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https://github.com/sockspls/badfish
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Add and use move_is_killer() helper
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
93bc05cf69
commit
2e778445d5
1 changed files with 21 additions and 12 deletions
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@ -244,14 +244,13 @@ namespace {
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void update_pv(SearchStack ss[], int ply);
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void update_pv(SearchStack ss[], int ply);
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void sp_update_pv(SearchStack *pss, SearchStack ss[], int ply);
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void sp_update_pv(SearchStack *pss, SearchStack ss[], int ply);
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bool connected_moves(const Position &pos, Move m1, Move m2);
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bool connected_moves(const Position &pos, Move m1, Move m2);
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Depth extension(const Position &pos, Move m, bool pvNode, bool check,
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bool move_is_killer(Move m, const SearchStack& ss);
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bool singleReply, bool mateThreat);
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Depth extension(const Position &pos, Move m, bool pvNode, bool check, bool singleReply, bool mateThreat);
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bool ok_to_do_nullmove(const Position &pos);
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bool ok_to_do_nullmove(const Position &pos);
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bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d);
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bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d);
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
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bool ok_to_history(const Position &pos, Move m);
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bool ok_to_history(const Position &pos, Move m);
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void update_history(const Position& pos, Move m, Depth depth,
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void update_history(const Position& pos, Move m, Depth depth, Move movesSearched[], int moveCount);
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Move movesSearched[], int moveCount);
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bool fail_high_ply_1();
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bool fail_high_ply_1();
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int current_search_time();
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int current_search_time();
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@ -998,8 +997,7 @@ namespace {
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&& !move_promotion(move)
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&& !move_promotion(move)
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&& !moveIsPassedPawnPush
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&& !moveIsPassedPawnPush
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&& !move_is_castle(move)
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&& !move_is_castle(move)
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&& move != ss[ply].killers[0]
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&& !move_is_killer(move, ss[ply]))
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&& move != ss[ply].killers[1])
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{
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{
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ss[ply].reduction = OnePly;
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ss[ply].reduction = OnePly;
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value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
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value = -search(pos, ss, -alpha, newDepth-OnePly, ply+1, true, threadID);
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@ -1272,8 +1270,7 @@ namespace {
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&& !move_promotion(move)
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&& !move_promotion(move)
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&& !moveIsPassedPawnPush
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&& !moveIsPassedPawnPush
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&& !move_is_castle(move)
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&& !move_is_castle(move)
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&& move != ss[ply].killers[0]
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&& !move_is_killer(move, ss[ply]))
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&& move != ss[ply].killers[1])
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{
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{
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ss[ply].reduction = OnePly;
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ss[ply].reduction = OnePly;
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value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
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value = -search(pos, ss, -(beta-1), newDepth-OnePly, ply+1, true, threadID);
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@ -1556,8 +1553,7 @@ namespace {
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&& !moveIsPassedPawnPush
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&& !moveIsPassedPawnPush
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&& !move_promotion(move)
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&& !move_promotion(move)
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&& !move_is_castle(move)
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&& !move_is_castle(move)
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&& move != ss[sp->ply].killers[0]
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&& !move_is_killer(move, ss[sp->ply]))
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&& move != ss[sp->ply].killers[1])
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{
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{
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ss[sp->ply].reduction = OnePly;
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ss[sp->ply].reduction = OnePly;
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value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
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value = -search(pos, ss, -(sp->beta-1), newDepth - OnePly, sp->ply+1, true, threadID);
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@ -1664,8 +1660,7 @@ namespace {
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&& !moveIsPassedPawnPush
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&& !moveIsPassedPawnPush
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&& !move_promotion(move)
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&& !move_promotion(move)
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&& !move_is_castle(move)
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&& !move_is_castle(move)
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&& move != ss[sp->ply].killers[0]
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&& !move_is_killer(move, ss[sp->ply]))
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&& move != ss[sp->ply].killers[1])
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{
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{
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ss[sp->ply].reduction = OnePly;
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ss[sp->ply].reduction = OnePly;
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value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
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value = -search(pos, ss, -sp->alpha, newDepth - OnePly, sp->ply+1, true, threadID);
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@ -2050,6 +2045,20 @@ namespace {
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}
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}
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// move_is_killer() checks if the given move is among the
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// killer moves of that ply.
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bool move_is_killer(Move m, const SearchStack& ss) {
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const Move* k = ss.killers;
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for (int i = 0; i < KILLER_MAX; i++, k++)
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if (*k == m)
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return true;
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return false;
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}
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// extension() decides whether a move should be searched with normal depth,
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// extension() decides whether a move should be searched with normal depth,
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// or with extended depth. Certain classes of moves (checking moves, in
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// or with extended depth. Certain classes of moves (checking moves, in
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// particular) are searched with bigger depth than ordinary moves.
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// particular) are searched with bigger depth than ordinary moves.
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