#include <cassert>
#include <cmath>
#include <cstring>
-#include <fstream>
#include <iomanip>
#include <iostream>
#include <sstream>
#include <vector>
+#include <algorithm>
#include "book.h"
#include "evaluate.h"
#include "history.h"
#include "misc.h"
-#include "move.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
#include "tt.h"
#include "ucioption.h"
+namespace Search {
+
+ volatile SignalsType Signals;
+ LimitsType Limits;
+ std::vector<Move> RootMoves;
+ Position RootPosition;
+}
+
using std::cout;
using std::endl;
using std::string;
+using namespace Search;
namespace {
const bool FakeSplit = false;
// Different node types, used as template parameter
- enum NodeType { Root, PV, NonPV, SplitPointPV, SplitPointNonPV };
+ enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
// RootMove struct is used for moves at the root of the tree. For each root
// move, we store a score, a node count, and a PV (really a refutation
// RootMoveList struct is mainly a std::vector of RootMove objects
struct RootMoveList : public std::vector<RootMove> {
- void init(Position& pos, Move searchMoves[]);
+ void init(Position& pos, Move rootMoves[]);
RootMove* find(const Move& m, int startIndex = 0);
int bestMoveChanges;
inline Value futility_margin(Depth d, int mn) {
- return d < 7 * ONE_PLY ? FutilityMargins[Max(d, 1)][Min(mn, 63)]
+ return d < 7 * ONE_PLY ? FutilityMargins[std::max(int(d), 1)][std::min(mn, 63)]
: 2 * VALUE_INFINITE;
}
template <bool PvNode> inline Depth reduction(Depth d, int mn) {
- return (Depth) Reductions[PvNode][Min(d / ONE_PLY, 63)][Min(mn, 63)];
+ return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
}
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
- const Value EasyMoveMargin = Value(0x200);
+ const Value EasyMoveMargin = Value(0x150);
/// Namespace variables
RootMoveList Rml;
// MultiPV mode
- int MultiPV, UCIMultiPV, MultiPVIteration;
+ int MultiPV, UCIMultiPV, MultiPVIdx;
// Time management variables
- bool StopOnPonderhit, FirstRootMove, StopRequest, QuitRequest, AspirationFailLow;
TimeManager TimeMgr;
- SearchLimits Limits;
-
- // Log file
- std::ofstream LogFile;
// Skill level adjustment
int SkillLevel;
bool SkillLevelEnabled;
- // Node counters, used only by thread[0] but try to keep in different cache
- // lines (64 bytes each) from the heavy multi-thread read accessed variables.
- bool SendSearchedNodes;
- int NodesSincePoll;
- int NodesBetweenPolls = 30000;
-
// History table
History H;
/// Local functions
- Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove);
+ Move id_loop(Position& pos, Move rootMoves[], Move* ponderMove);
template <NodeType NT>
- Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
+ Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
template <NodeType NT>
- Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
+ Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
- void update_gains(const Position& pos, Move move, Value before, Value after);
void do_skill_level(Move* best, Move* ponder);
- int current_search_time(int set = 0);
+ int elapsed_time(bool reset = false);
string score_to_uci(Value v, Value alpha = -VALUE_INFINITE, Value beta = VALUE_INFINITE);
string speed_to_uci(int64_t nodes);
string pv_to_uci(const Move pv[], int pvNum, bool chess960);
string pretty_pv(Position& pos, int depth, Value score, int time, Move pv[]);
string depth_to_uci(Depth depth);
- void poll(const Position& pos);
- void wait_for_stop_or_ponderhit();
// MovePickerExt template class extends MovePicker and allows to choose at compile
// time the proper moves source according to the type of node. In the default case
// we simply create and use a standard MovePicker object.
template<bool SpNode> struct MovePickerExt : public MovePicker {
- MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
+ MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
: MovePicker(p, ttm, d, h, ss, b) {}
};
// In case of a SpNode we use split point's shared MovePicker object as moves source
template<> struct MovePickerExt<true> : public MovePicker {
- MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
+ MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
: MovePicker(p, ttm, d, h, ss, b), mp(ss->sp->mp) {}
Move get_next_move() { return mp->get_next_move(); }
if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
- if (piece_type(pos.piece_on(move_from(m))) == PAWN)
+ if (type_of(pos.piece_on(move_from(m))) == PAWN)
{
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
}
if ( captureOrPromotion
- && piece_type(pos.piece_on(move_to(m))) != PAWN
+ && type_of(pos.piece_on(move_to(m))) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO)
- && !move_is_special(m))
+ - PieceValueMidgame[pos.piece_on(move_to(m))] == VALUE_ZERO)
+ && !is_special(m))
{
result += PawnEndgameExtension[PvNode];
*dangerous = true;
}
- return Min(result, ONE_PLY);
+ return std::min(result, ONE_PLY);
}
} // namespace
/// init_search() is called during startup to initialize various lookup tables
-void init_search() {
+void Search::init() {
int d; // depth (ONE_PLY == 2)
int hd; // half depth (ONE_PLY == 1)
/// perft() is our utility to verify move generation. All the leaf nodes up to
/// the given depth are generated and counted and the sum returned.
-int64_t perft(Position& pos, Depth depth) {
+int64_t Search::perft(Position& pos, Depth depth) {
StateInfo st;
int64_t sum = 0;
}
-/// think() is the external interface to Stockfish's search, and is called when
-/// the program receives the UCI 'go' command. It initializes various global
-/// variables, and calls id_loop(). It returns false when a "quit" command is
-/// received during the search.
+/// think() is the external interface to Stockfish's search, and is called by the
+/// main thread when the program receives the UCI 'go' command. It searches from
+/// RootPosition and at the end prints the "bestmove" to output.
-bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) {
+void Search::think() {
- static Book book;
+ static Book book; // Defined static to initialize the PRNG only once
- // Initialize global search-related variables
- StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = SendSearchedNodes = false;
- NodesSincePoll = 0;
- current_search_time(get_system_time());
- Limits = limits;
- TimeMgr.init(Limits, pos.startpos_ply_counter());
+ Position& pos = RootPosition;
- // Set output steram in normal or chess960 mode
- cout << set960(pos.is_chess960());
+ // Reset elapsed search time
+ elapsed_time(true);
- // Set best NodesBetweenPolls interval to avoid lagging under time pressure
- if (Limits.maxNodes)
- NodesBetweenPolls = Min(Limits.maxNodes, 30000);
- else if (Limits.time && Limits.time < 1000)
- NodesBetweenPolls = 1000;
- else if (Limits.time && Limits.time < 5000)
- NodesBetweenPolls = 5000;
- else
- NodesBetweenPolls = 30000;
+ // Set output stream mode: normal or chess960. Castling notation is different
+ cout << set960(pos.is_chess960());
// Look for a book move
if (Options["OwnBook"].value<bool>())
if (Options["Book File"].value<string>() != book.name())
book.open(Options["Book File"].value<string>());
- Move bookMove = book.get_move(pos, Options["Best Book Move"].value<bool>());
+ Move bookMove = book.probe(pos, Options["Best Book Move"].value<bool>());
if (bookMove != MOVE_NONE)
{
- if (Limits.ponder)
- wait_for_stop_or_ponderhit();
+ if (!Signals.stop && (Limits.ponder || Limits.infinite))
+ Threads.wait_for_stop_or_ponderhit();
cout << "bestmove " << bookMove << endl;
- return !QuitRequest;
+ return;
}
}
- // Read UCI options
- UCIMultiPV = Options["MultiPV"].value<int>();
- SkillLevel = Options["Skill Level"].value<int>();
-
+ // Read UCI options: GUI could change UCI parameters during the game
read_evaluation_uci_options(pos.side_to_move());
Threads.read_uci_options();
- // If needed allocate pawn and material hash tables and adjust TT size
- Threads.init_hash_tables();
+ // Set a new TT size if changed
TT.set_size(Options["Hash"].value<int>());
if (Options["Clear Hash"].value<bool>())
TT.clear();
}
+ UCIMultiPV = Options["MultiPV"].value<int>();
+ SkillLevel = Options["Skill Level"].value<int>();
+
// Do we have to play with skill handicap? In this case enable MultiPV that
// we will use behind the scenes to retrieve a set of possible moves.
SkillLevelEnabled = (SkillLevel < 20);
- MultiPV = (SkillLevelEnabled ? Max(UCIMultiPV, 4) : UCIMultiPV);
+ MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, 4) : UCIMultiPV);
+
+ // Write current search header to log file
+ if (Options["Use Search Log"].value<bool>())
+ {
+ Log log(Options["Search Log Filename"].value<string>());
+ log << "\nSearching: " << pos.to_fen()
+ << "\ninfinite: " << Limits.infinite
+ << " ponder: " << Limits.ponder
+ << " time: " << Limits.time
+ << " increment: " << Limits.increment
+ << " moves to go: " << Limits.movesToGo
+ << endl;
+ }
// Wake up needed threads and reset maxPly counter
for (int i = 0; i < Threads.size(); i++)
{
- Threads[i].wake_up();
Threads[i].maxPly = 0;
+ Threads[i].wake_up();
}
- // Write to log file and keep it open to be accessed during the search
- if (Options["Use Search Log"].value<bool>())
- {
- string name = Options["Search Log Filename"].value<string>();
- LogFile.open(name.c_str(), std::ios::out | std::ios::app);
-
- if (LogFile.is_open())
- LogFile << "\nSearching: " << pos.to_fen()
- << "\ninfinite: " << Limits.infinite
- << " ponder: " << Limits.ponder
- << " time: " << Limits.time
- << " increment: " << Limits.increment
- << " moves to go: " << Limits.movesToGo
- << endl;
- }
+ // Set best timer interval to avoid lagging under time pressure. Timer is
+ // used to check for remaining available thinking time.
+ TimeMgr.init(Limits, pos.startpos_ply_counter());
+
+ if (TimeMgr.available_time())
+ Threads.set_timer(std::min(100, std::max(TimeMgr.available_time() / 8, 20)));
+ else
+ Threads.set_timer(100);
// We're ready to start thinking. Call the iterative deepening loop function
Move ponderMove = MOVE_NONE;
- Move bestMove = id_loop(pos, searchMoves, &ponderMove);
+ Move bestMove = id_loop(pos, &RootMoves[0], &ponderMove);
+
+ // Stop timer, no need to check for available time any more
+ Threads.set_timer(0);
+
+ // This makes all the slave threads to go to sleep, if not already sleeping
+ Threads.set_size(1);
- // Write final search statistics and close log file
- if (LogFile.is_open())
+ // Write current search final statistics to log file
+ if (Options["Use Search Log"].value<bool>())
{
- int t = current_search_time();
+ int e = elapsed_time();
- LogFile << "Nodes: " << pos.nodes_searched()
- << "\nNodes/second: " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
- << "\nBest move: " << move_to_san(pos, bestMove);
+ Log log(Options["Search Log Filename"].value<string>());
+ log << "Nodes: " << pos.nodes_searched()
+ << "\nNodes/second: " << (e > 0 ? pos.nodes_searched() * 1000 / e : 0)
+ << "\nBest move: " << move_to_san(pos, bestMove);
StateInfo st;
pos.do_move(bestMove, st);
- LogFile << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
+ log << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
pos.undo_move(bestMove); // Return from think() with unchanged position
- LogFile.close();
}
- // This makes all the threads to go to sleep
- Threads.set_size(1);
-
- // If we are pondering or in infinite search, we shouldn't print the
- // best move before we are told to do so.
- if (!StopRequest && (Limits.ponder || Limits.infinite))
- wait_for_stop_or_ponderhit();
+ // When we reach max depth we arrive here even without a StopRequest, but if
+ // we are pondering or in infinite search, we shouldn't print the best move
+ // before we are told to do so.
+ if (!Signals.stop && (Limits.ponder || Limits.infinite))
+ Threads.wait_for_stop_or_ponderhit();
// Could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << bestMove;
cout << " ponder " << ponderMove;
cout << endl;
-
- return !QuitRequest;
}
// with increasing depth until the allocated thinking time has been consumed,
// user stops the search, or the maximum search depth is reached.
- Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove) {
+ Move id_loop(Position& pos, Move rootMoves[], Move* ponderMove) {
- SearchStack ss[PLY_MAX_PLUS_2];
+ Stack ss[PLY_MAX_PLUS_2];
Value bestValues[PLY_MAX_PLUS_2];
int bestMoveChanges[PLY_MAX_PLUS_2];
int depth, aspirationDelta;
- Value value, alpha, beta;
- Move bestMove, easyMove, skillBest, skillPonder;
+ Value bestValue, alpha, beta;
+ Move bestMove, skillBest, skillPonder;
+ bool bestMoveNeverChanged = true;
// Initialize stuff before a new search
- memset(ss, 0, 4 * sizeof(SearchStack));
+ memset(ss, 0, 4 * sizeof(Stack));
TT.new_search();
H.clear();
- *ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE;
+ *ponderMove = bestMove = skillBest = skillPonder = MOVE_NONE;
depth = aspirationDelta = 0;
- value = alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
- ss->currentMove = MOVE_NULL; // Hack to skip update_gains()
+ bestValue = alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
+ ss->currentMove = MOVE_NULL; // Hack to skip update gains
// Moves to search are verified and copied
- Rml.init(pos, searchMoves);
+ Rml.init(pos, rootMoves);
// Handle special case of searching on a mate/stalemate position
if (!Rml.size())
}
// Iterative deepening loop until requested to stop or target depth reached
- while (!StopRequest && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth))
+ while (!Signals.stop && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth))
{
- // Save last iteration's scores, this needs to be done now, because in
- // the following MultiPV loop Rml moves could be reordered.
