using Eval::evaluate;
using namespace Search;
+// For some reason argument-dependent lookup (ADL) doesn't work for Android's
+// STLPort, so explicitly qualify following functions.
+using std::count;
+using std::find;
+
namespace {
// Set to true to force running with one thread. Used for debugging
const Depth RazorDepth = 4 * ONE_PLY;
// Dynamic razoring margin based on depth
- inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
+ inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
// Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * ONE_PLY;
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
- const Value IIDMargin = Value(0x100);
+ const Value IIDMargin = Value(256);
// Minimum depth for use of singular extension
const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
// Futility margin for quiescence search
- const Value FutilityMarginQS = Value(0x80);
+ const Value FutilityMarginQS = Value(128);
// Futility lookup tables (initialized at startup) and their access functions
Value FutilityMargins[16][64]; // [depth][moveNumber]
}
// Test for a capture that triggers a pawn endgame
- if ( captureOrPromotion
- && type_of(pos.piece_on(to_sq(m))) != PAWN
+ if ( captureOrPromotion
+ && type_of(pos.piece_on(to_sq(m))) != PAWN
+ && !is_special(m)
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO)
- && !is_special(m))
+ - PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO))
return true;
return false;
goto finalize;
}
- if (Options["OwnBook"])
+ if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
// 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))
- this_thread->wait_for_stop_or_ponderhit();
+ pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
- Move movesSearched[MAX_MOVES];
+ Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
Key posKey;
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
- Thread* thisThread = this_thread;
+ Thread* thisThread = pos.this_thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
TT.refresh(tte);
ss->currentMove = ttMove; // Can be MOVE_NONE
- if ( ttValue >= beta
- && ttMove
+ if ( ttValue >= beta
+ && ttMove
&& !pos.is_capture_or_promotion(ttMove)
- && ttMove != ss->killers[0])
+ && ttMove != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = ttMove;
// 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)->eval != VALUE_NONE
+ && ss->eval != VALUE_NONE
&& !pos.captured_piece_type()
&& !is_special(move))
{
futilityBase = ss->eval + ss->evalMargin;
singularExtensionNode = !RootNode
&& !SpNode
- && depth >= SingularExtensionDepth[PvNode]
- && ttMove != MOVE_NONE
+ && depth >= SingularExtensionDepth[PvNode]
+ && ttMove != MOVE_NONE
&& !excludedMove // Recursive singular search is not allowed
&& (tte->type() & BOUND_LOWER)
- && tte->depth() >= depth - 3 * ONE_PLY;
+ && tte->depth() >= depth - 3 * ONE_PLY;
// Step 11. Loop through moves
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
- while ( bestValue < beta
+ while ( bestValue < beta
&& (move = mp.next_move()) != MOVE_NONE
&& !thisThread->cutoff_occurred()
&& !Signals.stop)
ext = ONE_PLY;
else if (givesCheck && pos.see_sign(move) >= 0)
- ext = PvNode ? ONE_PLY : ONE_PLY / 2;
+ ext = ONE_PLY / 2;
// Singular extension search. If all moves but one fail low on a search of
// (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
// is singular and should be extended. To verify this we do a reduced search
// on all the other moves but the ttMove, if result is lower than ttValue minus
// a margin then we extend ttMove.
- if ( singularExtensionNode
+ if ( singularExtensionNode
&& !ext
- && move == ttMove
- && pos.pl_move_is_legal(move, ci.pinned))
+ && move == ttMove
+ && pos.pl_move_is_legal(move, ci.pinned))
{
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
}
ss->currentMove = move;
- if (!SpNode && !captureOrPromotion)
+ if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
// Step 15. Reduced depth search (LMR). If the move fails high will be
// re-searched at full depth.
- if ( depth > 3 * ONE_PLY
+ if ( depth > 3 * ONE_PLY
&& !isPvMove
&& !captureOrPromotion
&& !dangerous
// Step 19. Check for split
if ( !SpNode
- && depth >= Threads.min_split_depth()
- && bestValue < beta
- && Threads.available_slave_exists(thisThread)
+ && depth >= Threads.min_split_depth()
+ && bestValue < beta
+ && Threads.available_slave_exists(thisThread)
&& !Signals.stop
&& !thisThread->cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
// Detect non-capture evasions that are candidate to be pruned
evasionPrunable = !PvNode
- && inCheck
- && bestValue > VALUE_MATED_IN_MAX_PLY
+ && inCheck
+ && bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.is_capture(move)
&& !pos.can_castle(pos.side_to_move());
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
- if (single_bit(b)) // Catches also !b
+ if (!more_than_one(b))
return true;
// Rule 2. Queen contact check is very dangerous
// Case 3: Moving through the vacated square
p2 = pos.piece_on(f2);
- if (piece_is_slider(p2) && (squares_between(f2, t2) & f1))
+ if (piece_is_slider(p2) && (between_bb(f2, t2) & f1))
return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
// Case 5: Discovered check, checking piece is the piece moved in m1
ksq = pos.king_square(pos.side_to_move());
if ( piece_is_slider(p1)
- && (squares_between(t1, ksq) & f2)
+ && (between_bb(t1, ksq) & f2)
&& (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
- && (squares_between(tfrom, tto) & mto)
+ && (between_bb(tfrom, tto) & mto)
&& pos.see_sign(m) >= 0)
return true;
lock_release(Threads.splitLock);
Stack ss[MAX_PLY_PLUS_2];
- Position pos(*sp->pos);
+ Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->sp = sp;
// 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 ( Threads.use_sleeping_threads()
- && this != sp->master
+ if ( Threads.use_sleeping_threads()
+ && this != sp->master
&& !sp->master->is_searching)
sp->master->wake_up();