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Selective checks at qsearch

After 5821 games
Mod- Orig:  1014 - 869 - 3938 ELO +8 (+- 3.6) LOS 97%

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Joona Kiiski 2010-12-12 11:54:50 +02:00 committed by Marco Costalba
parent 6afcfd00f2
commit 6596dc9516

View file

@ -1448,6 +1448,89 @@ 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,
@ -1466,7 +1549,7 @@ split_point_start: // At split points actual search starts from here
StateInfo st;
Move ttMove, move;
Value bestValue, value, evalMargin, futilityValue, futilityBase;
bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
Value oldAlpha = alpha;
@ -1476,25 +1559,32 @@ split_point_start: // At split points actual search starts from here
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
// Decide whether or not to include checks
isCheck = pos.is_check();
Depth d;
if (isCheck || depth >= -ONE_PLY)
d = DEPTH_ZERO;
else
d = DEPTH_ZERO - ONE_PLY;
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
if (!PvNode && tte && ok_to_use_TT(tte, d, beta, ply))
{
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
isCheck = pos.is_check();
// Evaluate the position statically
if (isCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = evalMargin = VALUE_NONE;
deepChecks = enoughMaterial = false;
enoughMaterial = false;
}
else
{
@ -1522,9 +1612,6 @@ split_point_start: // At split points actual search starts from here
if (PvNode && bestValue > alpha)
alpha = bestValue;
// If we are near beta then try to get a cutoff pushing checks a bit further
deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
// Futility pruning parameters, not needed when in check
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
@ -1534,7 +1621,7 @@ split_point_start: // At split points actual search starts from here
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0 or depth == -ONE_PLY
// and we are near beta) will be generated.
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? DEPTH_ZERO : depth, H);
MovePicker mp = MovePicker(pos, ttMove, d, H);
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
@ -1580,6 +1667,16 @@ split_point_start: // At split points actual search starts from here
&& pos.see_sign(move) < 0)
continue;
// Don't search useless checks
if ( !PvNode
&& !isCheck
&& move != ttMove
&& !move_is_promotion(move)
&& !pos.move_is_capture(move)
&& moveIsCheck
&& check_is_useless(pos, move, ss->eval, futilityBase, beta, &bestValue))
continue;
// Update current move
ss->currentMove = move;
@ -1608,7 +1705,6 @@ split_point_start: // At split points actual search starts from here
return value_mated_in(ply);
// Update transposition table
Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);