+ // Save now last iteration's scores, before Rml moves are reordered
for (size_t i = 0; i < Rml.size(); i++)
Rml[i].prevScore = Rml[i].score;
Rml.bestMoveChanges = 0;
- // MultiPV iteration loop
- for (MultiPVIteration = 0; MultiPVIteration < Min(MultiPV, (int)Rml.size()); MultiPVIteration++)
+ // MultiPV loop. We perform a full root search for each PV line
+ for (MultiPVIdx = 0; MultiPVIdx < std::min(MultiPV, (int)Rml.size()); MultiPVIdx++)
{
// Calculate dynamic aspiration window based on previous iterations
- if (depth >= 5 && abs(Rml[MultiPVIteration].prevScore) < VALUE_KNOWN_WIN)
+ if (depth >= 5 && abs(Rml[MultiPVIdx].prevScore) < VALUE_KNOWN_WIN)
{
int prevDelta1 = bestValues[depth - 1] - bestValues[depth - 2];
int prevDelta2 = bestValues[depth - 2] - bestValues[depth - 3];
- aspirationDelta = Min(Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24);
+ aspirationDelta = std::min(std::max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24);
aspirationDelta = (aspirationDelta + 7) / 8 * 8; // Round to match grainSize
- alpha = Max(Rml[MultiPVIteration].prevScore - aspirationDelta, -VALUE_INFINITE);
- beta = Min(Rml[MultiPVIteration].prevScore + aspirationDelta, VALUE_INFINITE);
+ alpha = std::max(Rml[MultiPVIdx].prevScore - aspirationDelta, -VALUE_INFINITE);
+ beta = std::min(Rml[MultiPVIdx].prevScore + aspirationDelta, VALUE_INFINITE);
}
else
{
// Start with a small aspiration window and, in case of fail high/low,
// research with bigger window until not failing high/low anymore.
do {
- // Search starting from ss+1 to allow calling update_gains()
- value = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
-
- // It is critical that sorting is done with a stable algorithm
- // because all the values but the first are usually set to
- // -VALUE_INFINITE and we want to keep the same order for all
- // the moves but the new PV that goes to head.
- sort<RootMove>(Rml.begin() + MultiPVIteration, Rml.end());
-
- // In case we have found an exact score reorder the PV moves
- // before leaving the fail high/low loop, otherwise leave the
- // last PV move in its position so to be searched again.
- if (value > alpha && value < beta)
- sort<RootMove>(Rml.begin(), Rml.begin() + MultiPVIteration);
+ // Search starts from ss+1 to allow referencing (ss-1). This is
+ // needed by update gains and ss copy when splitting at Root.
+ bestValue = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
+
+ // Bring to front the best move. It is critical that sorting is
+ // done with a stable algorithm because all the values but the first
+ // and eventually the new best one are set to -VALUE_INFINITE and
+ // we want to keep the same order for all the moves but the new
+ // PV that goes to the front. Note that in case of MultiPV search
+ // the already searched PV lines are preserved.
+ sort<RootMove>(Rml.begin() + MultiPVIdx, Rml.end());
+
+ // In case we have found an exact score and we are going to leave
+ // the fail high/low loop then reorder the PV moves, otherwise
+ // leave the last PV move in its position so to be searched again.
+ // Of course this is needed only in MultiPV search.
+ if (MultiPVIdx && bestValue > alpha && bestValue < beta)
+ sort<RootMove>(Rml.begin(), Rml.begin() + MultiPVIdx);
// Write PV back to transposition table in case the relevant entries
// have been overwritten during the search.
- for (int i = 0; i <= MultiPVIteration; i++)
+ for (int i = 0; i <= MultiPVIdx; i++)
Rml[i].insert_pv_in_tt(pos);
- // Value cannot be trusted. Break out immediately!
- if (StopRequest)
+ // If search has been stopped exit the aspiration window loop,
+ // note that sorting and writing PV back to TT is safe becuase
+ // Rml is still valid, although refers to the previous iteration.
+ if (Signals.stop)
break;
// Send full PV info to GUI if we are going to leave the loop or
- // if we have a fail high/low and we are deep in the search.
- if ((value > alpha && value < beta) || current_search_time() > 2000)
- for (int i = 0; i < Min(UCIMultiPV, MultiPVIteration + 1); i++)
+ // if we have a fail high/low and we are deep in the search. UCI
+ // protocol requires to send all the PV lines also if are still
+ // to be searched and so refer to the previous search's score.
+ if ((bestValue > alpha && bestValue < beta) || elapsed_time() > 2000)
+ for (int i = 0; i < std::min(UCIMultiPV, (int)Rml.size()); i++)
+ {
+ bool updated = (i <= MultiPVIdx);
+
+ if (depth == 1 && !updated)
+ continue;
+
+ Depth d = (updated ? depth : depth - 1) * ONE_PLY;
+ Value s = (updated ? Rml[i].score : Rml[i].prevScore);
+
cout << "info"
- << depth_to_uci(depth * ONE_PLY)
- << (i == MultiPVIteration ? score_to_uci(Rml[i].score, alpha, beta) :
- score_to_uci(Rml[i].score))
+ << depth_to_uci(d)
+ << (i == MultiPVIdx ? score_to_uci(s, alpha, beta) : score_to_uci(s))
<< speed_to_uci(pos.nodes_searched())
<< pv_to_uci(&Rml[i].pv[0], i + 1, pos.is_chess960())
<< endl;
+ }
- // In case of failing high/low increase aspiration window and research,
- // otherwise exit the fail high/low loop.
- if (value >= beta)
+ // In case of failing high/low increase aspiration window and
+ // research, otherwise exit the fail high/low loop.
+ if (bestValue >= beta)
{
- beta = Min(beta + aspirationDelta, VALUE_INFINITE);
+ beta = std::min(beta + aspirationDelta, VALUE_INFINITE);
aspirationDelta += aspirationDelta / 2;
}
- else if (value <= alpha)
+ else if (bestValue <= alpha)
{
- AspirationFailLow = true;
- StopOnPonderhit = false;
+ Signals.failedLowAtRoot = true;
+ Signals.stopOnPonderhit = false;
- alpha = Max(alpha - aspirationDelta, -VALUE_INFINITE);
+ alpha = std::max(alpha - aspirationDelta, -VALUE_INFINITE);
aspirationDelta += aspirationDelta / 2;
}
else
break;
- } while (abs(value) < VALUE_KNOWN_WIN);
+ } while (abs(bestValue) < VALUE_KNOWN_WIN);
}
// Collect info about search result
bestMove = Rml[0].pv[0];
*ponderMove = Rml[0].pv[1];
- bestValues[depth] = value;
+ bestValues[depth] = bestValue;
bestMoveChanges[depth] = Rml.bestMoveChanges;
- // Do we need to pick now the best and the ponder moves ?
