// Time managment variables
int SearchStartTime;
int MaxNodes, MaxDepth;
- int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime, TimeAdvantage;
+ int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime;
Move BestRootMove, PonderMove, EasyMove;
int RootMoveNumber;
bool InfiniteSearch;
Depth depth, int ply, int threadID);
void sp_search(SplitPoint *sp, int threadID);
void sp_search_pv(SplitPoint *sp, int threadID);
- void init_search_stack(SearchStack ss);
+ void init_search_stack(SearchStack& ss);
void init_search_stack(SearchStack ss[]);
void init_node(const Position &pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
void sp_update_pv(SearchStack *pss, SearchStack ss[], int ply);
bool connected_moves(const Position &pos, Move m1, Move m2);
bool move_is_killer(Move m, const SearchStack& ss);
- Depth extension(const Position &pos, Move m, bool pvNode, bool check, bool singleReply, bool mateThreat);
+ Depth extension(const Position &pos, Move m, bool pvNode, bool check, bool singleReply, bool mateThreat, bool* dangerous);
bool ok_to_do_nullmove(const Position &pos);
bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
int myIncrement = increment[side_to_move];
int oppTime = time[1 - side_to_move];
- TimeAdvantage = myTime - oppTime;
-
if (!movesToGo) // Sudden death time control
- {
- if (increment)
+ {
+ if (myIncrement)
{
MaxSearchTime = myTime / 30 + myIncrement;
AbsoluteMaxSearchTime = Max(myTime / 4, myIncrement - 100);
} else { // Blitz game without increment
- MaxSearchTime = myTime / 40;
+ MaxSearchTime = myTime / 30;
AbsoluteMaxSearchTime = myTime / 8;
}
}
ExtraSearchTime = BestMoveChangesByIteration[Iteration] * (MaxSearchTime / 2)
+ BestMoveChangesByIteration[Iteration-1] * (MaxSearchTime / 3);
- // If we need some more and we are in time advantage take it
- if (ExtraSearchTime > 0 && TimeAdvantage > 2 * MaxSearchTime)
- ExtraSearchTime += MaxSearchTime / 2;
-
// Try to guess if the current iteration is the last one or the last two
LastIterations = (current_search_time() > ((MaxSearchTime + ExtraSearchTime)*58) / 128);
<< " currmovenumber " << i + 1 << std::endl;
// Decide search depth for this move
- ext = extension(pos, move, true, pos.move_is_check(move), false, false);
+ bool dangerous;
+ ext = extension(pos, move, true, pos.move_is_check(move), false, false, &dangerous);
newDepth = (Iteration - 2) * OnePly + ext + InitialDepth;
// Make the move, and search it
if (Problem && StopOnPonderhit)
StopOnPonderhit = false;
- }
+ }
else
{
value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
Value value, bestValue = -VALUE_INFINITE;
Bitboard dcCandidates = mp.discovered_check_candidates();
bool isCheck = pos.is_check();
- bool mateThreat = MateThreatExtension[1] > Depth(0)
- && pos.has_mate_threat(opposite_color(pos.side_to_move()));
+ bool mateThreat = pos.has_mate_threat(opposite_color(pos.side_to_move()));
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
bool singleReply = (isCheck && mp.number_of_moves() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
ss[ply].currentMoveCaptureValue = Value(0);
// Decide the new search depth
- Depth ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat);
+ bool dangerous;
+ Depth ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Make and search the move
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
if ( depth >= 2*OnePly
- && ext == Depth(0)
&& moveCount >= LMRPVMoves
+ && !dangerous
&& !moveIsCapture
&& !move_promotion(move)
- && !moveIsPassedPawnPush
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- update_killers(m, ss[ply]);
+ update_killers(m, ss[ply]);
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
}
bool singleReply = (isCheck && mp.number_of_moves() == 1);
bool moveIsCheck = pos.move_is_check(move, dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
movesSearched[moveCount++] = ss[ply].currentMove = move;
// Decide the new search depth
- Depth ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat);
+ bool dangerous;
+ Depth ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Futility pruning
if ( useFutilityPruning
- && ext == Depth(0)
+ && !dangerous
&& !moveIsCapture
- && !moveIsPassedPawnPush
&& !move_promotion(move))
{
if ( moveCount >= 2 + int(depth)
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
- && ext == Depth(0)
- && moveCount >= LMRNonPVMoves
+ if ( depth >= 2*OnePly
+ && moveCount >= LMRNonPVMoves
+ && !dangerous
&& !moveIsCapture
&& !move_promotion(move)
- && !moveIsPassedPawnPush
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
{
assert(move_is_ok(move));
- bool moveIsCheck = pos.move_is_check(move, dcCandidates);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
-
moveCount++;
ss[ply].currentMove = move;
// Futility pruning
if ( UseQSearchFutilityPruning
+ && enoughMaterial
&& !isCheck
- && !moveIsCheck
- && !move_promotion(move)
- && !moveIsPassedPawnPush
&& !pvNode
- && enoughMaterial)
+ && !move_promotion(move)
+ && !pos.move_is_check(move, dcCandidates)
+ && !pos.move_is_passed_pawn_push(move))
{
Value futilityValue = staticValue
+ Max(pos.midgame_value_of_piece_on(move_to(move)),
// Don't search captures and checks with negative SEE values
if ( !isCheck
&& !move_promotion(move)
- && !pvNode
&& (pos.midgame_value_of_piece_on(move_from(move)) >
pos.midgame_value_of_piece_on(move_to(move)))
&& pos.see(move) < 0)
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
lock_grab(&(sp->lock));
int moveCount = ++sp->moves;
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- Depth ext = extension(pos, move, false, moveIsCheck, false, false);
+ bool dangerous;
+ Depth ext = extension(pos, move, false, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Prune?
