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https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Space inflate movepick.cpp
Also added some FIXME to dubious points. Still no functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
a930aafce0
commit
486ec580f9
2 changed files with 248 additions and 226 deletions
465
src/movepick.cpp
465
src/movepick.cpp
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@ -94,89 +94,84 @@ MovePicker::MovePicker(Position &p, bool pvnode, Move ttm, Move mk,
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/// are no more moves left of the types we are interested in.
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Move MovePicker::get_next_move() {
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Move move;
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while(true) {
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while (true)
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{
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// If we already have a list of generated moves, pick the best move from
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// the list, and return it:
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move = this->pick_move_from_list();
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if(move != MOVE_NONE) {
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assert(move_is_ok(move));
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return move;
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move = pick_move_from_list();
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if (move != MOVE_NONE)
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{
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assert(move_is_ok(move));
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return move;
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}
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// Next phase:
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phaseIndex++;
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switch(PhaseTable[phaseIndex]) {
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switch (PhaseTable[phaseIndex]) {
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case PH_TT_MOVE:
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if(ttMove != MOVE_NONE) {
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assert(move_is_ok(ttMove));
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Move m = generate_move_if_legal(*pos, ttMove, pinned);
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if(m != MOVE_NONE) {
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assert(m == ttMove);
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return m;
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if (ttMove != MOVE_NONE)
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{
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assert(move_is_ok(ttMove));
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if (generate_move_if_legal(*pos, ttMove, pinned) != MOVE_NONE)
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return ttMove;
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}
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}
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break;
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break;
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case PH_MATE_KILLER:
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if(mateKiller != MOVE_NONE) {
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assert(move_is_ok(mateKiller));
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Move m = generate_move_if_legal(*pos, mateKiller, pinned);
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if(m != MOVE_NONE) {
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assert(m == mateKiller);
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return m;
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if (mateKiller != MOVE_NONE)
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{
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assert(move_is_ok(mateKiller));
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if (generate_move_if_legal(*pos, mateKiller, pinned) != MOVE_NONE)
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return ttMove;
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}
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}
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break;
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break;
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case PH_GOOD_CAPTURES:
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// pinned = pos->pinned_pieces(pos->side_to_move());
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numOfMoves = generate_captures(*pos, moves);
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this->score_captures();
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movesPicked = 0;
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break;
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case PH_GOOD_CAPTURES:
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numOfMoves = generate_captures(*pos, moves);
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score_captures();
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movesPicked = 0;
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break;
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case PH_BAD_CAPTURES:
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badCapturesPicked = 0;
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break;
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badCapturesPicked = 0;
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break;
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case PH_NONCAPTURES:
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numOfMoves = generate_noncaptures(*pos, moves);
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this->score_noncaptures();
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movesPicked = 0;
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break;
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numOfMoves = generate_noncaptures(*pos, moves);
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score_noncaptures();
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movesPicked = 0;
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break;
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case PH_EVASIONS:
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assert(pos->is_check());
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// pinned = pos->pinned_pieces(pos->side_to_move());
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numOfMoves = generate_evasions(*pos, moves);
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this->score_evasions();
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movesPicked = 0;
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break;
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assert(pos->is_check());
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numOfMoves = generate_evasions(*pos, moves);
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score_evasions();
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movesPicked = 0;
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break;
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case PH_QCAPTURES:
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// pinned = pos->pinned_pieces(pos->side_to_move());
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numOfMoves = generate_captures(*pos, moves);
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this->score_qcaptures();
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movesPicked = 0;
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break;
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case PH_QCAPTURES:
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numOfMoves = generate_captures(*pos, moves);
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score_qcaptures();
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movesPicked = 0;
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break;
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case PH_QCHECKS:
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numOfMoves = generate_checks(*pos, moves, dc);
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movesPicked = 0;
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break;
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numOfMoves = generate_checks(*pos, moves, dc);
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movesPicked = 0;
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break;
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case PH_STOP:
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return MOVE_NONE;
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return MOVE_NONE;
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default:
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assert(false);
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return MOVE_NONE;
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assert(false);
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return MOVE_NONE;
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}
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}
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assert(false);
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return MOVE_NONE;
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@ -187,32 +182,21 @@ Move MovePicker::get_next_move() {
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/// prevent multiple threads from picking the same move at a split point.