+ // Skills: Do we need to pick now the best and the ponder moves ?
if (SkillLevelEnabled && depth == 1 + SkillLevel)
do_skill_level(&skillBest, &skillPonder);
- if (LogFile.is_open())
- LogFile << pretty_pv(pos, depth, value, current_search_time(), &Rml[0].pv[0]) << endl;
+ if (Options["Use Search Log"].value<bool>())
+ {
+ Log log(Options["Search Log Filename"].value<string>());
+ log << pretty_pv(pos, depth, bestValue, elapsed_time(), &Rml[0].pv[0]) << endl;
+ }
- // Init easyMove after first iteration or drop if differs from the best move
- if (depth == 1 && (Rml.size() == 1 || Rml[0].score > Rml[1].score + EasyMoveMargin))
- easyMove = bestMove;
- else if (bestMove != easyMove)
- easyMove = MOVE_NONE;
+ // Filter out startup noise when monitoring best move stability
+ if (depth > 2 && bestMoveChanges[depth])
+ bestMoveNeverChanged = false;
- // Check for some early stop condition
- if (!StopRequest && Limits.useTimeManagement())
+ // Do we have time for the next iteration? Can we stop searching now?
+ if (!Signals.stop && !Signals.stopOnPonderhit && Limits.useTimeManagement())
{
- // Stop search early if one move seems to be much better than the
- // others or if there is only a single legal move. Also in the latter
- // case we search up to some depth anyway to get a proper score.
- if ( depth >= 7
- && easyMove == bestMove
- && ( Rml.size() == 1
- ||( Rml[0].nodes > (pos.nodes_searched() * 85) / 100
- && current_search_time() > TimeMgr.available_time() / 16)
- ||( Rml[0].nodes > (pos.nodes_searched() * 98) / 100
- && current_search_time() > TimeMgr.available_time() / 32)))
- StopRequest = true;
+ bool stop = false; // Local variable instead of the volatile Signals.stop
// Take in account some extra time if the best move has changed
if (depth > 4 && depth < 50)
// Stop search if most of available time is already consumed. We probably don't
// have enough time to search the first move at the next iteration anyway.
- if (current_search_time() > (TimeMgr.available_time() * 62) / 100)
- StopRequest = true;
+ if (elapsed_time() > (TimeMgr.available_time() * 62) / 100)
+ stop = true;
+
+ // Stop search early if one move seems to be much better than others
+ if ( depth >= 10
+ && !stop
+ && ( bestMoveNeverChanged
+ || elapsed_time() > (TimeMgr.available_time() * 40) / 100))
+ {
+ Value rBeta = bestValue - EasyMoveMargin;
+ (ss+1)->excludedMove = bestMove;
+ (ss+1)->skipNullMove = true;
+ Value v = search<NonPV>(pos, ss+1, rBeta - 1, rBeta, (depth * ONE_PLY) / 2);
+ (ss+1)->skipNullMove = false;
+ (ss+1)->excludedMove = MOVE_NONE;
+
+ if (v < rBeta)
+ stop = true;
+ }
- // If we are allowed to ponder do not stop the search now but keep pondering
- if (StopRequest && Limits.ponder)
+ if (stop)
{
- StopRequest = false;
- StopOnPonderhit = true;
+ // If we are allowed to ponder do not stop the search now but
+ // keep pondering until GUI sends "ponderhit" or "stop".
+ if (Limits.ponder)
+ Signals.stopOnPonderhit = true;
+ else
+ Signals.stop = true;
}
}
}
// here: This is taken care of after we return from the split point.
template <NodeType NT>
- Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
+ Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
- const bool PvNode = (NT == PV || NT == Root || NT == SplitPointPV);
- const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV);
- const bool RootNode = (NT == Root);
+ const bool PvNode = (NT == PV || NT == Root || NT == SplitPointPV || NT == SplitPointRoot);
+ const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV || NT == SplitPointRoot);
+ const bool RootNode = (NT == Root || NT == SplitPointRoot);
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
Depth ext, newDepth;
ValueType vt;
Value bestValue, value, oldAlpha;
- Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
- bool isPvMove, inCheck, singularExtensionNode, givesCheck, captureOrPromotion, dangerous;
+ Value refinedValue, nullValue, futilityBase, futilityValue;
+ bool isPvMove, inCheck, singularExtensionNode, givesCheck;
+ bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
Thread& thread = Threads[pos.thread()];
SplitPoint* sp = NULL;
if (PvNode && thread.maxPly < ss->ply)
thread.maxPly = ss->ply;
- // Step 1. Initialize node and poll. Polling can abort search
+ // Step 1. Initialize node
if (!SpNode)
{
ss->currentMove = ss->bestMove = threatMove = (ss+1)->excludedMove = MOVE_NONE;
goto split_point_start;
}
- if (pos.thread() == 0 && ++NodesSincePoll > NodesBetweenPolls)
- {
- NodesSincePoll = 0;
- poll(pos);
- }
-
// Step 2. Check for aborted search and immediate draw
- if (( StopRequest
+ if (( Signals.stop
|| pos.is_draw<false>()
|| ss->ply > PLY_MAX) && !RootNode)
return VALUE_DRAW;
// Step 3. Mate distance pruning
if (!RootNode)
{
- alpha = Max(value_mated_in(ss->ply), alpha);
- beta = Min(value_mate_in(ss->ply+1), beta);
+ alpha = std::max(value_mated_in(ss->ply), alpha);
+ beta = std::min(value_mate_in(ss->ply+1), beta);
if (alpha >= beta)
return alpha;
}
excludedMove = ss->excludedMove;
posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
tte = TT.probe(posKey);
- ttMove = RootNode ? Rml[MultiPVIteration].pv[0] : tte ? tte->move() : MOVE_NONE;
+ ttMove = RootNode ? Rml[MultiPVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
// At PV nodes we check for exact scores, while at non-PV nodes we check for
// a fail high/low. Biggest advantage at probing at PV nodes is to have a
: can_return_tt(tte, depth, beta, ss->ply)))
{
TT.refresh(tte);
- ss->bestMove = ttMove; // Can be MOVE_NONE
- return value_from_tt(tte->value(), ss->ply);
+ ss->bestMove = move = ttMove; // Can be MOVE_NONE
+ value = value_from_tt(tte->value(), ss->ply);
+
+ if ( value >= beta
+ && move
+ && !pos.is_capture_or_promotion(move)
+ && move != ss->killers[0])
+ {
+ ss->killers[1] = ss->killers[0];
+ ss->killers[0] = move;
+ }
+ return value;
}
// Step 5. Evaluate the position statically and update parent's gain statistics
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
}
- // Save gain for the parent non-capture move
- update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
+ // 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
+ && pos.captured_piece_type() == PIECE_TYPE_NONE
+ && !is_special(move))
+ {
+ Square to = move_to(move);
+ H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
+ }
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
if (refinedValue - PawnValueMidgame > beta)
R++;
- pos.do_null_move(st);
+ pos.do_null_move<true>(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY);
(ss+1)->skipNullMove = false;
- pos.undo_null_move();
+ pos.do_null_move<false>(st);
if (nullValue >= beta)
{
&& (move = mp.get_next_move()) != MOVE_NONE
&& !thread.cutoff_occurred())
{
- assert(move_is_ok(move));
+ assert(is_ok(move));
if (move == excludedMove)
continue;
- // At root obey the "searchmoves" option and skip moves not listed in Root Move List.
