inline Move get_move_pv(int moveNum, int i) const;
inline int64_t get_move_cumulative_nodes(int moveNum) const;
inline int move_count() const;
- Move scan_for_easy_move() const;
inline void sort();
void sort_multipv(int n);
const bool PruneDefendingMoves = false;
const bool PruneBlockingMoves = false;
+ // If the TT move is at least SingleReplyMargin better then the
+ // remaining ones we will extend it.
+ const Value SingleReplyMargin = Value(0x64);
+
// Margins for futility pruning in the quiescence search, and at frontier
// and near frontier nodes.
const Value FutilityMarginQS = Value(0x80);
// Each move futility margin is decreased
- const Value IncrementalFutilityMargin = Value(0xA);
+ const Value IncrementalFutilityMargin = Value(0x8);
// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
const Value FutilityMargins[12] = { Value(0x100), Value(0x120), Value(0x200), Value(0x220), Value(0x250), Value(0x270),
Value id_loop(const Position& pos, Move searchMoves[]);
Value root_search(Position& pos, SearchStack ss[], RootMoveList& rml, Value alpha, Value beta);
Value search_pv(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
- Value search(Position& pos, SearchStack ss[], Value beta, Depth depth, int ply, bool allowNullmove, int threadID);
+ Value search(Position& pos, SearchStack ss[], Value beta, Depth depth, int ply, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
void sp_search(SplitPoint* sp, int threadID);
void sp_search_pv(SplitPoint* sp, int threadID);
<< " moves to go: " << movesToGo << std::endl;
- // We're ready to start thinking. Call the iterative deepening loop function
- //
- // FIXME we really need to cleanup all this LSN ugliness
- if (!loseOnTime)
+ // LSN filtering. Used only for developing purpose. Disabled by default.
+ if ( UseLSNFiltering
+ && loseOnTime)
{
- Value v = id_loop(pos, searchMoves);
- loseOnTime = ( UseLSNFiltering
- && myTime < LSNTime
- && myIncrement == 0
- && v < -LSNValue);
+ // Step 2. If after last move we decided to lose on time, do it now!
+ while (SearchStartTime + myTime + 1000 > get_system_time())
+ ; // wait here
}
- else
+
+ // We're ready to start thinking. Call the iterative deepening loop function
+ Value v = id_loop(pos, searchMoves);
+
+ // LSN filtering. Used only for developing purpose. Disabled by default.
+ if (UseLSNFiltering)
{
- loseOnTime = false; // reset for next match
- while (SearchStartTime + myTime + 1000 > get_system_time())
- ; // wait here
- id_loop(pos, searchMoves); // to fail gracefully
+ // Step 1. If this is sudden death game and our position is hopeless,
+ // decide to lose on time.
+ if ( !loseOnTime // If we already lost on time, go to step 3.
+ && myTime < LSNTime
+ && myIncrement == 0
+ && movesToGo == 0
+ && v < -LSNValue)
+ {
+ loseOnTime = true;
+ }
+ else if (loseOnTime)
+ {
+ // Step 3. Now after stepping over the time limit, reset flag for next match.
+ loseOnTime = false;
+ }
}
if (UseLogFile)
IterationInfo[1] = IterationInfoType(rml.get_move_score(0), rml.get_move_score(0));
Iteration = 1;
- Move EasyMove = rml.scan_for_easy_move();
+ // Is one move significantly better than others after initial scoring ?
+ Move EasyMove = MOVE_NONE;
+ if ( rml.move_count() == 1
+ || rml.get_move_score(0) > rml.get_move_score(1) + EasyMoveMargin)
+ EasyMove = rml.get_move(0);
// Iterative deepening loop
while (Iteration < PLY_MAX)
if (stopSearch)
{
- //FIXME: Implement fail-low emergency measures
if (!PonderSearch)
break;
else
return alpha;
// Transposition table lookup. At PV nodes, we don't use the TT for
- // pruning, but only for move ordering.
+ // pruning, but only for move ordering. This is to avoid problems in
+ // the following areas:
+ //
+ // * Repetition draw detection
+ // * Fifty move rule detection
+ // * Searching for a mate
+ // * Printing of full PV line
+ //
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
- movesSearched[moveCount++] = ss[ply].currentMove = move;
-
// Decide the new search depth
ext = extension(pos, move, true, captureOrPromotion, moveIsCheck, singleReply, mateThreat, &dangerous);
+
+ // We want to extend the TT move if it is much better then remaining ones.
+ // To verify this we do a reduced search on all the other moves but the ttMove,
+ // if result is lower then TT value minus a margin then we assume ttMove is the
+ // only one playable. It is a kind of relaxed single reply extension.
+ if ( depth >= 8 * OnePly
+ && move == ttMove
+ && ext < OnePly
+ && is_lower_bound(tte->type())
+ && tte->depth() >= depth - 3 * OnePly)
+ {
+ Value ttValue = value_from_tt(tte->value(), ply);
+
+ if (abs(ttValue) < VALUE_KNOWN_WIN)
+ {
+ Value excValue = search(pos, ss, ttValue - SingleReplyMargin, depth / 2, ply, false, threadID, ttMove);
+
+ // If search result is well below the foreseen score of the ttMove then we
+ // assume ttMove is the only one realistically playable and we extend it.
