOVE_NONE && move_is_legal(pos, killer2, pinned) && !pos.move_is_capture(killer2) )
+ moves[numOfMoves++].move = killer2;
break;
case PH_NONCAPTURES:
- numOfMoves = generate_noncaptures(*pos, moves);
+ checkKillers = (numOfMoves != 0); // previous phase is PH_KILLERS
+ numOfMoves = generate_noncaptures(pos, moves);
score_noncaptures();
+ std::sort(moves, moves + numOfMoves);
+ movesPicked = 0;
+ checkLegal = true;
+ break;
+
+ case PH_BAD_CAPTURES:
+ // Bad captures SEE value is already calculated by score_captures()
+ // so just sort them to get SEE move ordering.
+ std::sort(badCaptures, badCaptures + numOfBadCaptures);
movesPicked = 0;
break;
case PH_EVASIONS:
- assert(pos->is_check());
- numOfMoves = generate_evasions(*pos, moves);
+ assert(pos.is_check());
+ numOfMoves = generate_evasions(pos, moves, pinned);
score_evasions();
+ std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
- case PH_QCAPTURES:
- numOfMoves = generate_captures(*pos, moves);
+ case PH_QCAPTURES:
+ numOfMoves = generate_captures(pos, moves);
score_qcaptures();
+ std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
case PH_QCHECKS:
- numOfMoves = generate_checks(*pos, moves, dc);
+ // Perhaps we should order moves move here? FIXME
+ numOfMoves = generate_non_capture_checks(pos, moves, dc);
movesPicked = 0;
break;
return MOVE_NONE;
}
}
- assert(false);
- return MOVE_NONE;
}
Move MovePicker::get_next_move(Lock &lock) {
- Move m;
-
lock_grab(&lock);
if (finished)
{
lock_release(&lock);
return MOVE_NONE;
}
- m = get_next_move();
+ Move m = get_next_move();
if (m == MOVE_NONE)
finished = true;
- lock_release(&lock);
+ lock_release(&lock);
return m;
}
// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
- // where it is possible to recapture with the hanging piece). Exchanging
+ // where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
+ // While scoring captures it moves all captures with negative SEE values
+ // to the badCaptures[] array.
+ Move m;
+ int seeValue;
+
for (int i = 0; i < numOfMoves; i++)
{
- int seeValue = pos->see(moves[i].move);
+ m = moves[i].move;
+ seeValue = pos.see(m);
if (seeValue >= 0)
{
- if (move_promotion(moves[i].move))
+ if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
- moves[i].score = int(pos->midgame_value_of_piece_on(move_to(moves[i].move)))
- -int(pos->type_of_piece_on(move_from(moves[i].move)));
- } else
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
+ }
+ else
+ {
+ // Losing capture, move it to the badCaptures[] array
+ assert(numOfBadCaptures < 63);
moves[i].score = seeValue;
+ badCaptures[numOfBadCaptures++] = moves[i];
+ moves[i--] = moves[--numOfMoves];
+ }
}
}
void MovePicker::score_noncaptures() {
+ // 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;
+ int hs;
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);
+ m = moves[i].move;
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
+
+ // Ensure history is always preferred to pst
+ if (hs > 0)
+ hs += 1000;
+
+ // pst based scoring
+ moves[i].score = hs + pos.mg_pst_delta(m);
}
}
Move m = moves[i].move;
if (m == ttMove)
moves[i].score = 2*HistoryMax;
- else if(!pos->square_is_empty(move_to(m)))
+ else if (!pos.square_is_empty(move_to(m)))
{
- int seeScore = pos->see(m);
+ int seeScore = pos.see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
} else
- moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
+ moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
}
- // FIXME try psqt also here
}
void MovePicker::score_qcaptures() {
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
- moves[i].score = int(pos->midgame_value_of_piece_on(move_to(m)))
- -int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
}
}
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
/// transposition table move if that has already been serched previously.
-/// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking
-/// non-losing captures in the main search), it moves all captures with
-/// negative SEE values to the badCaptures[] array.