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Move MovePicker::get_next_move(Lock &lock) {
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Move m;
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lock_grab(&lock);
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if(finished) {
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lock_release(&lock);
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return MOVE_NONE;
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}
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m = this->get_next_move();
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if(m == MOVE_NONE)
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finished = true;
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lock_release(&lock);
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return m;
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lock_grab(&lock);
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if (finished)
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{
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lock_release(&lock);
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return MOVE_NONE;
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}
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Move m = get_next_move();
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if (m == MOVE_NONE)
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finished = true;
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lock_release(&lock);
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return m;
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}
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/// MovePicker::number_of_moves() simply returns the numOfMoves member
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/// variable. It is intended to be used in positions where the side to move
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/// is in check, for detecting checkmates or situations where there is only
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/// a single reply to check.
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int MovePicker::number_of_moves() const {
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return numOfMoves;
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
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/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
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/// numerical move ordering score to each move in a move list. The moves
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@ -229,19 +213,17 @@ void MovePicker::score_captures() {
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// where it is possible to recapture with the hanging piece). Exchanging
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// big pieces before capturing a hanging piece probably helps to reduce
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// the subtree size.
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for(int i = 0; i < numOfMoves; i++) {
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int seeValue = pos->see(moves[i].move);
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if(seeValue >= 0) {
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if(move_promotion(moves[i].move))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score =
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int(pos->midgame_value_of_piece_on(move_to(moves[i].move))) -
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int(pos->type_of_piece_on(move_from(moves[i].move)));
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}
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else
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moves[i].score = seeValue;
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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moves[i].score = pos->see(m);
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if (moves[i].score >= 0)
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{
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moves[i].score = move_promotion(m) ? QueenValueMidgame
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: int(pos->midgame_value_of_piece_on(move_to(m)))
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-int(pos->type_of_piece_on(move_from(m)));
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// FIXME second term seems wrong !
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}
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}
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}
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@ -266,29 +248,34 @@ void MovePicker::score_noncaptures() {
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}
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void MovePicker::score_evasions() {
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for(int i = 0; i < numOfMoves; i++) {
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Move m = moves[i].move;
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if(m == ttMove)
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moves[i].score = 2*HistoryMax;
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else if(!pos->square_is_empty(move_to(m))) {
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int seeScore = pos->see(m);
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moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
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}
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else
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moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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if (m == ttMove)
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moves[i].score = 2*HistoryMax;
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else if (!pos->square_is_empty(move_to(m)))
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{
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moves[i].score = pos->see(m);
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if (moves[i].score >= 0)
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moves[i].score += HistoryMax;
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}
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else
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moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
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}
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// FIXME try psqt also here
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}
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void MovePicker::score_qcaptures() {
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// Use MVV/LVA ordering.
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for(int i = 0; i < numOfMoves; i++) {
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Move m = moves[i].move;
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if(move_promotion(m))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score =
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int(pos->midgame_value_of_piece_on(move_to(m))) -
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int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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moves[i].score = move_promotion(m) ? QueenValueMidgame
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: int(pos->midgame_value_of_piece_on(move_to(m)))
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-int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
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// FIXME Why second term like that ???
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}
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}
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@ -302,161 +289,187 @@ void MovePicker::score_qcaptures() {
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/// negative SEE values to the badCaptures[] array.
