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Drop Chess960 and UCIMultiPV globals and rename MultiPV

No functional change.
This commit is contained in:
Marco Costalba 2012-10-24 13:14:16 +02:00
parent e8e5b9f537
commit 4eda653a56

View file

@ -87,10 +87,9 @@ namespace {
return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)]; return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
} }
size_t MultiPV, UCIMultiPV, PVIdx; size_t PVSize, PVIdx;
TimeManager TimeMgr; TimeManager TimeMgr;
int BestMoveChanges; int BestMoveChanges;
bool Chess960;
Value DrawValue[COLOR_NB]; Value DrawValue[COLOR_NB];
History H; History H;
@ -187,7 +186,6 @@ void Search::think() {
static PolyglotBook book; // Defined static to initialize the PRNG only once static PolyglotBook book; // Defined static to initialize the PRNG only once
Position& pos = RootPosition; Position& pos = RootPosition;
Chess960 = pos.is_chess960();
RootColor = pos.side_to_move(); RootColor = pos.side_to_move();
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move()); TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search(); TT.new_search();
@ -276,8 +274,8 @@ finalize:
pos.this_thread()->wait_for_stop_or_ponderhit(); pos.this_thread()->wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position // Best move could be MOVE_NONE when searching on a stalemate position
sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960) sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], pos.is_chess960())
<< " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << sync_endl; << " ponder " << move_to_uci(RootMoves[0].pv[1], pos.is_chess960()) << sync_endl;
} }
@ -299,12 +297,15 @@ namespace {
bestValue = delta = -VALUE_INFINITE; bestValue = delta = -VALUE_INFINITE;
ss->currentMove = MOVE_NULL; // Hack to skip update gains ss->currentMove = MOVE_NULL; // Hack to skip update gains
UCIMultiPV = Options["MultiPV"]; PVSize = Options["MultiPV"];
Skill skill(Options["Skill Level"]); Skill skill(Options["Skill Level"]);
// Do we have to play with skill handicap? In this case enable MultiPV that // Do we have to play with skill handicap? In this case enable MultiPV search
// we will use behind the scenes to retrieve a set of possible moves. // that we will use behind the scenes to retrieve a set of possible moves.
MultiPV = skill.enabled() ? std::max(UCIMultiPV, (size_t)4) : UCIMultiPV; if (skill.enabled() && PVSize < 4)
PVSize = 4;
PVSize = std::min(PVSize, RootMoves.size());
// Iterative deepening loop until requested to stop or target depth reached // Iterative deepening loop until requested to stop or target depth reached
while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth)) while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
@ -314,11 +315,11 @@ namespace {
for (size_t i = 0; i < RootMoves.size(); i++) for (size_t i = 0; i < RootMoves.size(); i++)
RootMoves[i].prevScore = RootMoves[i].score; RootMoves[i].prevScore = RootMoves[i].score;
prevBestMoveChanges = BestMoveChanges; prevBestMoveChanges = BestMoveChanges; // Only sensible when PVSize == 1
BestMoveChanges = 0; BestMoveChanges = 0;
// MultiPV loop. We perform a full root search for each PV line // MultiPV loop. We perform a full root search for each PV line
for (PVIdx = 0; PVIdx < std::min(MultiPV, RootMoves.size()); PVIdx++) for (PVIdx = 0; PVIdx < PVSize; PVIdx++)
{ {
// Set aspiration window default width // Set aspiration window default width
if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN) if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN)
@ -417,7 +418,7 @@ namespace {
bool stop = false; // Local variable, not the volatile Signals.stop bool stop = false; // Local variable, not the volatile Signals.stop
// Take in account some extra time if the best move has changed // Take in account some extra time if the best move has changed
if (depth > 4 && depth < 50) if (depth > 4 && depth < 50 && PVSize == 1)
TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges); TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges);
// Stop search if most of available time is already consumed. We // Stop search if most of available time is already consumed. We
@ -429,6 +430,7 @@ namespace {
// Stop search early if one move seems to be much better than others // Stop search early if one move seems to be much better than others
if ( depth >= 12 if ( depth >= 12
&& !stop && !stop
&& PVSize == 1
&& ( (bestMoveNeverChanged && pos.captured_piece_type()) && ( (bestMoveNeverChanged && pos.captured_piece_type())
|| Time::now() - SearchTime > (TimeMgr.available_time() * 40) / 100)) || Time::now() - SearchTime > (TimeMgr.available_time() * 40) / 100))
{ {
@ -790,7 +792,7 @@ split_point_start: // At split points actual search starts from here
if (thisThread == Threads.main_thread() && Time::now() - SearchTime > 2000) if (thisThread == Threads.main_thread() && Time::now() - SearchTime > 2000)
sync_cout << "info depth " << depth / ONE_PLY sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960) << " currmove " << move_to_uci(move, pos.is_chess960())
<< " currmovenumber " << moveCount + PVIdx << sync_endl; << " currmovenumber " << moveCount + PVIdx << sync_endl;
} }
@ -970,7 +972,7 @@ split_point_start: // At split points actual search starts from here
// We record how often the best move has been changed in each // We record how often the best move has been changed in each
// iteration. This information is used for time management: When // iteration. This information is used for time management: When
// the best move changes frequently, we allocate some more time. // the best move changes frequently, we allocate some more time.
if (!pvMove && MultiPV == 1) if (!pvMove)
BestMoveChanges++; BestMoveChanges++;
} }
else else
@ -1443,8 +1445,6 @@ split_point_start: // At split points actual search starts from here
Move Skill::pick_move() { Move Skill::pick_move() {
assert(MultiPV > 1);
static RKISS rk; static RKISS rk;
// PRNG sequence should be not deterministic // PRNG sequence should be not deterministic
@ -1452,8 +1452,7 @@ split_point_start: // At split points actual search starts from here
rk.rand<unsigned>(); rk.rand<unsigned>();
// RootMoves are already sorted by score in descending order // RootMoves are already sorted by score in descending order
size_t size = std::min(MultiPV, RootMoves.size()); int variance = std::min(RootMoves[0].score - RootMoves[PVSize - 1].score, PawnValueMg);
int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMg);
int weakness = 120 - 2 * level; int weakness = 120 - 2 * level;
int max_s = -VALUE_INFINITE; int max_s = -VALUE_INFINITE;
best = MOVE_NONE; best = MOVE_NONE;
@ -1461,7 +1460,7 @@ split_point_start: // At split points actual search starts from here
// Choose best move. For each move score we add two terms both dependent on // Choose best move. For each move score we add two terms both dependent on
// weakness, one deterministic and bigger for weaker moves, and one random, // weakness, one deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score. // then we choose the move with the resulting highest score.
for (size_t i = 0; i < size; i++) for (size_t i = 0; i < PVSize; i++)
{ {
int s = RootMoves[i].score; int s = RootMoves[i].score;
@ -1497,7 +1496,7 @@ split_point_start: // At split points actual search starts from here
if (Threads[i].maxPly > selDepth) if (Threads[i].maxPly > selDepth)
selDepth = Threads[i].maxPly; selDepth = Threads[i].maxPly;
for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++) for (size_t i = 0; i < std::min((size_t)Options["MultiPV"], RootMoves.size()); i++)
{ {
bool updated = (i <= PVIdx); bool updated = (i <= PVIdx);
@ -1520,7 +1519,7 @@ split_point_start: // At split points actual search starts from here
<< " pv"; << " pv";
for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++) for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
s << " " << move_to_uci(RootMoves[i].pv[j], Chess960); s << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
} }
return s.str(); return s.str();