Add infrastructure to threat killer moves as a vector,
this will allow us to easily parametrize the number of
killer moves, instead of hardcode this value to two as is now.
This patch just add the infrastructure, no functional
change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
- Move mk, Move k1, Move k2, Depth d, EvalInfo* ei) : pos(p) {
+ const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
pvNode = pv;
ttMove = ttm;
pvNode = pv;
ttMove = ttm;
- mateKiller = (mk == ttm)? MOVE_NONE : mk;
- killer1 = k1;
- killer2 = k2;
+ mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
+ killer1 = ss.killers[0];
+ killer2 = ss.killers[0];
depth = d;
movesPicked = 0;
numOfMoves = 0;
depth = d;
movesPicked = 0;
numOfMoves = 0;
#include "depth.h"
#include "lock.h"
#include "position.h"
#include "depth.h"
#include "lock.h"
#include "position.h"
- MovePicker(const Position& p, bool pvnode, Move ttm, Move mk, Move k1, Move k2, Depth d, EvalInfo* ei = NULL);
+ MovePicker(const Position& p, bool pvnode, Move ttm, const SearchStack& ss, Depth d, EvalInfo* ei = NULL);
Move get_next_move();
Move get_next_move(Lock &lock);
int number_of_moves() const;
Move get_next_move();
Move get_next_move(Lock &lock);
int number_of_moves() const;
- MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, MOVE_NONE, Depth(0));
+ MovePicker mp = MovePicker(*this, false, MOVE_NONE, EmptySearchStack, Depth(0));
return mp.get_next_move() == MOVE_NONE;
}
return false;
return mp.get_next_move() == MOVE_NONE;
}
return false;
Move move_from_san(Position &pos, const std::string &movestr) {
assert(pos.is_ok());
Move move_from_san(Position &pos, const std::string &movestr) {
assert(pos.is_ok());
- MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, OnePly);
+ MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, OnePly);
// Castling moves
if(movestr == "O-O-O") {
// Castling moves
if(movestr == "O-O-O") {
if(type_of_piece(pc) == KING)
return AMBIGUITY_NONE;
if(type_of_piece(pc) == KING)
return AMBIGUITY_NONE;
- MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, OnePly);
+ MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, OnePly);
Move mv, moveList[8];
int i, j, n;
Move mv, moveList[8];
int i, j, n;
Depth depth, int ply, int threadID);
void sp_search(SplitPoint *sp, int threadID);
void sp_search_pv(SplitPoint *sp, int threadID);
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_node(const Position &pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
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);
History H; // Should be made local?
History H; // Should be made local?
+// The empty search stack
+SearchStack EmptySearchStack;
+
// Wait until the thread has finished launching:
while (!Threads[i].running);
}
// Wait until the thread has finished launching:
while (!Threads[i].running);
}
+
+ // Init also the empty search stack
+ init_search_stack(EmptySearchStack);
// Initialize a MovePicker object for the current position, and prepare
// to search all moves
// Initialize a MovePicker object for the current position, and prepare
// to search all moves
- MovePicker mp = MovePicker(pos, true, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
+ MovePicker mp = MovePicker(pos, true, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
Move move, movesSearched[256];
int moveCount = 0;
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
// Initialize a MovePicker object for the current position, and prepare
// to search all moves:
// Initialize a MovePicker object for the current position, and prepare
// to search all moves:
- MovePicker mp = MovePicker(pos, false, ttMove, ss[ply].mateKiller,
- ss[ply].killer1, ss[ply].killer2, depth);
+ MovePicker mp = MovePicker(pos, false, ttMove, ss[ply], depth);
Move move, movesSearched[256];
int moveCount = 0;
Move move, movesSearched[256];
int moveCount = 0;
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
&& !move_promotion(move)
&& !moveIsPassedPawnPush
&& !move_is_castle(move)
- && move != ss[ply].killer1
- && move != ss[ply].killer2)
+ && move != ss[ply].killers[0]
+ && move != ss[ply].killers[1])
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
{
ss[ply].reduction = OnePly;
value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
}
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0) will be generated.
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0) will be generated.
- MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, depth, &ei);
+ MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, depth, &ei);
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
Move move;
int moveCount = 0;
Bitboard dcCandidates = mp.discovered_check_candidates();
{
// Wrong to update history when depth is <= 0
{
// Wrong to update history when depth is <= 0
- if (m != ss[ply].killer1)
+ if (m != ss[ply].killers[0])
- ss[ply].killer2 = ss[ply].killer1;
- ss[ply].killer1 = m;
+ ss[ply].killers[1] = ss[ply].killers[0];
+ ss[ply].killers[0] = m;
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
&& !moveIsPassedPawnPush
&& !move_promotion(move)
&& !move_is_castle(move)
- && move != ss[sp->ply].killer1
- && move != ss[sp->ply].killer2)
+ && move != ss[sp->ply].killers[0]
+ && move != ss[sp->ply].killers[1])
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
{
ss[sp->ply].reduction = OnePly;
value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
+ void init_search_stack(SearchStack ss) {
+
+ ss.pv[0] = MOVE_NONE;
+ ss.pv[1] = MOVE_NONE;
+ ss.currentMove = MOVE_NONE;
+ ss.threatMove = MOVE_NONE;
+ ss.reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss.killers[j] = MOVE_NONE;
+ }
void init_search_stack(SearchStack ss[]) {
void init_search_stack(SearchStack ss[]) {
- for(int i = 0; i < 3; i++) {
- ss[i].pv[i] = MOVE_NONE;
- ss[i].pv[i+1] = MOVE_NONE;
- ss[i].currentMove = MOVE_NONE;
- ss[i].mateKiller = MOVE_NONE;
- ss[i].killer1 = MOVE_NONE;
- ss[i].killer2 = MOVE_NONE;
- ss[i].threatMove = MOVE_NONE;
- ss[i].reduction = Depth(0);
+
+ for (int i = 0; i < 3; i++)
+ {
+ ss[i].pv[i] = MOVE_NONE;
+ ss[i].pv[i+1] = MOVE_NONE;
+ ss[i].currentMove = MOVE_NONE;
+ ss[i].threatMove = MOVE_NONE;
+ ss[i].reduction = Depth(0);
+ for (int j = 0; j < KILLER_MAX; j++)
+ ss[i].killers[j] = MOVE_NONE;
ss[ply].pv[ply] = ss[ply].pv[ply+1] = ss[ply].currentMove = MOVE_NONE;
ss[ply+2].mateKiller = MOVE_NONE;
ss[ply].pv[ply] = ss[ply].pv[ply+1] = ss[ply].currentMove = MOVE_NONE;
ss[ply+2].mateKiller = MOVE_NONE;
- ss[ply+2].killer1 = ss[ply+2].killer2 = MOVE_NONE;
+ ss[ply+2].killers[0] = ss[ply+2].killers[1] = MOVE_NONE;
ss[ply].threatMove = MOVE_NONE;
ss[ply].reduction = Depth(0);
ss[ply].currentMoveCaptureValue = Value(0);
ss[ply].threatMove = MOVE_NONE;
ss[ply].reduction = Depth(0);
ss[ply].currentMoveCaptureValue = Value(0);
if (mateThreat)
result += MateThreatExtension[pvNode];
if (mateThreat)
result += MateThreatExtension[pvNode];
- if ( pos.midgame_value_of_piece_on(move_to(m)) >= RookValueMidgame\r
- && ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)\r
- - pos.midgame_value_of_piece_on(move_to(m)) == Value(0))\r
+ 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];
&& !move_promotion(m))
result += PawnEndgameExtension[pvNode];
const int PLY_MAX = 100;
const int PLY_MAX_PLUS_2 = 102;
const int PLY_MAX = 100;
const int PLY_MAX_PLUS_2 = 102;
+const int KILLER_MAX = 4;
Move pv[PLY_MAX];
Move currentMove;
Value currentMoveCaptureValue;
Move pv[PLY_MAX];
Move currentMove;
Value currentMoveCaptureValue;
- Move mateKiller, killer1, killer2;
+ Move killers[KILLER_MAX];
//// Global variables
////
//// Global variables
////
+extern SearchStack EmptySearchStack;
extern TranspositionTable TT;
extern TranspositionTable TT;
extern int ActiveThreads;
extern int ActiveThreads;
extern Lock SMPLock;
// Perhaps better to make H local, and pass as parameter to MovePicker?
extern Lock SMPLock;
// Perhaps better to make H local, and pass as parameter to MovePicker?