// Search depth at iteration 1
const Depth InitialDepth = OnePly;
- // Depth limit for selective search
- const Depth SelectiveDepth = 7 * OnePly;
-
// Use internal iterative deepening?
const bool UseIIDAtPVNodes = true;
const bool UseIIDAtNonPVNodes = true;
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
- // Problem margin. If the score of the first move at iteration N+1 has
- // dropped by more than this since iteration N, the boolean variable
- // "Problem" is set to true, which will make the program spend some extra
- // time looking for a better move.
- const Value ProblemMargin = Value(0x28);
-
- // No problem margin. If the boolean "Problem" is true, and a new move
- // is found at the root which is less than NoProblemMargin worse than the
- // best move from the previous iteration, Problem is set back to false.
- const Value NoProblemMargin = Value(0x14);
-
// Null move margin. A null move search will not be done if the static
// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x200);
// remaining ones we will extend it.
const Value SingleReplyMargin = Value(0x20);
- // Margins for futility pruning in the quiescence search, and at frontier
- // and near frontier nodes.
- const Value FutilityMarginQS = Value(0x80);
-
- Value FutilityMargins[2 * PLY_MAX_PLUS_2]; // Initialized at startup.
-
- // Each move futility margin is decreased
- const Value IncrementalFutilityMargin = Value(0x8);
-
// Depth limit for razoring
const Depth RazorDepth = 4 * OnePly;
int MaxSearchTime, AbsoluteMaxSearchTime, ExtraSearchTime, ExactMaxTime;
bool UseTimeManagement, InfiniteSearch, PonderSearch, StopOnPonderhit;
bool AbortSearch, Quit;
- bool FailHigh, FailLow, Problem;
+ bool AspirationFailLow;
// Show current line?
bool ShowCurrentLine;
bool UseLogFile;
std::ofstream LogFile;
- // Natural logarithmic lookup table and its getter function
- float lnArray[512];
- inline float ln(int i) { return lnArray[i]; }
+ // Futility lookup tables and their getter functions
+ const Value FutilityMarginQS = Value(0x80);
+ int32_t FutilityMarginsMatrix[14][64]; // [depth][moveNumber]
+ int FutilityMoveCountArray[32]; // [depth]
+
+ inline Value futility_margin(Depth d, int mn) { return (Value) (d < 14? FutilityMarginsMatrix[Max(d, 0)][Min(mn, 63)] : 2*VALUE_INFINITE); }
+ inline int futility_move_count(Depth d) { return (d < 32? FutilityMoveCountArray[d] : 512); }
+
+ // Reduction lookup tables and their getter functions
+ // Initialized at startup
+ int8_t PVReductionMatrix[64][64]; // [depth][moveNumber]
+ int8_t NonPVReductionMatrix[64][64]; // [depth][moveNumber]
+
+ inline Depth pv_reduction(Depth d, int mn) { return (Depth) PVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
+ inline Depth nonpv_reduction(Depth d, int mn) { return (Depth) NonPVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
// MP related variables
int ActiveThreads = 1;
bool ok_to_prune(const Position& pos, Move m, Move threat);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
- void reduction_parameters(float base, float Inhibitor, Depth depth, float& logLimit, float& gradient);
- Depth reduction(int moveCount, const float LogLimit, const float BaseRed, const float Gradient);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
void update_killers(Move m, SearchStack& ss);
void update_gains(const Position& pos, Move move, Value before, Value after);
- bool fail_high_ply_1();
int current_search_time();
int nps();
void poll();
// Initialize global search variables
Idle = StopOnPonderhit = AbortSearch = Quit = false;
- FailHigh = FailLow = Problem = false;
+ AspirationFailLow = false;
NodesSincePoll = 0;
SearchStartTime = get_system_time();
ExactMaxTime = maxTime;
UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
// Look for a book move, only during games, not tests
- if (UseTimeManagement && !ponder && get_option_value_bool("OwnBook"))
+ if (UseTimeManagement && get_option_value_bool("OwnBook"))