- // Also in MultiPV mode we skip moves which already have got an exact score
- // in previous MultiPV Iteration. Finally any illegal move is skipped here.
- if (RootNode && !Rml.find(move, MultiPVIteration))
+ // At root obey the "searchmoves" option and skip moves not listed in Root
+ // Move List, as a consequence any illegal move is also skipped. In MultiPV
+ // mode we also skip PV moves which have been already searched.
+ if (RootNode && !Rml.find(move, MultiPVIdx))
continue;
// At PV and SpNode nodes we want all moves to be legal since the beginning
if (RootNode)
{
// This is used by time management
- FirstRootMove = (moveCount == 1);
+ Signals.firstRootMove = (moveCount == 1);
// Save the current node count before the move is searched
nodes = pos.nodes_searched();
- // If it's time to send nodes info, do it here where we have the
- // correct accumulated node counts searched by each thread.
- if (SendSearchedNodes)
- {
- SendSearchedNodes = false;
- cout << "info" << speed_to_uci(pos.nodes_searched()) << endl;
- }
-
// For long searches send current move info to GUI
- if (current_search_time() > 2000)
+ if (pos.thread() == 0 && elapsed_time() > 2000)
cout << "info" << depth_to_uci(depth)
<< " currmove " << move
- << " currmovenumber " << moveCount + MultiPVIteration << endl;
+ << " currmovenumber " << moveCount + MultiPVIdx << endl;
}
- // At Root and at first iteration do a PV search on all the moves to score root moves
- isPvMove = (PvNode && moveCount <= (RootNode && depth <= ONE_PLY ? MAX_MOVES : 1));
+ isPvMove = (PvNode && moveCount <= 1);
givesCheck = pos.move_gives_check(move, ci);
- captureOrPromotion = pos.move_is_capture_or_promotion(move);
+ captureOrPromotion = pos.is_capture_or_promotion(move);
// Step 12. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, givesCheck, &dangerous);
Value rBeta = ttValue - int(depth);
ss->excludedMove = move;
ss->skipNullMove = true;
- Value v = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
+ value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
ss->skipNullMove = false;
ss->excludedMove = MOVE_NONE;
ss->bestMove = MOVE_NONE;
- if (v < rBeta)
+ if (value < rBeta)
ext = ONE_PLY;
}
}
&& !inCheck
&& !dangerous
&& move != ttMove
- && !move_is_castle(move))
+ && !is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(depth)
// 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);
- futilityValueScaled = futilityBase + futility_margin(predictedDepth, moveCount)
- + H.gain(pos.piece_on(move_from(move)), move_to(move));
+ futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
+ + H.gain(pos.piece_on(move_from(move)), move_to(move));
- if (futilityValueScaled < beta)
+ if (futilityValue < beta)
{
if (SpNode)
{
lock_grab(&(sp->lock));
- if (futilityValueScaled > sp->bestValue)
- sp->bestValue = bestValue = futilityValueScaled;
+ if (futilityValue > sp->bestValue)
+ sp->bestValue = bestValue = futilityValue;
}
- else if (futilityValueScaled > bestValue)
- bestValue = futilityValueScaled;
+ else if (futilityValue > bestValue)
+ bestValue = futilityValue;
continue;
}
// Step 14. Make the move
pos.do_move(move, st, ci, givesCheck);
- // Step extra. pv search (only in PV nodes)
- // The first move in list is the expected PV
- if (isPvMove)
- value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
- : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
- else
+ // Step 15. Reduced depth search (LMR). If the move fails high will be
+ // re-searched at full depth.
+ if ( depth > 3 * ONE_PLY
+ && !isPvMove
+ && !captureOrPromotion
+ && !dangerous
+ && !is_castle(move)
+ && ss->killers[0] != move
+ && ss->killers[1] != move)
{
- // Step 15. Reduced depth search
- // If the move fails high will be re-searched at full depth.
- bool doFullDepthSearch = true;
-
- if ( depth > 3 * ONE_PLY
- && !captureOrPromotion
- && !dangerous
- && !move_is_castle(move)
- && ss->killers[0] != move
- && ss->killers[1] != move
- && (ss->reduction = reduction<PvNode>(depth, moveCount)) != DEPTH_ZERO)
- {
- Depth d = newDepth - ss->reduction;
- alpha = SpNode ? sp->alpha : alpha;
+ ss->reduction = reduction<PvNode>(depth, moveCount);
+ Depth d = newDepth - ss->reduction;
+ alpha = SpNode ? sp->alpha : alpha;
- value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
- : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
+ value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
+ : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
- ss->reduction = DEPTH_ZERO;
- doFullDepthSearch = (value > alpha);
- }
+ doFullDepthSearch = (value > alpha && ss->reduction != DEPTH_ZERO);
+ ss->reduction = DEPTH_ZERO;
+ }
+ else
+ doFullDepthSearch = !isPvMove;
- // Step 16. Full depth search
- if (doFullDepthSearch)
- {
- alpha = SpNode ? sp->alpha : alpha;
- value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
- : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
-
- // Step extra. pv search (only in PV nodes)
- // Search only for possible new PV nodes, if instead value >= beta then
- // parent node fails low with value <= alpha and tries another move.
- if (PvNode && value > alpha && (RootNode || value < beta))
- value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
- : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
- }
+ // Step 16. Full depth search, when LMR is skipped or fails high
+ if (doFullDepthSearch)
+ {
+ alpha = SpNode ? sp->alpha : alpha;
+ value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
+ : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
}
+ // Only for PV nodes do a full PV search on the first move or after a fail
+ // high, in the latter case search only if value < beta, otherwise let the
+ // parent node to fail low with value <= alpha and to try another move.
+ if (PvNode && (isPvMove || (value > alpha && (RootNode || value < beta))))
+ value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
+ : - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
+
// Step 17. Undo move
pos.undo_move(move);
alpha = sp->alpha;
}
- if (value > bestValue)
+ // Finished searching the move. If StopRequest is true, the search
+ // was aborted because the user interrupted the search or because we
+ // ran out of time. In this case, the return value of the search cannot
+ // be trusted, and we don't update the best move and/or PV.
