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Let check_is_useless() follow SF coding style

No functional change

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Joona Kiiski 2010-12-14 15:49:06 +02:00 committed by Marco Costalba
parent cf85ffbb97
commit 47f5560e2d

View file

@ -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