{
Move bookMove;
if (get_option_value_string("Book File") != OpeningBook.file_name())
bookMove = OpeningBook.get_move(pos);
if (bookMove != MOVE_NONE)
{
+ if (PonderSearch)
+ wait_for_stop_or_ponderhit();
+
cout << "bestmove " << bookMove << endl;
return true;
}
for (int i = 0; i < THREAD_MAX; i++)
{
Threads[i].nodes = 0ULL;
- Threads[i].failHighPly1 = false;
}
if (button_was_pressed("New Game"))
pthread_t pthread[1];
#endif
- // Init our logarithmic lookup table
- for (i = 0; i < 512; i++)
- lnArray[i] = float(log(double(i))); // log() returns base-e logarithm
-
- for (i = 0; i < THREAD_MAX; i++)
- Threads[i].activeSplitPoints = 0;
+ // Init our reduction lookup tables
+ for (i = 1; i < 64; i++) // i == depth
+ for (int j = 1; j < 64; j++) // j == moveNumber
+ {
+ double pvRed = 0.5 + log(double(i)) * log(double(j)) / 6.0;
+ double nonPVRed = 0.5 + log(double(i)) * log(double(j)) / 3.0;
+ PVReductionMatrix[i][j] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(OnePly)) : 0);
+ NonPVReductionMatrix[i][j] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(OnePly)) : 0);
+ }
// Init futility margins array
- FutilityMargins[0] = FutilityMargins[1] = Value(0);
+ for (i = 0; i < 14; i++) // i == depth (OnePly = 2)
+ for (int j = 0; j < 64; j++) // j == moveNumber
+ {
+ FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j; // FIXME: test using log instead of BSR
+ }
- for (i = 2; i < 2 * PLY_MAX_PLUS_2; i++)
- {
- FutilityMargins[i] = Value(112 * bitScanReverse32(i * i / 2)); // FIXME: test using log instead of BSR
- }
+ // Init futility move count array
+ for (i = 0; i < 32; i++) // i == depth (OnePly = 2)
+ FutilityMoveCountArray[i] = 3 + (1 << (3 * i / 8));
+
+ for (i = 0; i < THREAD_MAX; i++)
+ Threads[i].activeSplitPoints = 0;
// Initialize global locks
lock_init(&MPLock, NULL);
break; // Value cannot be trusted. Break out immediately!
//Save info about search result
- ValueByIterationInfo[Iteration] = value;
+ ValueByIteration[Iteration] = value;
// Drop the easy move if it differs from the new best move
if (ss[0].pv[0] != EasyMove)
EasyMove = MOVE_NONE;
- Problem = false;
-
if (UseTimeManagement)
{
// Time to stop?
}
RootMoveNumber = i + 1;
- FailHigh = false;
// Save the current node count before the move is searched
nodes = nodes_searched();
value = - VALUE_INFINITE;
- // Precalculate reduction parameters
- float LogLimit, Gradient, BaseReduction = 0.5;
- reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
-
while (1) // Fail high loop
{
alpha = -VALUE_INFINITE;
value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
-
- // If the value has dropped a lot compared to the last iteration,
- // set the boolean variable Problem to true. This variable is used
- // for time managment: When Problem is true, we try to complete the
- // current iteration before playing a move.
- Problem = ( Iteration >= 2
- && value <= ValueByIteration[Iteration - 1] - ProblemMargin);
-
- if (Problem && StopOnPonderhit)
- StopOnPonderhit = false;
}
else
{
&& !captureOrPromotion
&& !move_is_castle(move))
{
- ss[0].reduction = reduction(RootMoveNumber - MultiPV + 1, LogLimit, BaseReduction, Gradient);
+ ss[0].reduction = pv_reduction(depth, RootMoveNumber - MultiPV + 1);
if (ss[0].reduction)
{
value = -search(pos, ss, -alpha, newDepth-ss[0].reduction, 1, true, 0);
value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
if (value > alpha)
- {
- // Fail high! Set the boolean variable FailHigh to true, and
- // re-search the move using a PV search. The variable FailHigh
- // is used for time managment: We try to avoid aborting the
- // search prematurely during a fail high research.
- FailHigh = true;
value = -search_pv(pos, ss, -beta, -alpha, newDepth, 1, 0);
- }
}
}
}
if (value > alpha)
alpha = value;
-
- // Reset the global variable Problem to false if the value isn't too
- // far below the final value from the last iteration.
