1
0
Fork 0
mirror of 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:
Marco Costalba 2008-10-16 14:25:56 +02:00
parent a930aafce0
commit 486ec580f9
2 changed files with 248 additions and 226 deletions

View file

@ -94,89 +94,84 @@ MovePicker::MovePicker(Position &p, bool pvnode, Move ttm, Move mk,
/// are no more moves left of the types we are interested in.
Move MovePicker::get_next_move() {
Move move;
while(true) {
while (true)
{
// If we already have a list of generated moves, pick the best move from
// the list, and return it:
move = this->pick_move_from_list();
if(move != MOVE_NONE) {
assert(move_is_ok(move));
return move;
move = pick_move_from_list();
if (move != MOVE_NONE)
{
assert(move_is_ok(move));
return move;
}
// Next phase:
phaseIndex++;
switch(PhaseTable[phaseIndex]) {
switch (PhaseTable[phaseIndex]) {
case PH_TT_MOVE:
if(ttMove != MOVE_NONE) {
assert(move_is_ok(ttMove));
Move m = generate_move_if_legal(*pos, ttMove, pinned);
if(m != MOVE_NONE) {
assert(m == ttMove);
return m;
if (ttMove != MOVE_NONE)
{
assert(move_is_ok(ttMove));
if (generate_move_if_legal(*pos, ttMove, pinned) != MOVE_NONE)
return ttMove;
}
}
break;
break;
case PH_MATE_KILLER:
if(mateKiller != MOVE_NONE) {
assert(move_is_ok(mateKiller));
Move m = generate_move_if_legal(*pos, mateKiller, pinned);
if(m != MOVE_NONE) {
assert(m == mateKiller);
return m;
if (mateKiller != MOVE_NONE)
{
assert(move_is_ok(mateKiller));
if (generate_move_if_legal(*pos, mateKiller, pinned) != MOVE_NONE)
return ttMove;
}
}
break;
break;
case PH_GOOD_CAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_captures();
movesPicked = 0;
break;
case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(*pos, moves);
score_captures();
movesPicked = 0;
break;
case PH_BAD_CAPTURES:
badCapturesPicked = 0;
break;
badCapturesPicked = 0;
break;
case PH_NONCAPTURES:
numOfMoves = generate_noncaptures(*pos, moves);
this->score_noncaptures();
movesPicked = 0;
break;
numOfMoves = generate_noncaptures(*pos, moves);
score_noncaptures();
movesPicked = 0;
break;
case PH_EVASIONS:
assert(pos->is_check());
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_evasions(*pos, moves);
this->score_evasions();
movesPicked = 0;
break;
assert(pos->is_check());
numOfMoves = generate_evasions(*pos, moves);
score_evasions();
movesPicked = 0;
break;
case PH_QCAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_qcaptures();
movesPicked = 0;
break;
case PH_QCAPTURES:
numOfMoves = generate_captures(*pos, moves);
score_qcaptures();
movesPicked = 0;
break;
case PH_QCHECKS:
numOfMoves = generate_checks(*pos, moves, dc);
movesPicked = 0;
break;
numOfMoves = generate_checks(*pos, moves, dc);
movesPicked = 0;
break;
case PH_STOP:
return MOVE_NONE;
return MOVE_NONE;
default:
assert(false);
return MOVE_NONE;
assert(false);
return MOVE_NONE;
}
}
assert(false);
return MOVE_NONE;
@ -187,32 +182,21 @@ Move MovePicker::get_next_move() {
/// prevent multiple threads from picking the same move at a split point.
Move MovePicker::get_next_move(Lock &lock) {
Move m;
lock_grab(&lock);
if(finished) {
lock_release(&lock);
return MOVE_NONE;
}
m = this->get_next_move();
if(m == MOVE_NONE)
finished = true;
lock_release(&lock);
return m;
lock_grab(&lock);
if (finished)
{
lock_release(&lock);
return MOVE_NONE;
}
Move m = get_next_move();
if (m == MOVE_NONE)
finished = true;
lock_release(&lock);
return m;
}
/// 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.
int MovePicker::number_of_moves() const {
return numOfMoves;
}
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
@ -229,19 +213,17 @@ void MovePicker::score_captures() {
// where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
for(int i = 0; i < numOfMoves; i++) {
int seeValue = pos->see(moves[i].move);
if(seeValue >= 0) {
if(move_promotion(moves[i].move))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(moves[i].move))) -
int(pos->type_of_piece_on(move_from(moves[i].move)));
}
else
moves[i].score = seeValue;
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
moves[i].score = pos->see(m);
if (moves[i].score >= 0)
{
moves[i].score = move_promotion(m) ? QueenValueMidgame