+ if (excValue < ttValue - SingleReplyMargin)
+ ext = OnePly;
+ }
+ }
+
newDepth = depth - OnePly + ext;
+ // Update current move
+ movesSearched[moveCount++] = ss[ply].currentMove = move;
+
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
// search() is the search function for zero-width nodes.
Value search(Position& pos, SearchStack ss[], Value beta, Depth depth,
- int ply, bool allowNullmove, int threadID) {
+ int ply, bool allowNullmove, int threadID, Move excludedMove) {
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(ply >= 0 && ply < PLY_MAX);
if (value_mate_in(ply + 1) < beta)
return beta - 1;
+ // We don't want the score of a partial search to overwrite a previous full search
+ // TT value, so we use a different position key in case of an excluded move exsists.
+ Key posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
+
// Transposition table lookup
- tte = TT.retrieve(pos.get_key());
+ tte = TT.retrieve(posKey);
ttMove = (tte ? tte->move() : MOVE_NONE);
if (tte && ok_to_use_TT(tte, depth, beta, ply))
if (tte && (tte->type() & VALUE_TYPE_EVAL))
futilityValue = value_from_tt(tte->value(), ply) + FutilityMargins[int(depth) - 2];
- // Loop through all legal moves until no moves remain or a beta cutoff
- // occurs.
+ // Move count pruning limit
+ const int MCLimit = 3 + (1 << (3*int(depth)/8));
+
+ // Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !thread_should_stop(threadID))
{
assert(move_is_ok(move));
+ if (move == excludedMove)
+ continue;
+
singleReply = (isCheck && mp.number_of_evasions() == 1);
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
- movesSearched[moveCount++] = ss[ply].currentMove = move;
-
// Decide the new search depth
ext = extension(pos, move, false, captureOrPromotion, moveIsCheck, singleReply, mateThreat, &dangerous);
+
+ // We want to extend the TT move if it is much better then remaining ones.
+ // To verify this we do a reduced search on all the other moves but the ttMove,
+ // if result is lower then TT value minus a margin then we assume ttMove is the
+ // only one playable. It is a kind of relaxed single reply extension.
+ if ( depth >= 8 * OnePly
+ && !excludedMove // do not allow recursive single-reply search
+ && move == ttMove
+ && ext < OnePly
+ && is_lower_bound(tte->type())
+ && tte->depth() >= depth - 3 * OnePly)
+ {
+ Value ttValue = value_from_tt(tte->value(), ply);
+
+ if (abs(ttValue) < VALUE_KNOWN_WIN)
+ {
+ Value excValue = search(pos, ss, ttValue - SingleReplyMargin, depth / 2, ply, false, threadID, ttMove);
+
+ // If search result is well below the foreseen score of the ttMove then we
+ // assume ttMove is the only one realistically playable and we extend it.
+ if (excValue < ttValue - SingleReplyMargin)
+ ext = OnePly;
+ }
+ }
+
newDepth = depth - OnePly + ext;
+ // Update current move
+ movesSearched[moveCount++] = ss[ply].currentMove = move;
+
// Futility pruning
if ( useFutilityPruning
&& !dangerous
&& move != ttMove)
{
// History pruning. See ok_to_prune() definition
- if ( moveCount >= 2 + int(depth)
+ if ( moveCount >= MCLimit
&& ok_to_prune(pos, move, ss[ply].threatMove, depth)
&& bestValue > value_mated_in(PLY_MAX))
continue;
{
if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID)
- + FutilityMargins[int(depth) - 2]
- + 4*IncrementalFutilityMargin;
+ + 64*(2+bitScanReverse32(int(depth) * int(depth)));
futilityValueScaled = futilityValue - moveCount * IncrementalFutilityMargin;
// All legal moves have been searched. A special case: If there were
// no legal moves, it must be mate or stalemate.
if (moveCount == 0)
- return (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
+ return excludedMove ? beta - 1 : (pos.is_check() ? value_mated_in(ply) : VALUE_DRAW);
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
return bestValue;
if (bestValue < beta)
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
+ TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, depth, MOVE_NONE);
else
{
BetaCounter.add(pos.side_to_move(), depth, threadID);
update_history(pos, move, depth, movesSearched, moveCount);
update_killers(move, ss[ply]);
}
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, move);
+ TT.store(posKey, value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, depth, move);
}
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
pos.undo_move(moves[count].move);
moves[count].pv[0] = moves[count].move;
- moves[count].pv[1] = MOVE_NONE; // FIXME
+ moves[count].pv[1] = MOVE_NONE;
count++;
}
sort();
}
- // RootMoveList::scan_for_easy_move() is called at the end of the first
- // iteration, and is used to detect an "easy move", i.e. a move which appears
- // to be much bester than all the rest. If an easy move is found, the move
- // is returned, otherwise the function returns MOVE_NONE. It is very
- // important that this function is called at the right moment: The code
- // assumes that the first iteration has been completed and the moves have
- // been sorted. This is done in RootMoveList c'tor.
-
- Move RootMoveList::scan_for_easy_move() const {
-
- assert(count);
-
- if (count == 1)
- return get_move(0);
-
- // moves are sorted so just consider the best and the second one
- if (get_move_score(0) > get_move_score(1) + EasyMoveMargin)
- return get_move(0);
-
- return MOVE_NONE;
- }
-
// RootMoveList::sort() sorts the root move list at the beginning of a new
// iteration.