- if (value > ValueByIteration[Iteration - 1] - NoProblemMargin)
- Problem = false;
}
else // MultiPV > 1
{
assert(alpha >= oldAlpha);
- FailLow = (alpha == oldAlpha);
+ AspirationFailLow = (alpha == oldAlpha);
+
+ if (AspirationFailLow && StopOnPonderhit)
+ StopOnPonderhit = false;
}
// Can we exit fail low loop ?
CheckInfo ci(pos);
MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
- // Precalculate reduction parameters
- float LogLimit, Gradient, BaseReduction = 0.5;
- reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
-
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
while ( alpha < beta
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
- ss[ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
+ ss[ply].reduction = pv_reduction(depth, moveCount);
if (ss[ply].reduction)
{
value = -search(pos, ss, -alpha, newDepth-ss[ply].reduction, ply+1, true, threadID);
ss[ply].reduction = Depth(0);
value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID);
if (value > alpha && value < beta)
- {
- // When the search fails high at ply 1 while searching the first
- // move at the root, set the flag failHighPly1. This is used for
- // time managment: We don't want to stop the search early in
- // such cases, because resolving the fail high at ply 1 could
- // result in a big drop in score at the root.
- if (ply == 1 && RootMoveNumber == 1)
- Threads[threadID].failHighPly1 = true;
-
- // A fail high occurred. Re-search at full window (pv search)
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
- Threads[threadID].failHighPly1 = false;
- }
}
}
pos.undo_move(move);
if (value == value_mate_in(ply + 1))
ss[ply].mateKiller = move;
}
- // If we are at ply 1, and we are searching the first root move at
- // ply 0, set the 'Problem' variable if the score has dropped a lot
- // (from the computer's point of view) since the previous iteration.
- if ( ply == 1
- && Iteration >= 2
- && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
- Problem = true;
}
// Split?
isCheck = pos.is_check();
- // Calculate depth dependant futility pruning parameters
- const int FutilityMoveCountMargin = 3 + (1 << (3 * int(depth) / 8));
-
// Evaluate the position statically
if (!isCheck)
{
}
ss[ply].eval = staticValue;
- futilityValue = staticValue + FutilityMargins[int(depth)]; //FIXME: Remove me, only for split
+ futilityValue = staticValue + futility_margin(depth, 0); //FIXME: Remove me, only for split
staticValue = refine_eval(tte, staticValue, ply); // Enhance accuracy with TT value if possible
update_gains(pos, ss[ply - 1].currentMove, ss[ply - 1].eval, ss[ply].eval);
}
if ( !isCheck
&& allowNullmove
&& depth < RazorDepth
- && staticValue - FutilityMargins[int(depth)] >= beta)
- return staticValue - FutilityMargins[int(depth)];
+ && staticValue - futility_margin(depth, 0) >= beta)
+ return staticValue - futility_margin(depth, 0);
// Null move search
if ( allowNullmove
{
search(pos, ss, beta, Min(depth/2, depth-2*OnePly), ply, false, threadID);
ttMove = ss[ply].pv[ply];
- tte = TT.retrieve(pos.get_key());
+ tte = TT.retrieve(posKey);
}
// Initialize a MovePicker object for the current position, and prepare
MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
CheckInfo ci(pos);
- // Precalculate reduction parameters
- float LogLimit, Gradient, BaseReduction = 0.5;
- reduction_parameters(BaseReduction, 3.0, depth, LogLimit, Gradient);
-
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& move != ttMove)
{
// Move count based pruning
- if ( moveCount >= FutilityMoveCountMargin
+ if ( moveCount >= futility_move_count(depth)
&& ok_to_prune(pos, move, ss[ply].threatMove)
&& bestValue > value_mated_in(PLY_MAX))
continue;
// Value based pruning
- Depth predictedDepth = newDepth;
-
- //FIXME: We are ignoring condition: depth >= 3*OnePly, BUG??
- ss[ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
- if (ss[ply].reduction)
- predictedDepth -= ss[ply].reduction;
+ Depth predictedDepth = newDepth - nonpv_reduction(depth, moveCount); //FIXME: We are ignoring condition: depth >= 3*OnePly, BUG??
+ futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount) + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
- if (predictedDepth < SelectiveDepth)
+ if (futilityValueScaled < beta)
{
- int preFutilityValueMargin = 0;
- if (predictedDepth >= OnePly)
- preFutilityValueMargin = FutilityMargins[int(predictedDepth)];
-
- preFutilityValueMargin += H.gain(pos.piece_on(move_from(move)), move_from(move), move_to(move)) + 45;
-
- futilityValueScaled = ss[ply].eval + preFutilityValueMargin - moveCount * IncrementalFutilityMargin;
-
- if (futilityValueScaled < beta)
- {
- if (futilityValueScaled > bestValue)
- bestValue = futilityValueScaled;
- continue;
- }
+ if (futilityValueScaled > bestValue)
+ bestValue = futilityValueScaled;
+ continue;
}
}
&& !move_is_castle(move)
&& !move_is_killer(move, ss[ply]))
{
- ss[ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
+ ss[ply].reduction = nonpv_reduction(depth, moveCount);
if (ss[ply].reduction)
{
value = -search(pos, ss, -(beta-1), newDepth-ss[ply].reduction, ply+1, true, threadID);
Move move;
int moveCount;
bool isCheck = pos.is_check();
- bool useFutilityPruning = sp->depth < SelectiveDepth
+ bool useFutilityPruning = sp->depth < 7 * OnePly //FIXME: sync with search
&& !isCheck;
- const int FutilityMoveCountMargin = 3 + (1 << (3 * int(sp->depth) / 8));
-
- // Precalculate reduction parameters
- float LogLimit, Gradient, BaseReduction = 0.5;
- reduction_parameters(BaseReduction, 3.0, sp->depth, LogLimit, Gradient);
-
while ( lock_grab_bool(&(sp->lock))
&& sp->bestValue < sp->beta
&& !thread_should_stop(threadID)
&& !captureOrPromotion)
{
// Move count based pruning
- if ( moveCount >= FutilityMoveCountMargin
+ if ( moveCount >= futility_move_count(sp->depth)
&& ok_to_prune(pos, move, ss[sp->ply].threatMove)
&& sp->bestValue > value_mated_in(PLY_MAX))
continue;
// Value based pruning
- Value futilityValueScaled = sp->futilityValue - moveCount * IncrementalFutilityMargin;
+ Value futilityValueScaled = sp->futilityValue - moveCount * 8; //FIXME: sync with search
if (futilityValueScaled < sp->beta)
{
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
{
- ss[sp->ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
+ ss[sp->ply].reduction = nonpv_reduction(sp->depth, moveCount);
if (ss[sp->ply].reduction)
{
value = -search(pos, ss, -(sp->beta-1), newDepth-ss[sp->ply].reduction, sp->ply+1, true, threadID);
int moveCount;
Move move;
- // Precalculate reduction parameters
- float LogLimit, Gradient, BaseReduction = 0.5;
- reduction_parameters(BaseReduction, 6.0, sp->depth, LogLimit, Gradient);
-
while ( lock_grab_bool(&(sp->lock))
&& sp->alpha < sp->beta
&& !thread_should_stop(threadID)
&& !move_is_castle(move)
&& !move_is_killer(move, ss[sp->ply]))
{
- ss[sp->ply].reduction = reduction(moveCount, LogLimit, BaseReduction, Gradient);
+ ss[sp->ply].reduction = pv_reduction(sp->depth, moveCount);
if (ss[sp->ply].reduction)
{
Value localAlpha = sp->alpha;
if (value > localAlpha && value < sp->beta)
{
- // When the search fails high at ply 1 while searching the first
- // move at the root, set the flag failHighPly1. This is used for
- // time managment: We don't want to stop the search early in
- // such cases, because resolving the fail high at ply 1 could
- // result in a big drop in score at the root.
- if (sp->ply == 1 && RootMoveNumber == 1)
- Threads[threadID].failHighPly1 = true;
-
// If another thread has failed high then sp->alpha has been increased
// to be higher or equal then beta, if so, avoid to start a PV search.
localAlpha = sp->alpha;
value = -search_pv(pos, ss, -sp->beta, -localAlpha, newDepth, sp->ply+1, threadID);
else
assert(thread_should_stop(threadID));
-
- Threads[threadID].failHighPly1 = false;
}
}
pos.undo_move(move);
if (value == value_mate_in(sp->ply + 1))
ss[sp->ply].mateKiller = move;
}
- // If we are at ply 1, and we are searching the first root move at
- // ply 0, set the 'Problem' variable if the score has dropped a lot
- // (from the computer's point of view) since the previous iteration.
