So to be style-wise aligned with the corresponding
generate() functions.
No functional change.
#include "movepick.h"
#include "thread.h"
#include "movepick.h"
#include "thread.h"
-/// MovePicker::score_captures(), MovePicker::score_noncaptures() and
-/// MovePicker::score_evasions() assign a numerical move ordering score
-/// to each move in a move list. The moves with highest scores will be
-/// picked first by next_move().
-
-void MovePicker::score_captures() {
+/// score() assign a numerical move ordering score to each move in a move list.
+/// The moves with highest scores will be picked first.
+template<>
+void MovePicker::score<CAPTURES>() {
// Winning and equal captures in the main search are ordered by MVV/LVA.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
// Winning and equal captures in the main search are ordered by MVV/LVA.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
-void MovePicker::score_noncaptures() {
+template<>
+void MovePicker::score<QUIETS>() {
-void MovePicker::score_evasions() {
+template<>
+void MovePicker::score<EVASIONS>() {
// Try good captures ordered by MVV/LVA, then non-captures if destination square
// is not under attack, ordered by history value, then bad-captures and quiet
// moves with a negative SEE. This last group is ordered by the SEE score.
Move m;
int seeScore;
// Try good captures ordered by MVV/LVA, then non-captures if destination square
// is not under attack, ordered by history value, then bad-captures and quiet
// moves with a negative SEE. This last group is ordered by the SEE score.
Move m;
int seeScore;
- if (end < moves + 2)
- return;
-
for (MoveStack* it = moves; it != end; ++it)
{
m = it->move;
if ((seeScore = pos.see_sign(m)) < 0)
for (MoveStack* it = moves; it != end; ++it)
{
m = it->move;
if ((seeScore = pos.see_sign(m)) < 0)
- it->score = seeScore - History::Max; // Be sure we are at the bottom
+ it->score = seeScore - History::Max; // At the bottom
+
else if (pos.is_capture(m))
it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
- type_of(pos.piece_moved(m)) + History::Max;
else if (pos.is_capture(m))
it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
- type_of(pos.piece_moved(m)) + History::Max;
-/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves,
-/// when there are no more moves to try for the current phase.
+/// generate_next() generates, scores and sorts the next bunch of moves, when
+/// there are no more moves to try for the current phase.
void MovePicker::generate_next() {
void MovePicker::generate_next() {
case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
end = generate<CAPTURES>(pos, moves);
case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
end = generate<CAPTURES>(pos, moves);
case QUIETS_1_S1:
endQuiets = end = generate<QUIETS>(pos, moves);
case QUIETS_1_S1:
endQuiets = end = generate<QUIETS>(pos, moves);
end = std::partition(cur, end, has_positive_score);
sort<MoveStack>(cur, end);
return;
end = std::partition(cur, end, has_positive_score);
sort<MoveStack>(cur, end);
return;
case EVASIONS_S2:
end = generate<EVASIONS>(pos, moves);
case EVASIONS_S2:
end = generate<EVASIONS>(pos, moves);
+ if (end > moves + 1)
+ score<EVASIONS>();
return;
case QUIET_CHECKS_S3:
return;
case QUIET_CHECKS_S3:
-/// MovePicker::next_move() is the most important method of the MovePicker class.
-/// It returns a new pseudo legal move every time it is called, until there
-/// are no more moves left. It picks the move with the biggest score from a list
-/// of generated moves taking care not to return the tt move if has already been
-/// searched previously.
+/// next_move() is the most important method of the MovePicker class. It returns
+/// a new pseudo legal move every time is called, until there are no more moves
+/// left. It picks the move with the biggest score from a list of generated moves
+/// taking care not returning the ttMove if has already been searched previously.
template<>
Move MovePicker::next_move<false>() {
template<>
Move MovePicker::next_move<false>() {
/// Version of next_move() to use at split point nodes where the move is grabbed
/// from the split point's shared MovePicker object. This function is not thread
/// Version of next_move() to use at split point nodes where the move is grabbed
/// from the split point's shared MovePicker object. This function is not thread
-/// safe so should be lock protected by the caller.
+/// safe so must be lock protected by the caller.
template<>
Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
template<>
Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
#include <algorithm> // For std::max
#include <cstring> // For memset
#include <algorithm> // For std::max
#include <cstring> // For memset
#include "position.h"
#include "search.h"
#include "types.h"
#include "position.h"
#include "search.h"
#include "types.h"
template<bool SpNode> Move next_move();
private:
template<bool SpNode> Move next_move();
private:
- void score_captures();
- void score_noncaptures();
- void score_evasions();
+ template<GenType> void score();
void generate_next();
const Position& pos;
void generate_next();
const Position& pos;