+ if (RootNode && !Signals.stop)
{
- bestValue = value;
- ss->bestMove = move;
-
- if ( !RootNode
- && PvNode
- && value > alpha
- && value < beta) // We want always alpha < beta
- alpha = value;
-
- if (SpNode && !thread.cutoff_occurred())
- {
- sp->bestValue = value;
- sp->ss->bestMove = move;
- sp->alpha = alpha;
- sp->is_betaCutoff = (value >= beta);
- }
- }
-
- if (RootNode)
- {
- // Finished searching the move. If StopRequest is true, the search
- // was aborted because the user interrupted the search or because we
- // ran out of time. In this case, the return value of the search cannot
- // be trusted, and we break out of the loop without updating the best
- // move and/or PV.
- if (StopRequest)
- break;
-
// Remember searched nodes counts for this move
RootMove* rm = Rml.find(move);
rm->nodes += pos.nodes_searched() - nodes;
// the best move changes frequently, we allocate some more time.
if (!isPvMove && MultiPV == 1)
Rml.bestMoveChanges++;
-
- // Update alpha
- if (value > alpha)
- alpha = value;
}
else
// All other moves but the PV are set to the lowest value, this
} // RootNode
+ if (value > bestValue)
+ {
+ bestValue = value;
+ ss->bestMove = move;
+
+ if ( PvNode
+ && value > alpha
+ && value < beta) // We want always alpha < beta
+ alpha = value;
+
+ if (SpNode && !thread.cutoff_occurred())
+ {
+ sp->bestValue = value;
+ sp->ss->bestMove = move;
+ sp->alpha = alpha;
+ sp->is_betaCutoff = (value >= beta);
+ }
+ }
+
// Step 19. Check for split
- if ( !RootNode
- && !SpNode
+ if ( !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
&& Threads.available_slave_exists(pos.thread())
- && !StopRequest
+ && !Signals.stop
&& !thread.cutoff_occurred())
- Threads.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
- threatMove, moveCount, &mp, PvNode);
+ bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, depth,
+ threatMove, moveCount, &mp, NT);
}
// Step 20. Check for mate and stalemate
- // All legal moves have been searched and if there are
- // no legal moves, it must be mate or stalemate.
- // If one move was excluded return fail low score.
+ // All legal moves have been searched and if there are no legal moves, it
+ // must be mate or stalemate. Note that we can have a false positive in
+ // case of StopRequest or thread.cutoff_occurred() are set, but this is
+ // harmless because return value is discarded anyhow in the parent nodes.
+ // If we are in a singular extension search then return a fail low score.
if (!SpNode && !moveCount)
return excludedMove ? oldAlpha : inCheck ? value_mated_in(ss->ply) : VALUE_DRAW;
// Step 21. Update tables
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
- if (!SpNode && !StopRequest && !thread.cutoff_occurred())
+ if (!SpNode && !Signals.stop && !thread.cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
// Update killers and history only for non capture moves that fails high
if ( bestValue >= beta
- && !pos.move_is_capture_or_promotion(move))
+ && !pos.is_capture_or_promotion(move))
{
if (move != ss->killers[0])
{
// less than ONE_PLY).
template <NodeType NT>
- Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
+ Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
const bool PvNode = (NT == PV);
bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
const TTEntry* tte;
Depth ttDepth;
+ ValueType vt;
Value oldAlpha = alpha;
ss->bestMove = ss->currentMove = MOVE_NONE;
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
- while ( alpha < beta
+ while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE)
{
- assert(move_is_ok(move));
+ assert(is_ok(move));
givesCheck = pos.move_gives_check(move, ci);
&& !givesCheck
&& move != ttMove
&& enoughMaterial
- && !move_is_promotion(move)
- && !pos.move_is_passed_pawn_push(move))
+ && !is_promotion(move)
+ && !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
- + piece_value_endgame(pos.piece_on(move_to(move)))
- + (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO);
+ + PieceValueEndgame[pos.piece_on(move_to(move))]
+ + (is_enpassant(move) ? PawnValueEndgame : VALUE_ZERO);
- if (futilityValue < alpha)
+ if (futilityValue < beta)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
+
continue;
}
evasionPrunable = !PvNode
&& inCheck
&& bestValue > VALUE_MATED_IN_PLY_MAX
- && !pos.move_is_capture(move)
+ && !pos.is_capture(move)
&& !pos.can_castle(pos.side_to_move());
// Don't search moves with negative SEE values
if ( !PvNode
&& (!inCheck || evasionPrunable)
&& move != ttMove
- && !move_is_promotion(move)
+ && !is_promotion(move)
&& pos.see_sign(move) < 0)
continue;
&& !inCheck
&& givesCheck
&& move != ttMove
- && !pos.move_is_capture_or_promotion(move)
+ && !pos.is_capture_or_promotion(move)
&& ss->eval + PawnValueMidgame / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
{
if (value > bestValue)
{
bestValue = value;
- if (value > alpha)
- {
+ ss->bestMove = move;
+
+ if ( PvNode
+ && value > alpha
+ && value < beta) // We want always alpha < beta
alpha = value;
- ss->bestMove = move;
- }
}
}
return value_mated_in(ss->ply);
// Update transposition table
- ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
- TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
+ move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
+ vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
+ : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
+
+ TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, move, ss->eval, evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
from = move_from(move);
to = move_to(move);
- them = opposite_color(pos.side_to_move());
+ them = flip(pos.side_to_move());
ksq = pos.king_square(them);
kingAtt = pos.attacks_from<KING>(ksq);
pc = pos.piece_on(from);
return true;
// Rule 2. Queen contact check is very dangerous
- if ( piece_type(pc) == QUEEN
+ if ( type_of(pc) == QUEEN
&& bit_is_set(kingAtt, to))
return true;
while (b)
{
victimSq = pop_1st_bit(&b);
- futilityValue = futilityBase + piece_value_endgame(pos.piece_on(victimSq));
+ futilityValue = futilityBase + PieceValueEndgame[pos.piece_on(victimSq)];
// Note that here we generate illegal "double move"!
if ( futilityValue >= beta
Piece p1, p2;
Square ksq;
- assert(m1 && move_is_ok(m1));
- assert(m2 && move_is_ok(m2));
+ assert(is_ok(m1));
+ assert(is_ok(m2));
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
bool connected_threat(const Position& pos, Move m, Move threat) {
- assert(move_is_ok(m));
- assert(threat && move_is_ok(threat));
- assert(!pos.move_is_capture_or_promotion(m));
- assert(!pos.move_is_passed_pawn_push(m));
+ assert(is_ok(m));
+ assert(is_ok(threat));
+ assert(!pos.is_capture_or_promotion(m));
+ assert(!pos.is_passed_pawn_push(m));
Square mfrom, mto, tfrom, tto;
// 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.move_is_capture(threat)
- && ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto))
- || piece_type(pos.piece_on(tfrom)) == KING)
+ if ( pos.is_capture(threat)
+ && ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)]
+ || type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
Value v = value_from_tt(tte->value(), ply);
return ( tte->depth() >= depth
- || v >= Max(VALUE_MATE_IN_PLY_MAX, beta)
- || v < Min(VALUE_MATED_IN_PLY_MAX, beta))
+ || v >= std::max(VALUE_MATE_IN_PLY_MAX, beta)
+ || v < std::min(VALUE_MATED_IN_PLY_MAX, beta))
&& ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta)
|| ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
}
- // update_gains() updates the gains table of a non-capture move given
- // the static position evaluation before and after the move.
