namespace {
enum Stages {
- MAIN_SEARCH, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, QUIETS_2_S1, BAD_CAPTURES_S1,
- EVASION, EVASIONS_S2,
- QSEARCH_0, CAPTURES_S3, QUIET_CHECKS_S3,
- QSEARCH_1, CAPTURES_S4,
- PROBCUT, CAPTURES_S5,
- RECAPTURE, CAPTURES_S6,
+ MAIN_SEARCH, GOOD_CAPTURES, KILLERS, GOOD_QUIETS, BAD_QUIETS, BAD_CAPTURES,
+ EVASION, ALL_EVASIONS,
+ QSEARCH_WITH_CHECKS, QCAPTURES_1, CHECKS,
+ QSEARCH_WITHOUT_CHECKS, QCAPTURES_2,
+ PROBCUT, PROBCUT_CAPTURES,
+ RECAPTURE, RECAPTURES,
STOP
};
// pick_best() finds the best move in the range (begin, end) and moves it to
// the front. It's faster than sorting all the moves in advance when there
// are few moves e.g. the possible captures.
- inline Move pick_best(ExtMove* begin, ExtMove* end)
+ Move pick_best(ExtMove* begin, ExtMove* end)
{
std::swap(*begin, *std::max_element(begin, end));
return *begin;
stage = EVASION;
else if (d > DEPTH_QS_NO_CHECKS)
- stage = QSEARCH_0;
+ stage = QSEARCH_WITH_CHECKS;
else if (d > DEPTH_QS_RECAPTURES)
- stage = QSEARCH_1;
+ stage = QSEARCH_WITHOUT_CHECKS;
else
{
/// highest values will be picked first.
template<>
void MovePicker::score<CAPTURES>() {
- // Winning and equal captures in the main search are ordered by MVV/LVA.
+ // Winning and equal captures in the main search are ordered by MVV.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
- // capture, capturing a more valuable (but sufficiently defended) piece
+ // capture, capturing a 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
// has been picked up in pick_move_from_list(). This way we save some SEE
// calls in case we get a cutoff.
for (auto& m : *this)
- if (type_of(m) == ENPASSANT)
- m.value = PieceValue[MG][PAWN] - Value(PAWN);
-
- else if (type_of(m) == PROMOTION)
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(PAWN)
- + PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
- else
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- - Value(type_of(pos.moved_piece(m)));
+ m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
+ - Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
}
template<>
switch (++stage) {
- case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
+ case GOOD_CAPTURES: case QCAPTURES_1: case QCAPTURES_2:
+ case PROBCUT_CAPTURES: case RECAPTURES:
endMoves = generate<CAPTURES>(pos, moves);
score<CAPTURES>();
break;
- case KILLERS_S1:
+ case KILLERS:
cur = killers;
endMoves = cur + 2;
*endMoves++ = countermove;
break;
- case QUIETS_1_S1:
+ case GOOD_QUIETS:
endQuiets = endMoves = generate<QUIETS>(pos, moves);
score<QUIETS>();
endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
insertion_sort(cur, endMoves);
break;
- case QUIETS_2_S1:
+ case BAD_QUIETS:
cur = endMoves;
endMoves = endQuiets;
if (depth >= 3 * ONE_PLY)
insertion_sort(cur, endMoves);
break;
- case BAD_CAPTURES_S1:
+ case BAD_CAPTURES:
// Just pick them in reverse order to get MVV/LVA ordering
cur = moves + MAX_MOVES - 1;
endMoves = endBadCaptures;
break;
- case EVASIONS_S2:
+ case ALL_EVASIONS:
endMoves = generate<EVASIONS>(pos, moves);
if (endMoves - moves > 1)
score<EVASIONS>();
break;
- case QUIET_CHECKS_S3:
+ case CHECKS:
endMoves = generate<QUIET_CHECKS>(pos, moves);
break;
- case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE:
+ case EVASION: case QSEARCH_WITH_CHECKS: case QSEARCH_WITHOUT_CHECKS:
+ case PROBCUT: case RECAPTURE:
stage = STOP;
/* Fall through */
switch (stage) {
- case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT:
+ case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS:
+ case QSEARCH_WITHOUT_CHECKS: case PROBCUT:
++cur;
return ttMove;
- case CAPTURES_S1:
+ case GOOD_CAPTURES:
move = pick_best(cur++, endMoves);
if (move != ttMove)
{
}
break;
- case KILLERS_S1:
+ case KILLERS:
move = *cur++;
if ( move != MOVE_NONE
&& move != ttMove
return move;
break;
- case QUIETS_1_S1: case QUIETS_2_S1:
+ case GOOD_QUIETS: case BAD_QUIETS:
move = *cur++;
if ( move != ttMove
&& move != killers[0]
return move;
break;
- case BAD_CAPTURES_S1:
+ case BAD_CAPTURES:
return *cur--;
- case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4:
+ case ALL_EVASIONS: case QCAPTURES_1: case QCAPTURES_2:
move = pick_best(cur++, endMoves);
if (move != ttMove)
return move;
break;
- case CAPTURES_S5:
+ case PROBCUT_CAPTURES:
move = pick_best(cur++, endMoves);
if (move != ttMove && pos.see(move) > captureThreshold)
return move;
break;
- case CAPTURES_S6:
+ case RECAPTURES:
move = pick_best(cur++, endMoves);
if (to_sq(move) == recaptureSquare)
return move;
break;
- case QUIET_CHECKS_S3:
+ case CHECKS:
move = *cur++;
if (move != ttMove)
return move;