mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Let check_is_useless() follow SF coding style
No functional change Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
cf85ffbb97
commit
47f5560e2d
1 changed files with 93 additions and 87 deletions
180
src/search.cpp
180
src/search.cpp
|
@ -297,6 +297,8 @@ namespace {
|
|||
template <NodeType PvNode>
|
||||
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
|
||||
|
||||
bool check_is_useless(Position &pos, Move move, Value eval, Value futilityBase, Value beta, Value *bValue);
|
||||
Bitboard attacks(const Piece P, const Square sq, const Bitboard occ);
|
||||
bool connected_moves(const Position& pos, Move m1, Move m2);
|
||||
bool value_is_mate(Value value);
|
||||
Value value_to_tt(Value v, int ply);
|
||||
|
@ -1448,90 +1450,6 @@ split_point_start: // At split points actual search starts from here
|
|||
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,
|
||||
// less than ONE_PLY).
|
||||
|
@ -1670,10 +1588,10 @@ split_point_start: // At split points actual search starts from here
|
|||
// Don't search useless checks
|
||||
if ( !PvNode
|
||||
&& !isCheck
|
||||
&& move != ttMove
|
||||
&& !move_is_promotion(move)
|
||||
&& !pos.move_is_capture(move)
|
||||
&& moveIsCheck
|
||||
&& move != ttMove
|
||||
&& !pos.move_is_capture(move)
|
||||
&& !move_is_promotion(move)
|
||||
&& check_is_useless(pos, move, ss->eval, futilityBase, beta, &bestValue))
|
||||
continue;
|
||||
|
||||
|
@ -1713,6 +1631,94 @@ split_point_start: // At split points actual search starts from here
|
|||
return bestValue;
|
||||
}
|
||||
|
||||
// check_is_useless() tests if a checking move can be pruned in qsearch().
|
||||
// bestValue is updated when necesary.
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// attacks() returns attacked squares.
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// connected_moves() tests whether two moves are 'connected' in the sense
|
||||
// that the first move somehow made the second move possible (for instance
|
||||
|
|
Loading…
Add table
Reference in a new issue