LimitsType Limits;
std::vector<RootMove> RootMoves;
Position RootPosition;
+ Color RootColor;
Time::point SearchTime;
StateStackPtr SetupStates;
}
int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
- Value DrawValue[2];
+ Value DrawValue[COLOR_NB];
History H;
template <NodeType NT>
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool connected_threat(const Position& pos, Move m, Move threat);
- Value refine_eval(const TTEntry* tte, Value ttValue, Value defaultEval);
Move do_skill_level();
string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
// Init futility move count array
for (d = 0; d < 32; d++)
- FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(d, 2.0));
+ FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(double(d), 2.0));
}
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
- Eval::RootColor = pos.side_to_move();
+ RootColor = pos.side_to_move();
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
H.clear();
{
int cf = Options["Contempt Factor"] * PawnValueMg / 100; // In centipawns
cf = cf * MaterialTable::game_phase(pos) / PHASE_MIDGAME; // Scale down with phase
- DrawValue[ Eval::RootColor] = VALUE_DRAW - Value(cf);
- DrawValue[~Eval::RootColor] = VALUE_DRAW + Value(cf);
+ DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
+ DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
}
else
DrawValue[WHITE] = DrawValue[BLACK] = VALUE_DRAW;
Move ttMove, move, excludedMove, bestMove, threatMove;
Depth ext, newDepth;
Value bestValue, value, ttValue;
- Value refinedValue, nullValue, futilityValue;
+ Value eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount, playedMoveCount;
// Step 5. Evaluate the position statically and update parent's gain statistics
if (inCheck)
- ss->eval = ss->evalMargin = refinedValue = VALUE_NONE;
+ ss->staticEval = ss->evalMargin = eval = VALUE_NONE;
else if (tte)
{
assert(tte->static_value() != VALUE_NONE);
+ assert(ttValue != VALUE_NONE || tte->type() == BOUND_NONE);
- ss->eval = tte->static_value();
+ ss->staticEval = eval = tte->static_value();
ss->evalMargin = tte->static_value_margin();
- refinedValue = refine_eval(tte, ttValue, ss->eval);
+
+ // Can ttValue be used as a better position evaluation?
+ if ( ((tte->type() & BOUND_LOWER) && ttValue > eval)
+ || ((tte->type() & BOUND_UPPER) && ttValue < eval))
+ eval = ttValue;
}
else
{
- refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
+ eval = ss->staticEval = evaluate(pos, ss->evalMargin);
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
- ss->eval, ss->evalMargin);
+ ss->staticEval, ss->evalMargin);
}
// Update gain for the parent non-capture move given the static position
// evaluation before and after the move.
- if ( (move = (ss-1)->currentMove) != MOVE_NULL
- && (ss-1)->eval != VALUE_NONE
- && ss->eval != VALUE_NONE
+ if ( (move = (ss-1)->currentMove) != MOVE_NULL
+ && (ss-1)->staticEval != VALUE_NONE
+ && ss->staticEval != VALUE_NONE
&& !pos.captured_piece_type()
&& type_of(move) == NORMAL)
{
Square to = to_sq(move);
- H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
+ H.update_gain(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
}
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
&& depth < 4 * ONE_PLY
&& !inCheck
- && refinedValue + razor_margin(depth) < beta
+ && eval + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& !pos.pawn_on_7th(pos.side_to_move()))
&& !ss->skipNullMove
&& depth < 4 * ONE_PLY
&& !inCheck
- && refinedValue - FutilityMargins[depth][0] >= beta
+ && eval - FutilityMargins[depth][0] >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
- return refinedValue - FutilityMargins[depth][0];
+ return eval - FutilityMargins[depth][0];
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
&& !ss->skipNullMove
&& depth > ONE_PLY
&& !inCheck
- && refinedValue >= beta
+ && eval >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
{
Depth R = 3 * ONE_PLY + depth / 4;
// Null move dynamic reduction based on value
- if (refinedValue - PawnValueMg > beta)
+ if (eval - PawnValueMg > beta)
R += ONE_PLY;
pos.do_null_move<true>(st);
// Step 10. Internal iterative deepening
if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
&& ttMove == MOVE_NONE
- && (PvNode || (!inCheck && ss->eval + Value(256) >= beta)))
+ && (PvNode || (!inCheck && ss->staticEval + Value(256) >= beta)))
{
Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
&& type_of(pos.piece_on(to_sq(move))) != PAWN
&& type_of(move) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValue[Mg][pos.piece_on(to_sq(move))] == VALUE_ZERO));
+ - PieceValue[MG][pos.piece_on(to_sq(move))] == VALUE_ZERO));
// Step 12. Extend checks and, in PV nodes, also dangerous moves
if (PvNode && dangerous)
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
// but fixing this made program slightly weaker.
