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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>
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1 changed files with 106 additions and 10 deletions
116
src/search.cpp
116
src/search.cpp
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@ -1448,6 +1448,89 @@ split_point_start: // At split points actual search starts from here
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return bestValue;
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}
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Bitboard attacks(const Piece P, const Square sq, const Bitboard occ)
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{
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switch(P)
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{
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case WP:
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case BP:
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case WN:
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case BN:
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case WK:
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case BK:
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return StepAttackBB[P][sq];
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case WB:
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case BB:
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return bishop_attacks_bb(sq, occ);
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case WR:
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case BR:
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return rook_attacks_bb(sq, occ);
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case WQ:
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case BQ:
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return bishop_attacks_bb(sq, occ) | rook_attacks_bb(sq, occ);
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default:
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assert(false);
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return 0ULL;
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}
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}
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bool check_is_useless(Position &pos, Move move, Value eval, Value futilityBase, Value beta, Value *bValue)
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{
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Value bestValue = *bValue;
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/// Rule 1. Using checks to reposition pieces when close to beta
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if (eval + PawnValueMidgame / 4 < beta)
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{
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if (eval + PawnValueMidgame / 4 > bestValue)
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bestValue = eval + PawnValueMidgame / 4;
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}
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else
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return false;
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Square from = move_from(move);
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Square to = move_to(move);
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Color oppColor = opposite_color(pos.side_to_move());
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Square oppKing = pos.king_square(oppColor);
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Bitboard occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL <<oppKing);
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Bitboard oppOcc = pos.pieces_of_color(oppColor) & ~(1ULL <<oppKing);
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Bitboard oldAtt = attacks(pos.piece_on(from), from, occ);
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Bitboard newAtt = attacks(pos.piece_on(from), to, occ);
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// Rule 2. Checks which give opponent's king at most one escape square are dangerous
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Bitboard escapeBB = attacks(WK, oppKing, 0) & ~oppOcc & ~newAtt & ~(1ULL << to);
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if (!escapeBB)
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return false;
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if (!(escapeBB & (escapeBB - 1)))
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return false;
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/// Rule 3. Queen contact check is very dangerous
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if ( pos.type_of_piece_on(from) == QUEEN
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&& bit_is_set(attacks(WK, oppKing, 0), to))
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return false;
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/// Rule 4. Creating new double threats with checks
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Bitboard newVictims = oppOcc & ~oldAtt & newAtt;
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while(newVictims)
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{
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Square victimSq = pop_1st_bit(&newVictims);
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Value futilityValue = futilityBase + pos.endgame_value_of_piece_on(victimSq);
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// Note that here we generate illegal "double move"!
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if (futilityValue >= beta && pos.see_sign(make_move(from, victimSq)) >= 0)
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return false;
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if (futilityValue > bestValue)
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bestValue = futilityValue;
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}
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*bValue = bestValue;
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return true;
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}
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// qsearch() is the quiescence search function, which is called by the main
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// search function when the remaining depth is zero (or, to be more precise,
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@ -1466,7 +1549,7 @@ split_point_start: // At split points actual search starts from here
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StateInfo st;
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Move ttMove, move;
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Value bestValue, value, evalMargin, futilityValue, futilityBase;
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bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
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bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
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const TTEntry* tte;
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Value oldAlpha = alpha;
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@ -1476,25 +1559,32 @@ split_point_start: // At split points actual search starts from here
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if (pos.is_draw() || ply >= PLY_MAX - 1)
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return VALUE_DRAW;
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// Decide whether or not to include checks
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isCheck = pos.is_check();
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Depth d;
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if (isCheck || depth >= -ONE_PLY)
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d = DEPTH_ZERO;
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else
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d = DEPTH_ZERO - ONE_PLY;
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// Transposition table lookup. At PV nodes, we don't use the TT for
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// pruning, but only for move ordering.
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tte = TT.retrieve(pos.get_key());
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ttMove = (tte ? tte->move() : MOVE_NONE);
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if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
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if (!PvNode && tte && ok_to_use_TT(tte, d, beta, ply))
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{
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ss->bestMove = ttMove; // Can be MOVE_NONE
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return value_from_tt(tte->value(), ply);
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}
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isCheck = pos.is_check();
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// Evaluate the position statically
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if (isCheck)
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{
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bestValue = futilityBase = -VALUE_INFINITE;
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ss->eval = evalMargin = VALUE_NONE;
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deepChecks = enoughMaterial = false;
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enoughMaterial = false;
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}
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else
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{
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@ -1522,9 +1612,6 @@ split_point_start: // At split points actual search starts from here
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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// If we are near beta then try to get a cutoff pushing checks a bit further
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deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
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// Futility pruning parameters, not needed when in check
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futilityBase = ss->eval + evalMargin + FutilityMarginQS;
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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@ -1534,7 +1621,7 @@ split_point_start: // At split points actual search starts from here
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// to search the moves. Because the depth is <= 0 here, only captures,
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// queen promotions and checks (only if depth == 0 or depth == -ONE_PLY
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// and we are near beta) will be generated.
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MovePicker mp = MovePicker(pos, ttMove, deepChecks ? DEPTH_ZERO : depth, H);
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MovePicker mp = MovePicker(pos, ttMove, d, H);
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CheckInfo ci(pos);
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// Loop through the moves until no moves remain or a beta cutoff occurs
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@ -1580,6 +1667,16 @@ split_point_start: // At split points actual search starts from here
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&& pos.see_sign(move) < 0)
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continue;
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// Don't search useless checks
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if ( !PvNode
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&& !isCheck
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&& move != ttMove
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&& !move_is_promotion(move)
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&& !pos.move_is_capture(move)
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&& moveIsCheck
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&& check_is_useless(pos, move, ss->eval, futilityBase, beta, &bestValue))
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continue;
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// Update current move
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ss->currentMove = move;
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@ -1608,7 +1705,6 @@ split_point_start: // At split points actual search starts from here
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return value_mated_in(ply);
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// Update transposition table
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Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
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ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);
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