Move MovePicker::pick_move_from_list() {
- int bestScore = -10000000;
- int bestIndex;
- Move move;
+ assert(movesPicked >= 0);
+ assert(!pos.is_check() || PhaseTable[phaseIndex] == PH_EVASIONS || PhaseTable[phaseIndex] == PH_STOP);
+ assert( pos.is_check() || PhaseTable[phaseIndex] != PH_EVASIONS);
switch (PhaseTable[phaseIndex]) {
- case PH_GOOD_CAPTURES:
- assert(!pos->is_check());
- assert(movesPicked >= 0);
-
- while (movesPicked < numOfMoves)
- {
- bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- {
- if (moves[i].score < 0)
- {
- // Losing capture, move it to the badCaptures[] array
- assert(numOfBadCaptures < 63);
- badCaptures[numOfBadCaptures++] = moves[i];
- moves[i--] = moves[--numOfMoves];
- }
- else if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- }
- if (bestIndex != -1) // Found a good capture
- {
- move = moves[bestIndex].move;
- moves[bestIndex] = moves[movesPicked++];
- if ( move != ttMove
- && move != mateKiller
- && pos->move_is_legal(move, pinned))
- return move;
- }
- }
- break;
+ case PH_GOOD_CAPTURES:
+ case PH_KILLERS:
case PH_NONCAPTURES:
- assert(!pos->is_check());
- assert(movesPicked >= 0);
-
while (movesPicked < numOfMoves)
{
- bestScore = -10000000;
-
- // If this is a PV node or we have only picked a few moves, scan
- // 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)
- {
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- } else
- bestIndex = movesPicked;
-
- if (bestIndex != -1)
- {
- move = moves[bestIndex].move;
- moves[bestIndex] = moves[movesPicked++];
- if ( move != ttMove
- && move != mateKiller
- && pos->move_is_legal(move, pinned))
- return move;
- }
+ Move move = moves[movesPicked++].move;
+ if ( move != ttMove
+ && move != mateKiller
+ && (!checkKillers || (move != killer1 && move != killer2))
+ && (!checkLegal || pos.pl_move_is_legal(move, pinned)))
+ return move;
}
break;
case PH_EVASIONS:
- assert(pos->is_check());
- assert(movesPicked >= 0);
+ if (movesPicked < numOfMoves)
+ return moves[movesPicked++].move;
- 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;
- }
-
- if (bestIndex != -1)
- {
- move = moves[bestIndex].move;
- moves[bestIndex] = moves[movesPicked++];
- return move;
- }
- }
- break;
+ break;
case PH_BAD_CAPTURES:
- assert(!pos->is_check());
- assert(badCapturesPicked >= 0);
- // It's probably a good idea to use SEE move ordering here, instead
- // of just picking the first move. FIXME
- while (badCapturesPicked < numOfBadCaptures)
+ while (movesPicked < numOfBadCaptures)
{
- move = badCaptures[badCapturesPicked++].move;
+ Move move = badCaptures[movesPicked++].move;
if ( move != ttMove
&& move != mateKiller
- && pos->move_is_legal(move, pinned))
+ && pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_QCAPTURES:
- assert(!pos->is_check());
- assert(movesPicked >= 0);
- while (movesPicked < numOfMoves)
- {
- bestScore = -10000000;
- if (movesPicked < 4)
- {
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
- if(moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- } else
- bestIndex = movesPicked;
-
- if (bestIndex != -1)
- {
- move = moves[bestIndex].move;
- moves[bestIndex] = moves[movesPicked++];
- // Remember to change the line below if we decide to hash the qsearch!
- // Maybe also postpone the legality check until after futility pruning?
- if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
- return move;
- }
- }
- break;
-
case PH_QCHECKS:
- assert(!pos->is_check());
- assert(movesPicked >= 0);
- // Perhaps we should do something better than just picking the first
- // move here? FIXME
while (movesPicked < numOfMoves)
{
- move = moves[movesPicked++].move;
- // Remember to change the line below if we decide to hash the qsearch!
- if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
+ Move move = moves[movesPicked++].move;
+ // Maybe postpone the legality check until after futility pruning?
+ if ( move != ttMove
+ && pos.pl_move_is_legal(move, pinned))
return move;
}
break;
return MOVE_NONE;
}
-MovePicker::MovegenPhase MovePicker::current_move_type() const {
-
- return PhaseTable[phaseIndex];
-}
/// MovePicker::init_phase_table() initializes the PhaseTable[],
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
-/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
-/// during program startup, and never again while the program is running.
+/// and QsearchWithoutChecksPhaseIndex. It is only called once during
+/// program startup, and never again while the program is running.
void MovePicker::init_phase_table() {
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_MATE_KILLER;
PhaseTable[i++] = PH_GOOD_CAPTURES;
- // PH_KILLER_1 and PH_KILLER_2 are not yet used.
- // PhaseTable[i++] = PH_KILLER_1;
- // PhaseTable[i++] = PH_KILLER_2;
+ PhaseTable[i++] = PH_KILLERS;
PhaseTable[i++] = PH_NONCAPTURES;
PhaseTable[i++] = PH_BAD_CAPTURES;
PhaseTable[i++] = PH_STOP;
// Quiescence search with checks
QsearchWithChecksPhaseIndex = i - 1;
+ PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
+ PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
}