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Simplify away SEE verification
After 4 simplificatons over PR#4453 the idea does not yield significant improvement anymore. Maybe also https://tests.stockfishchess.org/tests/view/640c88092644b62c3394c1c5 was a fluke. Passed non-regression bounds: STC: https://tests.stockfishchess.org/tests/view/64705389c079b6583146d873 LLR: 2.93 (-2.94,2.94) <-1.75,0.25> Total: 131936 W: 35040 L: 34930 D: 61966 Ptnml(0-2): 336, 14559, 36035, 14735, 303 LTC: https://tests.stockfishchess.org/tests/view/6471a2ade549d9cf2fb213cd LLR: 2.95 (-2.94,2.94) <-1.75,0.25> Total: 407700 W: 109999 L: 110164 D: 187537 Ptnml(0-2): 279, 39913, 123689, 39632, 337 closes https://github.com/official-stockfish/Stockfish/pull/4595 bench: 2675974
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3 changed files with 8 additions and 30 deletions
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@ -1061,7 +1061,7 @@ Key Position::key_after(Move m) const {
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/// SEE value of move is greater or equal to the given threshold. We'll use an
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/// algorithm similar to alpha-beta pruning with a null window.
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bool Position::see_ge(Move m, Bitboard& occupied, Value threshold) const {
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bool Position::see_ge(Move m, Value threshold) const {
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assert(is_ok(m));
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@ -1080,7 +1080,7 @@ bool Position::see_ge(Move m, Bitboard& occupied, Value threshold) const {
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return true;
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assert(color_of(piece_on(from)) == sideToMove);
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occupied = pieces() ^ from ^ to; // xoring to is important for pinned piece logic
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Bitboard occupied = pieces() ^ from ^ to; // xoring to is important for pinned piece logic
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Color stm = sideToMove;
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Bitboard attackers = attackers_to(to, occupied);
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Bitboard stmAttackers, bb;
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@ -1111,43 +1111,43 @@ bool Position::see_ge(Move m, Bitboard& occupied, Value threshold) const {
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// the bitboard 'attackers' any X-ray attackers behind it.
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if ((bb = stmAttackers & pieces(PAWN)))
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{
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occupied ^= least_significant_square_bb(bb);
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if ((swap = PawnValueMg - swap) < res)
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break;
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occupied ^= least_significant_square_bb(bb);
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attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
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}
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else if ((bb = stmAttackers & pieces(KNIGHT)))
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{
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occupied ^= least_significant_square_bb(bb);
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if ((swap = KnightValueMg - swap) < res)
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break;
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occupied ^= least_significant_square_bb(bb);
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}
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else if ((bb = stmAttackers & pieces(BISHOP)))
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{
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occupied ^= least_significant_square_bb(bb);
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if ((swap = BishopValueMg - swap) < res)
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break;
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occupied ^= least_significant_square_bb(bb);
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attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
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}
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else if ((bb = stmAttackers & pieces(ROOK)))
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{
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occupied ^= least_significant_square_bb(bb);
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if ((swap = RookValueMg - swap) < res)
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break;
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occupied ^= least_significant_square_bb(bb);
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attackers |= attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN);
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}
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else if ((bb = stmAttackers & pieces(QUEEN)))
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{
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occupied ^= least_significant_square_bb(bb);
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if ((swap = QueenValueMg - swap) < res)
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break;
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occupied ^= least_significant_square_bb(bb);
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attackers |= (attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN))
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| (attacks_bb<ROOK >(to, occupied) & pieces(ROOK , QUEEN));
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@ -1162,11 +1162,6 @@ bool Position::see_ge(Move m, Bitboard& occupied, Value threshold) const {
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return bool(res);
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}
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bool Position::see_ge(Move m, Value threshold) const {
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Bitboard occupied;
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return see_ge(m, occupied, threshold);
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}
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/// Position::is_draw() tests whether the position is drawn by 50-move rule
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/// or by repetition. It does not detect stalemates.
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@ -143,7 +143,6 @@ public:
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void undo_null_move();
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// Static Exchange Evaluation
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bool see_ge(Move m, Bitboard& occupied, Value threshold = VALUE_ZERO) const;
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bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
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// Accessing hash keys
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@ -989,25 +989,9 @@ moves_loop: // When in check, search starts here
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+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 7 < alpha)
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continue;
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Bitboard occupied;
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// SEE based pruning (~11 Elo)
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if (!pos.see_ge(move, occupied, Value(-212) * depth))
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{
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// Don't prune the move if opponent King/Queen/Rook gets a discovered attack during or after the exchanges
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Bitboard leftEnemies = pos.pieces(~us, KING, QUEEN, ROOK);
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Bitboard attacks = 0;
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occupied |= to_sq(move);
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while (leftEnemies && !attacks)
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{
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Square sq = pop_lsb(leftEnemies);
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attacks = pos.attackers_to(sq, occupied) & pos.pieces(us) & occupied;
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// Exclude Queen/Rook(s) which were already threatened before SEE (opponent King can't be in check when it's our turn)
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if (attacks && sq != pos.square<KING>(~us) && (pos.attackers_to(sq, pos.pieces()) & pos.pieces(us)))
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attacks = 0;
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}
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if (!attacks)
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if (!pos.see_ge(move, Value(-205) * depth))
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continue;
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}
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}
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else
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{
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