- if ( sp->ply == 1
- && Iteration >= 2
- && -value <= ValueByIteration[Iteration-1] - ProblemMargin)
- Problem = true;
}
lock_release(&(sp->lock));
}
}
- // reduction_parameters() precalculates some parameters used later by reduction. Becasue
- // floating point operations are involved we try to recalculate reduction at each move, but
- // we do the most consuming computation only once per node.
-
- void reduction_parameters(float baseReduction, float reductionInhibitor, Depth depth, float& logLimit, float& gradient)
- {
- // Precalculate some parameters to avoid to calculate the following formula for each move:
- //
- // red = baseReduction + ln(moveCount) * ln(depth / 2) / reductionInhibitor;
- //
- logLimit = depth > OnePly ? (1 - baseReduction) * reductionInhibitor / ln(depth / 2) : 1000;
- gradient = depth > OnePly ? ln(depth / 2) / reductionInhibitor : 0;
- }
-
-
- // reduction() returns reduction in plies based on moveCount and depth.
- // Reduction is always at least one ply.
-
- Depth reduction(int moveCount, float logLimit, float baseReduction, float gradient) {
-
- if (ln(moveCount) < logLimit)
- return Depth(0);
-
- float red = baseReduction + ln(moveCount) * gradient;
- return Depth(int(floor(red * int(OnePly))));
- }
-
-
// update_history() registers a good move that produced a beta-cutoff
// in history and marks as failures all the other moves of that ply.
&& pos.captured_piece() == NO_PIECE_TYPE
&& !move_is_castle(m)
&& !move_is_promotion(m))
- H.set_gain(pos.piece_on(move_to(m)), move_from(m), move_to(m), -(before + after));
- }
-
-
- // fail_high_ply_1() checks if some thread is currently resolving a fail
- // high at ply 1 at the node below the first root node. This information
- // is used for time management.
-
- bool fail_high_ply_1() {
-
- for (int i = 0; i < ActiveThreads; i++)
- if (Threads[i].failHighPly1)
- return true;
-
- return false;
+ H.set_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
}
return;
bool stillAtFirstMove = RootMoveNumber == 1
- && !FailLow
+ && !AspirationFailLow
&& t > MaxSearchTime + ExtraSearchTime;
- bool noProblemFound = !FailHigh
- && !FailLow
- && !fail_high_ply_1()
- && !Problem
- && t > 6 * (MaxSearchTime + ExtraSearchTime);
-
bool noMoreTime = t > AbsoluteMaxSearchTime
- || stillAtFirstMove //FIXME: We are not checking any problem flags, BUG?
- || noProblemFound;
+ || stillAtFirstMove;
if ( (Iteration >= 3 && UseTimeManagement && noMoreTime)
|| (ExactMaxTime && t >= ExactMaxTime)
PonderSearch = false;
bool stillAtFirstMove = RootMoveNumber == 1
- && !FailLow
+ && !AspirationFailLow
&& t > MaxSearchTime + ExtraSearchTime;
- bool noProblemFound = !FailHigh
- && !FailLow
- && !fail_high_ply_1()
- && !Problem
- && t > 6 * (MaxSearchTime + ExtraSearchTime);
-
bool noMoreTime = t > AbsoluteMaxSearchTime
- || stillAtFirstMove
- || noProblemFound;
+ || stillAtFirstMove;
if (Iteration >= 3 && UseTimeManagement && (noMoreTime || StopOnPonderhit))
AbortSearch = true;
for (int i = 0; i < ActiveThreads; i++)
if (i == master || splitPoint->slaves[i])
{
- memcpy(splitPoint->sstack[i] + ply - 1, sstck + ply - 1, 3 * sizeof(SearchStack));
+ memcpy(splitPoint->sstack[i] + ply - 1, sstck + ply - 1, 4 * sizeof(SearchStack));
Threads[i].workIsWaiting = true; // This makes the slave to exit from idle_loop()
}