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Big qsearch() cleanup
It is more clear and should be a bit faster too. Reverted also previous optimization patch because seems do not increase actual speed. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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9337c6da46
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452f0d1696
1 changed files with 41 additions and 51 deletions
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@ -1481,16 +1481,15 @@ namespace {
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EvalInfo ei;
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StateInfo st;
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Move ttMove, move;
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Value staticValue, bestValue, value, futilityBase;
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bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
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const TTEntry* tte = NULL;
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int moveCount = 0;
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int ply = pos.ply();
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Value bestValue, value, futilityValue, futilityBase;
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bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
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const TTEntry* tte;
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Value oldAlpha = alpha;
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Value futilityValue = VALUE_INFINITE;
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int ply = pos.ply();
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TM.incrementNodeCounter(pos.thread());
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ss->init(ply);
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ss->pv[ply] = ss->pv[ply + 1] = ss->currentMove = MOVE_NONE;
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ss->eval = VALUE_NONE;
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// Check for an instant draw or maximum ply reached
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if (pos.is_draw() || ply >= PLY_MAX - 1)
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@ -1511,48 +1510,49 @@ namespace {
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// Evaluate the position statically
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if (isCheck)
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staticValue = -VALUE_INFINITE;
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else if (tte && tte->static_value() != VALUE_NONE)
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{
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staticValue = tte->static_value();
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ei.kingDanger[pos.side_to_move()] = tte->king_danger();
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bestValue = futilityBase = -VALUE_INFINITE;
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deepChecks = enoughMaterial = false;
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}
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else
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staticValue = evaluate(pos, ei);
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if (!isCheck)
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{
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ss->eval = staticValue;
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if (tte && tte->static_value() != VALUE_NONE)
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{
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ei.kingDanger[pos.side_to_move()] = tte->king_danger();
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bestValue = tte->static_value();
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}
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else
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bestValue = evaluate(pos, ei);
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ss->eval = bestValue;
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update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
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// Stand pat. Return immediately if static value is at least beta
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if (bestValue >= beta)
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{
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if (!tte) // FIXME, remove condition
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
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return bestValue;
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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// If we are near beta then try to get a cutoff pushing checks a bit further
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deepChecks = (depth == -OnePly && bestValue >= beta - PawnValueMidgame / 8);
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// Futility pruning parameters, not needed when in check
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futilityBase = bestValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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}
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// Initialize "stand pat score", and return it immediately if it is
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// at least beta.
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bestValue = staticValue;
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if (bestValue >= beta)
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{
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// Store the score to avoid a future costly evaluation() call
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if (!isCheck && !tte)
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
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return bestValue;
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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// If we are near beta then try to get a cutoff pushing checks a bit further
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bool deepChecks = (depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8);
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// Initialize a MovePicker object for the current position, and prepare
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// to search the moves. Because the depth is <= 0 here, only captures,
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// queen promotions and checks (only if depth == 0 or depth == -OnePly
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// and we are near beta) will be generated.
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MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
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CheckInfo ci(pos);
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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futilityBase = staticValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
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// Loop through the moves until no moves remain or a beta cutoff occurs
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while ( alpha < beta
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@ -1562,24 +1562,15 @@ namespace {
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moveIsCheck = pos.move_is_check(move, ci);
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// Update current move
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moveCount++;
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ss->currentMove = move;
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// Futility pruning
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if ( !PvNode
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&& enoughMaterial
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&& !isCheck
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&& !moveIsCheck
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&& move != ttMove
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&& enoughMaterial
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&& !move_is_promotion(move)
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&& !pos.move_is_passed_pawn_push(move))
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{
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// Can only decrease from previous move because of
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// MVV ordering so we don't need to recheck.
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if (futilityValue < alpha)
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continue;
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futilityValue = futilityBase
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+ pos.endgame_value_of_piece_on(move_to(move))
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+ (move_is_ep(move) ? PawnValueEndgame : Value(0));
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@ -1607,6 +1598,9 @@ namespace {
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&& pos.see_sign(move) < 0)
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continue;
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// Update current move
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ss->currentMove = move;
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// Make and search the move
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pos.do_move(move, st, ci, moveIsCheck);
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value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly);
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@ -1628,17 +1622,13 @@ namespace {
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// All legal moves have been searched. A special case: If we're in check
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// and no legal moves were found, it is checkmate.
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if (!moveCount && isCheck) // Mate!
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if (isCheck && bestValue == -VALUE_INFINITE)
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return value_mated_in(ply);
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// Update transposition table
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Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
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if (bestValue <= oldAlpha)
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{
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// If bestValue isn't changed it means it is still the static evaluation
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// of the node, so keep this info to avoid a future evaluation() call.
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_UPPER, d, MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
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}
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else if (bestValue >= beta)
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{
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move = ss->pv[ply];
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