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Move MovePicker::pick_move_from_list() {
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int bestScore = -10000000;
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int bestIndex;
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Move move;
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switch(PhaseTable[phaseIndex]) {
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switch (PhaseTable[phaseIndex]) {
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case PH_GOOD_CAPTURES:
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while(movesPicked < numOfMoves) {
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bestScore = -10000000;
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bestIndex = -1;
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for(int i = movesPicked; i < numOfMoves; i++) {
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if(moves[i].score < 0) {
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// Losing capture, move it to the badCaptures[] array
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assert(numOfBadCaptures < 63);
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badCaptures[numOfBadCaptures++] = moves[i];
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moves[i--] = moves[--numOfMoves];
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}
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else if(moves[i].score > bestScore) {
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bestIndex = i;
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bestScore = moves[i].score;
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}
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}
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if(bestIndex != -1) { // Found a good capture
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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if(move != ttMove && move != mateKiller &&
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pos->move_is_legal(move, pinned))
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return move;
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}
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}
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break;
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case PH_NONCAPTURES:
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while(movesPicked < numOfMoves) {
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bestScore = -10000000;
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// If this is a PV node or we have only picked a few moves, scan
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// the entire move list for the best move. If many moves have already
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// been searched and it is not a PV node, we are probably failing low
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// anyway, so we just pick the first move from the list.
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if(pvNode || movesPicked < 12) {
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bestIndex = -1;
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for(int i = movesPicked; i < numOfMoves; i++)
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if(moves[i].score > bestScore) {
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bestIndex = i;
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bestScore = moves[i].score;
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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bestScore = -10000000;
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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{
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if (moves[i].score < 0)
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{
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// Losing capture, move it to the badCaptures[] array
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assert(numOfBadCaptures < 63);
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badCaptures[numOfBadCaptures++] = moves[i];
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moves[i--] = moves[--numOfMoves];
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}
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else if (moves[i].score > bestScore)
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{
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bestIndex = i;
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bestScore = moves[i].score;
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}
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}
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if (bestIndex != -1) // Found a good capture
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{
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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if ( move != ttMove
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&& move != mateKiller
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&& pos->move_is_legal(move, pinned))
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return move;
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}
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}
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else
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bestIndex = movesPicked;
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break;
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if(bestIndex != -1) {
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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if(move != ttMove && move != mateKiller &&
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pos->move_is_legal(move, pinned))
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return move;
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}
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case PH_NONCAPTURES:
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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// If this is a PV node or we have only picked a few moves, scan
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// the entire move list for the best move. If many moves have already
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// been searched and it is not a PV node, we are probably failing low
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// anyway, so we just pick the first move from the list.
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if (pvNode || movesPicked < 12)
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{
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bestScore = -10000000;
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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if(moves[i].score > bestScore)
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{
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bestIndex = i;
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bestScore = moves[i].score;
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}
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} else
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bestIndex = movesPicked;
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if (bestIndex != -1)
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{
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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if ( move != ttMove
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&& move != mateKiller
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&& pos->move_is_legal(move, pinned))
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return move;
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}
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}
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break;
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case PH_EVASIONS:
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assert(pos->is_check());
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assert(movesPicked >= 0);
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while(movesPicked < numOfMoves) {
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bestScore = -10000000;
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bestIndex = -1;
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for(int i = movesPicked; i < numOfMoves; i++)
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if(moves[i].score > bestScore) {
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bestIndex = i;
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bestScore = moves[i].score;
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}
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assert(pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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bestScore = -10000000;
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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if (moves[i].score > bestScore)
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{
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bestIndex = i;
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bestScore = moves[i].score;
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}
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if(bestIndex != -1) {
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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return move;
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}
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}
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break;
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case PH_BAD_CAPTURES:
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assert(!pos->is_check());
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assert(badCapturesPicked >= 0);
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// It's probably a good idea to use SEE move ordering here, instead
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// of just picking the first move. FIXME
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while(badCapturesPicked < numOfBadCaptures) {
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move = badCaptures[badCapturesPicked++].move;
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if(move != ttMove && move != mateKiller &&
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pos->move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_QCAPTURES:
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while(movesPicked < numOfMoves) {
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bestScore = -10000000;
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if(movesPicked < 4) {
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bestIndex = -1;
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for(int i = movesPicked; i < numOfMoves; i++)
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if(moves[i].score > bestScore) {
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bestIndex = i;
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bestScore = moves[i].score;
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if (bestIndex != -1)
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{
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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return move;
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}
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}
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else
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bestIndex = movesPicked;
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break;
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if(bestIndex != -1) {
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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// Remember to change the line below if we decide to hash the qsearch!
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// Maybe also postpone the legality check until after futility pruning?