-
- void update_gains(const Position& pos, Move m, Value before, Value after) {
-
- if ( m != MOVE_NULL
- && before != VALUE_NONE
- && after != VALUE_NONE
- && pos.captured_piece_type() == PIECE_TYPE_NONE
- && !move_is_special(m))
- H.update_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
- }
-
-
// current_search_time() returns the number of milliseconds which have passed
// since the beginning of the current search.
- int current_search_time(int set) {
+ int elapsed_time(bool reset) {
static int searchStartTime;
- if (set)
- searchStartTime = set;
+ if (reset)
+ searchStartTime = get_system_time();
return get_system_time() - searchStartTime;
}
string speed_to_uci(int64_t nodes) {
std::stringstream s;
- int t = current_search_time();
+ int t = elapsed_time();
s << " nodes " << nodes
<< " nps " << (t > 0 ? int(nodes * 1000 / t) : 0)
return s.str();
}
+
// pv_to_uci() returns a string with information on the current PV line
// formatted according to UCI specification.
return s.str();
}
+
// depth_to_uci() returns a string with information on the current depth and
// seldepth formatted according to UCI specification.
return s.str();
}
+
// pretty_pv() creates a human-readable string from a position and a PV.
// It is used to write search information to the log file (which is created
// when the UCI parameter "Use Search Log" is "true").
return s.str();
}
- // poll() performs two different functions: It polls for user input, and it
- // looks at the time consumed so far and decides if it's time to abort the
- // search.
-
- void poll(const Position& pos) {
-
- static int lastInfoTime;
- int t = current_search_time();
-
- // Poll for input
- if (input_available())
- {
- // We are line oriented, don't read single chars
- string command;
-
- if (!std::getline(std::cin, command) || command == "quit")
- {
- // Quit the program as soon as possible
- Limits.ponder = false;
- QuitRequest = StopRequest = true;
- return;
- }
- else if (command == "stop")
- {
- // Stop calculating as soon as possible, but still send the "bestmove"
- // and possibly the "ponder" token when finishing the search.
- Limits.ponder = false;
- StopRequest = true;
- }
- else if (command == "ponderhit")
- {
- // The opponent has played the expected move. GUI sends "ponderhit" if
- // we were told to ponder on the same move the opponent has played. We
- // should continue searching but switching from pondering to normal search.
- Limits.ponder = false;
-
- if (StopOnPonderhit)
- StopRequest = true;
- }
- }
-
- // Print search information
- if (t < 1000)
- lastInfoTime = 0;
-
- else if (lastInfoTime > t)
- // HACK: Must be a new search where we searched less than
- // NodesBetweenPolls nodes during the first second of search.
- lastInfoTime = 0;
-
- else if (t - lastInfoTime >= 1000)
- {
- lastInfoTime = t;
-
- dbg_print_mean();
- dbg_print_hit_rate();
-
- // Send info on searched nodes as soon as we return to root
- SendSearchedNodes = true;
- }
-
- // Should we stop the search?
- if (Limits.ponder)
- return;
-
- bool stillAtFirstMove = FirstRootMove
- && !AspirationFailLow
- && t > TimeMgr.available_time();
-
- bool noMoreTime = t > TimeMgr.maximum_time()
- || stillAtFirstMove;
-
- if ( (Limits.useTimeManagement() && noMoreTime)
- || (Limits.maxTime && t >= Limits.maxTime)
- || (Limits.maxNodes && pos.nodes_searched() >= Limits.maxNodes)) // FIXME
- StopRequest = true;
- }
-
-
- // wait_for_stop_or_ponderhit() is called when the maximum depth is reached
- // while the program is pondering. The point is to work around a wrinkle in
- // the UCI protocol: When pondering, the engine is not allowed to give a
- // "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
- // We simply wait here until one of these commands is sent, and return,
- // after which the bestmove and pondermove will be printed.
-
- void wait_for_stop_or_ponderhit() {
-
- string command;
-
- // Wait for a command from stdin
- while ( std::getline(std::cin, command)
- && command != "ponderhit" && command != "stop" && command != "quit") {};
-
- if (command != "ponderhit" && command != "stop")
- QuitRequest = true; // Must be "quit" or getline() returned false
- }
-
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
+
void do_skill_level(Move* best, Move* ponder) {
assert(MultiPV > 1);
// Rml list is already sorted by score in descending order
int s;
int max_s = -VALUE_INFINITE;
- int size = Min(MultiPV, (int)Rml.size());
+ int size = std::min(MultiPV, (int)Rml.size());
int max = Rml[0].score;
- int var = Min(max - Rml[size - 1].score, PawnValueMidgame);
+ int var = std::min(max - Rml[size - 1].score, int(PawnValueMidgame));
int wk = 120 - 2 * SkillLevel;
// PRNG sequence should be non deterministic
/// RootMove and RootMoveList method's definitions
- void RootMoveList::init(Position& pos, Move searchMoves[]) {
+ void RootMoveList::init(Position& pos, Move rootMoves[]) {
Move* sm;
bestMoveChanges = 0;
// Generate all legal moves and add them to RootMoveList
for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
{
- // If we have a searchMoves[] list then verify the move
+ // If we have a rootMoves[] list then verify the move
// is in the list before to add it.
- for (sm = searchMoves; *sm && *sm != ml.move(); sm++) {}
+ for (sm = rootMoves; *sm && *sm != ml.move(); sm++) {}
- if (sm != searchMoves && *sm != ml.move())
+ if (sm != rootMoves && *sm != ml.move())
continue;
RootMove rm;
return NULL;
}
+
// extract_pv_from_tt() builds a PV by adding moves from the transposition table.
// We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
// allow to always have a ponder move even when we fail high at root and also a
int ply = 1;
Move m = pv[0];
- assert(m != MOVE_NONE && pos.move_is_pl(m));
+ assert(m != MOVE_NONE && pos.is_pseudo_legal(m));
pv.clear();
pv.push_back(m);
while ( (tte = TT.probe(pos.get_key())) != NULL
&& tte->move() != MOVE_NONE
- && pos.move_is_pl(tte->move())
+ && pos.is_pseudo_legal(tte->move())
&& pos.pl_move_is_legal(tte->move(), pos.pinned_pieces())
&& ply < PLY_MAX
&& (!pos.is_draw<false>() || ply < 2))
do pos.undo_move(pv[--ply]); while (ply);
}
+
// insert_pv_in_tt() is called at the end of a search iteration, and inserts
// the PV back into the TT. This makes sure the old PV moves are searched
// first, even if the old TT entries have been overwritten.