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
- futilityValue = ss->eval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_moved(move), to_sq(move));
if (futilityValue < beta)
// If we are in a singular extension search then return a fail low score.
// A split node has at least one move, the one tried before to be splitted.
if (!moveCount)
- return excludedMove ? alpha : inCheck ? mated_in(ss->ply) : VALUE_DRAW;
+ return excludedMove ? alpha
+ : inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
// If we have pruned all the moves without searching return a fail-low score
if (bestValue == -VALUE_INFINITE)
if (bestValue >= beta) // Failed high
{
TT.store(posKey, value_to_tt(bestValue, ss->ply), BOUND_LOWER, depth,
- bestMove, ss->eval, ss->evalMargin);
+ bestMove, ss->staticEval, ss->evalMargin);
if (!pos.is_capture_or_promotion(bestMove) && !inCheck)
{
else // Failed low or PV search
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
- depth, bestMove, ss->eval, ss->evalMargin);
+ depth, bestMove, ss->staticEval, ss->evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
// Evaluate the position statically
if (inCheck)
{
- ss->eval = ss->evalMargin = VALUE_NONE;
+ ss->staticEval = ss->evalMargin = VALUE_NONE;
bestValue = futilityBase = -VALUE_INFINITE;
enoughMaterial = false;
}
{
assert(tte->static_value() != VALUE_NONE);
- ss->eval = bestValue = tte->static_value();
+ ss->staticEval = bestValue = tte->static_value();
ss->evalMargin = tte->static_value_margin();
}
else
- ss->eval = bestValue = evaluate(pos, ss->evalMargin);
+ ss->staticEval = bestValue = evaluate(pos, ss->evalMargin);
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)
{
if (!tte)
TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER,
- DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
+ DEPTH_NONE, MOVE_NONE, ss->staticEval, ss->evalMargin);
return bestValue;
}
if (PvNode && bestValue > alpha)
alpha = bestValue;
- futilityBase = ss->eval + ss->evalMargin + Value(128);
+ futilityBase = ss->staticEval + ss->evalMargin + Value(128);
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
- + PieceValue[Eg][pos.piece_on(to_sq(move))]
+ + PieceValue[EG][pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
- && ss->eval + PawnValueMg / 4 < beta
+ && ss->staticEval + PawnValueMg / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta))
continue;
else // Fail high
{
TT.store(posKey, value_to_tt(value, ss->ply), BOUND_LOWER,
- ttDepth, move, ss->eval, ss->evalMargin);
+ ttDepth, move, ss->staticEval, ss->evalMargin);
return value;
}
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
- ttDepth, bestMove, ss->eval, ss->evalMargin);
+ ttDepth, bestMove, ss->staticEval, ss->evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
while (b)
{
// Note that here we generate illegal "double move"!
- if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta)
+ if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
- && ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)]
+ && ( PieceValue[MG][pos.piece_on(tfrom)] >= PieceValue[MG][pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
}
- // refine_eval() returns the transposition table score if possible, otherwise
- // falls back on static position evaluation. Note that we never return VALUE_NONE
- // even if v == VALUE_NONE.
-
- Value refine_eval(const TTEntry* tte, Value v, Value defaultEval) {
-
- assert(tte);
- assert(v != VALUE_NONE || !tte->type());
-
- if ( ((tte->type() & BOUND_LOWER) && v >= defaultEval)
- || ((tte->type() & BOUND_UPPER) && v < defaultEval))
- return v;
-
- return defaultEval;
- }
-
-
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.