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if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
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return move;
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case PH_BAD_CAPTURES:
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assert(!pos->is_check());
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assert(badCapturesPicked >= 0);
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// It's probably a good idea to use SEE move ordering here, instead
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// of just picking the first move. FIXME
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while (badCapturesPicked < numOfBadCaptures)
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{
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move = badCaptures[badCapturesPicked++].move;
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if ( move != ttMove
|
||||
&& move != mateKiller
|
||||
&& pos->move_is_legal(move, pinned))
|
||||
return move;
|
||||
}
|
||||
}
|
||||
break;
|
||||
break;
|
||||
|
||||
case PH_QCAPTURES:
|
||||
assert(!pos->is_check());
|
||||
assert(movesPicked >= 0);
|
||||
while (movesPicked < numOfMoves)
|
||||
{
|
||||
bestScore = -10000000;
|
||||
if (movesPicked < 4) // FIXME makes sens to score qcaps?
|
||||
{
|
||||
bestIndex = -1;
|
||||
for (int i = movesPicked; i < numOfMoves; i++)
|
||||
if(moves[i].score > bestScore)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestScore = moves[i].score;
|
||||
}
|
||||
} else
|
||||
bestIndex = movesPicked;
|
||||
|
||||
if (bestIndex != -1)
|
||||
{
|
||||
move = moves[bestIndex].move;
|
||||
moves[bestIndex] = moves[movesPicked++];
|
||||
// Remember to change the line below if we decide to hash the qsearch!
|
||||
// Maybe also postpone the legality check until after futility pruning?
|
||||
// FIXME !!!
|
||||
if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
|
||||
return move;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case PH_QCHECKS:
|
||||
assert(!pos->is_check());
|
||||
assert(movesPicked >= 0);
|
||||
// Perhaps we should do something better than just picking the first
|
||||
// move here? FIXME
|
||||
while(movesPicked < numOfMoves) {
|
||||
move = moves[movesPicked++].move;
|
||||
// Remember to change the line below if we decide to hash the qsearch!
|
||||
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
|
||||
return move;
|
||||
}
|
||||
break;
|
||||
assert(!pos->is_check());
|
||||
assert(movesPicked >= 0);
|
||||
// Perhaps we should do something better than just picking the first
|
||||
// move here? FIXME
|
||||
while (movesPicked < numOfMoves)
|
||||
{
|
||||
move = moves[movesPicked++].move;
|
||||
// Remember to change the line below if we decide to hash the qsearch!
|
||||
// FIXME !!!
|
||||
if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
|
||||
return move;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
break;
|
||||
}
|
||||
|
||||
return MOVE_NONE;
|
||||
}
|
||||
|
||||
|
||||
/// MovePicker::current_move_type() returns the type of the just
|
||||
/// picked next move. It can be used in search to further differentiate
|
||||
/// according to the current move type: capture, non capture, escape, etc.
|
||||
MovePicker::MovegenPhase MovePicker::current_move_type() const {
|
||||
return PhaseTable[phaseIndex];
|
||||
}
|
||||
|
||||
|
||||
/// MovePicker::init_phase_table() initializes the PhaseTable[],
|
||||
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
|
||||
/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
|
||||
/// during program startup, and never again while the program is running.
|
||||
|
||||
void MovePicker::init_phase_table() {
|
||||
|
||||
int i = 0;
|
||||
|
||||
// Main search
|
||||
|
|
|
@ -94,6 +94,15 @@ private:
|
|||
//// Inline functions
|
||||
////
|
||||
|
||||
/// MovePicker::number_of_moves() simply returns the numOfMoves member
|
||||
/// variable. It is intended to be used in positions where the side to move
|
||||
/// is in check, for detecting checkmates or situations where there is only
|
||||
/// a single reply to check.
|
||||
|
||||
inline int MovePicker::number_of_moves() const {
|
||||
return numOfMoves;
|
||||
}
|
||||
|
||||
/// MovePicker::discovered_check_candidates() returns a bitboard containing
|
||||
/// all pieces which can possibly give discovered check. This bitboard is
|
||||
/// computed by the constructor function.
|
||||
|
|
Loading…
Add table
Reference in a new issue