Value v, m = VALUE_NONE;
int ply = 0;
- assert(pv[0] != MOVE_NONE && pos.move_is_pl(pv[0]));
+ assert(pv[0] != MOVE_NONE && pos.is_pseudo_legal(pv[0]));
do {
k = pos.get_key();
do pos.undo_move(pv[--ply]); while (ply);
}
-} // namespace
-
-// ThreadsManager::idle_loop() is where the threads are parked when they have no work
-// to do. The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
-// object for which the current thread is the master.
+} // namespace
-void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
- assert(threadID >= 0 && threadID < MAX_THREADS);
+// Thread::idle_loop() is where the thread is parked when it has no work to do.
+// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint object
+// for which the thread is the master.
- int i;
- bool allFinished;
+void Thread::idle_loop(SplitPoint* sp) {
while (true)
{
- // Slave threads can exit as soon as AllThreadsShouldExit raises,
- // master should exit as last one.
- if (allThreadsShouldExit)
- {
- assert(!sp);
- threads[threadID].state = Thread::TERMINATED;
- return;
- }
-
- // If we are not thinking, wait for a condition to be signaled
+ // If we are not searching, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
- while ( threadID >= activeThreads
- || threads[threadID].state == Thread::INITIALIZING
- || (useSleepingThreads && threads[threadID].state == Thread::AVAILABLE))
+ while ( do_sleep
+ || do_terminate
+ || (Threads.use_sleeping_threads() && !is_searching))
{
- assert(!sp || useSleepingThreads);
- assert(threadID != 0 || useSleepingThreads);
+ assert((!sp && threadID) || Threads.use_sleeping_threads());
- if (threads[threadID].state == Thread::INITIALIZING)
- threads[threadID].state = Thread::AVAILABLE;
+ // Slave thread should exit as soon as do_terminate flag raises
+ if (do_terminate)
+ {
+ assert(!sp);
+ return;
+ }
// Grab the lock to avoid races with Thread::wake_up()
- lock_grab(&threads[threadID].sleepLock);
-
- // If we are master and all slaves have finished do not go to sleep
- for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
- allFinished = (i == activeThreads);
+ lock_grab(&sleepLock);
- if (allFinished || allThreadsShouldExit)
+ // If we are master and all slaves have finished don't go to sleep
+ if (sp && Threads.split_point_finished(sp))
{
- lock_release(&threads[threadID].sleepLock);
+ lock_release(&sleepLock);
break;
}
- // Do sleep here after retesting sleep conditions
- if (threadID >= activeThreads || threads[threadID].state == Thread::AVAILABLE)
- cond_wait(&threads[threadID].sleepCond, &threads[threadID].sleepLock);
+ // Do sleep after retesting sleep conditions under lock protection, in
+ // particular we need to avoid a deadlock in case a master thread has,
+ // in the meanwhile, allocated us and sent the wake_up() call before we
+ // had the chance to grab the lock.
+ if (do_sleep || !is_searching)
+ cond_wait(&sleepCond, &sleepLock);
- lock_release(&threads[threadID].sleepLock);
+ lock_release(&sleepLock);
}
// If this thread has been assigned work, launch a search
- if (threads[threadID].state == Thread::WORKISWAITING)
+ if (is_searching)
{
- assert(!allThreadsShouldExit);
-
- threads[threadID].state = Thread::SEARCHING;
+ assert(!do_terminate);
// Copy split point position and search stack and call search()
- // with SplitPoint template parameter set to true.
- SearchStack ss[PLY_MAX_PLUS_2];
- SplitPoint* tsp = threads[threadID].splitPoint;
+ Stack ss[PLY_MAX_PLUS_2];
+ SplitPoint* tsp = splitPoint;
Position pos(*tsp->pos, threadID);
- memcpy(ss, tsp->ss - 1, 4 * sizeof(SearchStack));
+ memcpy(ss, tsp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = tsp;
- if (tsp->pvNode)
+ if (tsp->nodeType == Root)
+ search<SplitPointRoot>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
+ else if (tsp->nodeType == PV)
search<SplitPointPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
- else
+ else if (tsp->nodeType == NonPV)
search<SplitPointNonPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
+ else
+ assert(false);
- assert(threads[threadID].state == Thread::SEARCHING);
+ assert(is_searching);
- threads[threadID].state = Thread::AVAILABLE;
+ is_searching = false;
// Wake up master thread so to allow it to return from the idle loop in
// case we are the last slave of the split point.
- if ( useSleepingThreads
+ if ( Threads.use_sleeping_threads()
&& threadID != tsp->master
- && threads[tsp->master].state == Thread::AVAILABLE)
- threads[tsp->master].wake_up();
+ && !Threads[tsp->master].is_searching)
+ Threads[tsp->master].wake_up();
}
// If this thread is the master of a split point and all slaves have
// finished their work at this split point, return from the idle loop.
- for (i = 0; sp && i < activeThreads && !sp->is_slave[i]; i++) {}
- allFinished = (i == activeThreads);
-
- if (allFinished)
+ if (sp && Threads.split_point_finished(sp))
{
- // Because sp->slaves[] is reset under lock protection,
+ // Because sp->is_slave[] is reset under lock protection,
// be sure sp->lock has been released before to return.
lock_grab(&(sp->lock));
lock_release(&(sp->lock));
-
- // In helpful master concept a master can help only a sub-tree, and
- // because here is all finished is not possible master is booked.
- assert(threads[threadID].state == Thread::AVAILABLE);
-
- threads[threadID].state = Thread::SEARCHING;
return;
}
}
}
+
+
+// do_timer_event() is called by the timer thread when the timer triggers
+
+void do_timer_event() {
+
+ static int lastInfoTime;
+ int e = elapsed_time();
+
+ // Print debug information every one second
+ if (!lastInfoTime || get_system_time() - lastInfoTime >= 1000)
+ {
+ lastInfoTime = get_system_time();
+
+ dbg_print_mean();
+ dbg_print_hit_rate();
+ }
+
+ // Should we stop the search?
+ if (Limits.ponder)
+ return;
+
+ bool stillAtFirstMove = Signals.firstRootMove
+ && !Signals.failedLowAtRoot
+ && e > TimeMgr.available_time();
+
+ bool noMoreTime = e > TimeMgr.maximum_time()
+ || stillAtFirstMove;
+
+ if ( (Limits.useTimeManagement() && noMoreTime)
+ || (Limits.maxTime && e >= Limits.maxTime)
+ /* missing nodes limit */ ) // FIXME
+ Signals.stop = true;
+}