return bestValue;
}
+ Bitboard attacks(const Piece P, const Square sq, const Bitboard occ)
+ {
+ switch(P)
+ {
+ case WP:
+ case BP:
+ case WN:
+ case BN:
+ case WK:
+ case BK:
+ return StepAttackBB[P][sq];
+ case WB:
+ case BB:
+ return bishop_attacks_bb(sq, occ);
+ case WR:
+ case BR:
+ return rook_attacks_bb(sq, occ);
+ case WQ:
+ case BQ:
+ return bishop_attacks_bb(sq, occ) | rook_attacks_bb(sq, occ);
+ default:
+ assert(false);
+ return 0ULL;
+ }
+ }
+
+ bool check_is_useless(Position &pos, Move move, Value eval, Value futilityBase, Value beta, Value *bValue)
+ {
+ Value bestValue = *bValue;
+
+ /// Rule 1. Using checks to reposition pieces when close to beta
+ if (eval + PawnValueMidgame / 4 < beta)
+ {
+ if (eval + PawnValueMidgame / 4 > bestValue)
+ bestValue = eval + PawnValueMidgame / 4;
+ }
+ else
+ return false;
+
+ Square from = move_from(move);
+ Square to = move_to(move);
+ Color oppColor = opposite_color(pos.side_to_move());
+ Square oppKing = pos.king_square(oppColor);
+
+ Bitboard occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL <<oppKing);
+ Bitboard oppOcc = pos.pieces_of_color(oppColor) & ~(1ULL <<oppKing);
+ Bitboard oldAtt = attacks(pos.piece_on(from), from, occ);
+ Bitboard newAtt = attacks(pos.piece_on(from), to, occ);
+
+ // Rule 2. Checks which give opponent's king at most one escape square are dangerous
+ Bitboard escapeBB = attacks(WK, oppKing, 0) & ~oppOcc & ~newAtt & ~(1ULL << to);
+
+ if (!escapeBB)
+ return false;
+
+ if (!(escapeBB & (escapeBB - 1)))
+ return false;
+
+ /// Rule 3. Queen contact check is very dangerous
+ if ( pos.type_of_piece_on(from) == QUEEN
+ && bit_is_set(attacks(WK, oppKing, 0), to))
+ return false;
+
+ /// Rule 4. Creating new double threats with checks
+ Bitboard newVictims = oppOcc & ~oldAtt & newAtt;
+
+ while(newVictims)
+ {
+ Square victimSq = pop_1st_bit(&newVictims);
+
+ Value futilityValue = futilityBase + pos.endgame_value_of_piece_on(victimSq);
+
+ // Note that here we generate illegal "double move"!
+ if (futilityValue >= beta && pos.see_sign(make_move(from, victimSq)) >= 0)
+ return false;
+
+ if (futilityValue > bestValue)
+ bestValue = futilityValue;
+ }
+
+ *bValue = bestValue;
+ return true;
+ }
// qsearch() is the quiescence search function, which is called by the main
// search function when the remaining depth is zero (or, to be more precise,
StateInfo st;
Move ttMove, move;
Value bestValue, value, evalMargin, futilityValue, futilityBase;
- bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
+ bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
Value oldAlpha = alpha;
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
+ // Decide whether or not to include checks
+ isCheck = pos.is_check();
+
+ Depth d;
+ if (isCheck || depth >= -ONE_PLY)
+ d = DEPTH_ZERO;
+ else
+ d = DEPTH_ZERO - ONE_PLY;
+
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
- if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
+ if (!PvNode && tte && ok_to_use_TT(tte, d, beta, ply))
{
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
- isCheck = pos.is_check();
-
// Evaluate the position statically
if (isCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = evalMargin = VALUE_NONE;
- deepChecks = enoughMaterial = false;
+ enoughMaterial = false;
}
else
{
if (PvNode && bestValue > alpha)
alpha = bestValue;
- // If we are near beta then try to get a cutoff pushing checks a bit further
- deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
-
// Futility pruning parameters, not needed when in check
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0 or depth == -ONE_PLY
// and we are near beta) will be generated.
- MovePicker mp = MovePicker(pos, ttMove, deepChecks ? DEPTH_ZERO : depth, H);
+ MovePicker mp = MovePicker(pos, ttMove, d, H);
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
&& pos.see_sign(move) < 0)
continue;
+ // Don't search useless checks
+ if ( !PvNode
+ && !isCheck
+ && move != ttMove
+ && !move_is_promotion(move)
+ && !pos.move_is_capture(move)
+ && moveIsCheck
+ && check_is_useless(pos, move, ss->eval, futilityBase, beta, &bestValue))
+ continue;
+
// Update current move
ss->currentMove = move;
return value_mated_in(ply);
// Update transposition table
- Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);