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Templetize score_xxx() functions
So to be style-wise aligned with the corresponding generate() functions. No functional change.
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2 changed files with 23 additions and 27 deletions
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@ -20,7 +20,6 @@
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#include <cassert>
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#include "movegen.h"
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#include "movepick.h"
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#include "thread.h"
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@ -140,12 +139,10 @@ MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures() and
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/// MovePicker::score_evasions() assign a numerical move ordering score
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/// to each move in a move list. The moves with highest scores will be
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/// picked first by next_move().
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void MovePicker::score_captures() {
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/// score() assign a numerical move ordering score to each move in a move list.
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/// The moves with highest scores will be picked first.
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template<>
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void MovePicker::score<CAPTURES>() {
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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@ -175,7 +172,8 @@ void MovePicker::score_captures() {
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}
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}
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void MovePicker::score_noncaptures() {
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template<>
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void MovePicker::score<QUIETS>() {
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Move m;
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@ -186,21 +184,20 @@ void MovePicker::score_noncaptures() {
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}
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}
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void MovePicker::score_evasions() {
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template<>
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void MovePicker::score<EVASIONS>() {
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// Try good captures ordered by MVV/LVA, then non-captures if destination square
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// is not under attack, ordered by history value, then bad-captures and quiet
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// moves with a negative SEE. This last group is ordered by the SEE score.
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Move m;
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int seeScore;
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if (end < moves + 2)
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return;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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if ((seeScore = pos.see_sign(m)) < 0)
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it->score = seeScore - History::Max; // Be sure we are at the bottom
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it->score = seeScore - History::Max; // At the bottom
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else if (pos.is_capture(m))
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it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m)) + History::Max;
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@ -210,8 +207,8 @@ void MovePicker::score_evasions() {
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}
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/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves,
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/// when there are no more moves to try for the current phase.
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/// generate_next() generates, scores and sorts the next bunch of moves, when
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/// there are no more moves to try for the current phase.
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void MovePicker::generate_next() {
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@ -221,7 +218,7 @@ void MovePicker::generate_next() {
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case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
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end = generate<CAPTURES>(pos, moves);
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score_captures();
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score<CAPTURES>();
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return;
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case KILLERS_S1:
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@ -231,7 +228,7 @@ void MovePicker::generate_next() {
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case QUIETS_1_S1:
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endQuiets = end = generate<QUIETS>(pos, moves);
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score_noncaptures();
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score<QUIETS>();
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end = std::partition(cur, end, has_positive_score);
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sort<MoveStack>(cur, end);
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return;
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@ -251,7 +248,8 @@ void MovePicker::generate_next() {
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case EVASIONS_S2:
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end = generate<EVASIONS>(pos, moves);
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score_evasions();
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if (end > moves + 1)
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score<EVASIONS>();
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return;
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case QUIET_CHECKS_S3:
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@ -270,11 +268,10 @@ void MovePicker::generate_next() {
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}
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/// MovePicker::next_move() is the most important method of the MovePicker class.
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/// It returns a new pseudo legal move every time it is called, until there
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/// are no more moves left. It picks the move with the biggest score from a list
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/// of generated moves taking care not to return the tt move if has already been
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/// searched previously.
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/// next_move() is the most important method of the MovePicker class. It returns
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/// a new pseudo legal move every time is called, until there are no more moves
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/// left. It picks the move with the biggest score from a list of generated moves
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/// taking care not returning the ttMove if has already been searched previously.
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template<>
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Move MovePicker::next_move<false>() {
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@ -361,6 +358,6 @@ Move MovePicker::next_move<false>() {
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/// Version of next_move() to use at split point nodes where the move is grabbed
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/// from the split point's shared MovePicker object. This function is not thread
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/// safe so should be lock protected by the caller.
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/// safe so must be lock protected by the caller.
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template<>
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Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
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@ -23,6 +23,7 @@
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#include <algorithm> // For std::max
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#include <cstring> // For memset
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#include "movegen.h"
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#include "position.h"
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#include "search.h"
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#include "types.h"
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@ -79,9 +80,7 @@ public:
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template<bool SpNode> Move next_move();
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private:
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void score_captures();
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void score_noncaptures();
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void score_evasions();
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template<GenType> void score();
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void generate_next();
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const Position& pos;
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