if ( useFutilityPruning
- && ext == Depth(0)
+ && !dangerous
&& !moveIsCapture
- && !moveIsPassedPawnPush
&& !move_promotion(move)
&& moveCount >= 2 + int(sp->depth)
&& ok_to_prune(pos, move, ss[sp->ply].threatMove, sp->depth))
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( ext == Depth(0)
+ if ( !dangerous
&& moveCount >= LMRNonPVMoves
&& !moveIsCapture
- && !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
{
bool moveIsCheck = pos.move_is_check(move, sp->dcCandidates);
bool moveIsCapture = pos.move_is_capture(move);
- bool moveIsPassedPawnPush = pos.move_is_passed_pawn_push(move);
assert(move_is_ok(move));
ss[sp->ply].currentMove = move;
// Decide the new search depth.
- Depth ext = extension(pos, move, true, moveIsCheck, false, false);
+ bool dangerous;
+ Depth ext = extension(pos, move, true, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( ext == Depth(0)
+ if ( !dangerous
&& moveCount >= LMRPVMoves
&& !moveIsCapture
- && !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
- void init_search_stack(SearchStack ss) {
+ void init_search_stack(SearchStack& ss) {
ss.pv[0] = MOVE_NONE;
ss.pv[1] = MOVE_NONE;
ss.threatMove = MOVE_NONE;
ss.reduction = Depth(0);
for (int j = 0; j < KILLER_MAX; j++)
- ss.killers[j] = MOVE_NONE;
+ ss.killers[j] = MOVE_NONE;
}
void init_search_stack(SearchStack ss[]) {
NodesSincePoll = 0;
}
}
-
ss[ply].pv[ply] = ss[ply].pv[ply+1] = ss[ply].currentMove = MOVE_NONE;
ss[ply+2].mateKiller = MOVE_NONE;
ss[ply].threatMove = MOVE_NONE;
// killer moves of that ply.
bool move_is_killer(Move m, const SearchStack& ss) {
-
+
const Move* k = ss.killers;
for (int i = 0; i < KILLER_MAX; i++, k++)
if (*k == m)
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
- // particular) are searched with bigger depth than ordinary moves.
+ // particular) are searched with bigger depth than ordinary moves and in
+ // any case are marked as 'dangerous'. Note that also if a move is not
+ // extended, as example because the corresponding UCI option is set to zero,
+ // the move is marked as 'dangerous' so, at least, we avoid to prune it.
- Depth extension(const Position &pos, Move m, bool pvNode,
- bool check, bool singleReply, bool mateThreat) {
+ Depth extension(const Position &pos, Move m, bool pvNode, bool check,
+ bool singleReply, bool mateThreat, bool* dangerous) {
Depth result = Depth(0);
+ *dangerous = check || singleReply || mateThreat;
if (check)
result += CheckExtension[pvNode];
if (singleReply)
result += SingleReplyExtension[pvNode];
+ if (mateThreat)
+ result += MateThreatExtension[pvNode];
+
if (pos.move_is_pawn_push_to_7th(m))
+ {
result += PawnPushTo7thExtension[pvNode];
-
+ *dangerous = true;
+ }
if (pos.move_is_passed_pawn_push(m))
+ {
result += PassedPawnExtension[pvNode];
-
- if (mateThreat)
- result += MateThreatExtension[pvNode];
+ *dangerous = true;
+ }
if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_promotion(m))
+ {
result += PawnEndgameExtension[pvNode];
-
+ *dangerous = true;
+ }
+
if ( pvNode
&& pos.move_is_capture(m)
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see(m) >= 0)
+ {
result += OnePly/2;
+ *dangerous = true;
+ }
return Min(result, OnePly);
}
return;
for (int i = KILLER_MAX - 1; i > 0; i--)
- ss.killers[i] = ss.killers[i - 1];
-
- ss.killers[0] = m;
+ ss.killers[i] = ss.killers[i - 1];
+
+ ss.killers[0] = m;
}
// fail_high_ply_1() checks if some thread is currently resolving a fail