: int(pos->midgame_value_of_piece_on(move_to(m)))
-int(pos->type_of_piece_on(move_from(m)));
// FIXME second term seems wrong !
}
}
}
@ -266,29 +248,34 @@ void MovePicker::score_noncaptures() {
}
void MovePicker::score_evasions() {
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(m == ttMove)
moves[i].score = 2*HistoryMax;
else if(!pos->square_is_empty(move_to(m))) {
int seeScore = pos->see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
}
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
if (m == ttMove)
moves[i].score = 2*HistoryMax;
else if (!pos->square_is_empty(move_to(m)))
{
moves[i].score = pos->see(m);
if (moves[i].score >= 0)
moves[i].score += HistoryMax;
}
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
}
// FIXME try psqt also here
}
void MovePicker::score_qcaptures() {
// Use MVV/LVA ordering.
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(m))) -
int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
moves[i].score = move_promotion(m) ? QueenValueMidgame
: int(pos->midgame_value_of_piece_on(move_to(m)))
-int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
// FIXME Why second term like that ???
}
}
@ -302,161 +289,187 @@ void MovePicker::score_qcaptures() {
/// negative SEE values to the badCaptures[] array.
Move MovePicker::pick_move_from_list() {
int bestScore = -10000000;
int bestIndex;
Move move;
switch(PhaseTable[phaseIndex]) {
switch (PhaseTable[phaseIndex]) {
case PH_GOOD_CAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++) {
if(moves[i].score < 0) {
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
else if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
if(bestIndex != -1) { // Found a good capture
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_NONCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
if(pvNode || movesPicked < 12) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
assert(!pos->is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
bestScore = -10000000;
bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
{
if (moves[i].score < 0)
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
else if (moves[i].score > bestScore)
{
bestIndex = i;
bestScore = moves[i].score;
}
}
if (bestIndex != -1) // Found a good capture
{
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller
&& pos->move_is_legal(move, pinned))
return move;
}
}
else
bestIndex = movesPicked;
break;
if(bestIndex != -1) {
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
case PH_NONCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
if (pvNode || movesPicked < 12)
{
bestScore = -10000000;
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++];
if ( move != ttMove
&& move != mateKiller
&& pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_EVASIONS:
assert(pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
assert(pos->is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
bestScore = -10000000;
bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
if (moves[i].score > bestScore)
{
bestIndex = i;
bestScore = moves[i].score;
}
if(bestIndex != -1) {
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
return move;
}
}
break;
case PH_BAD_CAPTURES:
assert(!pos->is_check());
assert(badCapturesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while(badCapturesPicked < numOfBadCaptures) {
move = badCaptures[badCapturesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
break;
case PH_QCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
if(movesPicked < 4) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
if (bestIndex != -1)
{
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
return move;
}
}
else
bestIndex = movesPicked;
break;
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?
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
return move;
case PH_BAD_CAPTURES:
assert(!pos->is_check());
assert(badCapturesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while (badCapturesPicked < numOfBadCaptures)
{
move = badCaptures[badCapturesPicked++].move;
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

View file

@ -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.