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Use ply counter in Position object

And avoid a redundant one passed as argument in
search calls.

Also renamed gamePly in ply to better clarify this
is used as search ply and is set to zero at the
beginning of the search.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-05-31 21:38:34 +01:00
parent ee8ccac622
commit 6716337f40
5 changed files with 54 additions and 52 deletions

View file

@ -703,7 +703,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, gamePly, pliesFromNull;
int castleRights, rule50, ply, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
@ -715,7 +715,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->gamePly++] = key;
history[st->ply++] = key;
// Update side to move
key ^= zobSideToMove;
@ -819,7 +819,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
set_bit(&(byTypeBB[promotion]), to);
board[to] = piece_of_color_and_type(us, promotion);
// Update piece counts
// Update piece counts
pieceCount[us][promotion]++;
pieceCount[us][PAWN]--;
@ -1243,7 +1243,7 @@ void Position::do_null_move(StateInfo& backupSt) {
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->gamePly++] = st->key;
history[st->ply++] = st->key;
// Update the necessary information
if (st->epSquare != SQ_NONE)
@ -1278,7 +1278,7 @@ void Position::undo_null_move() {
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
st->gamePly--;
st->ply--;
}
@ -1481,15 +1481,15 @@ void Position::clear() {
}
/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
/// Position::reset_ply() simply sets ply to 0. It is used from the
/// UCI interface code, whenever a non-reversible move is made in a
/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
/// for the program to handle games of arbitrary length, as long as the GUI
/// handles draws by the 50 move rule correctly.
void Position::reset_game_ply() {
void Position::reset_ply() {
st->gamePly = 0;
st->ply = 0;
}
@ -1666,9 +1666,11 @@ bool Position::is_draw() const {
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
// Draw by repetition?
for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
if (history[st->gamePly - i] == st->key)
assert(st->ply >= st->rule50);
// Draw by repetition?
for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2)
if (history[st->ply - i] == st->key)
return true;
return false;

View file

@ -100,7 +100,7 @@ enum Phase {
struct StateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, gamePly, pliesFromNull;
int castleRights, rule50, ply, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
@ -273,7 +273,7 @@ public:
// Game ply information
int ply() const;
void reset_game_ply();
void reset_ply();
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
@ -558,7 +558,7 @@ inline PieceType Position::captured_piece() const {
}
inline int Position::ply() const {
return st->gamePly;
return st->ply;
}
#endif // !defined(POSITION_H_INCLUDED)

View file

@ -89,7 +89,7 @@ namespace {
void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
void split(const Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue,
Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, int master, bool pvNode);
private:
@ -285,10 +285,10 @@ namespace {
Value root_search(Position& pos, SearchStack* ss, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply, int threadID);
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int threadID);
template <NodeType PvNode>
void sp_search(SplitPoint* sp, int threadID);
@ -637,6 +637,7 @@ namespace {
H.clear();
init_ss_array(ss);
ValueByIteration[1] = rml.get_move_score(0);
p.reset_ply();
Iteration = 1;
// Is one move significantly better than others after initial scoring ?
@ -877,7 +878,7 @@ namespace {
alpha = -VALUE_INFINITE;
// Full depth PV search, done on first move or after a fail high
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1, false, 0);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, 0);
}
else
{
@ -894,7 +895,7 @@ namespace {
if (ss->reduction)
{
// Reduced depth non-pv search using alpha as upperbound
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1, true, 0);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, true, 0);
doFullDepthSearch = (value > alpha);
}
}
@ -904,12 +905,12 @@ namespace {
{
// Full depth non-pv search using alpha as upperbound
ss->reduction = Depth(0);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1, true, 0);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, true, 0);
// If we are above alpha then research at same depth but as PV
// to get a correct score or eventually a fail high above beta.
if (value > alpha)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1, false, 0);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, 0);
}
}
@ -1033,12 +1034,12 @@ namespace {
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth,
int ply, bool allowNullmove, int threadID, Move excludedMove) {
bool allowNullmove, int threadID, Move excludedMove) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(ply >= 0 && ply < PLY_MAX);
assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
assert(threadID >= 0 && threadID < TM.active_threads());
Move movesSearched[256];
@ -1052,11 +1053,12 @@ namespace {
bool isCheck, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
int moveCount = 0;
int ply = pos.ply();
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
if (depth < OnePly)
return qsearch<PvNode>(pos, ss, alpha, beta, Depth(0), ply, threadID);
return qsearch<PvNode>(pos, ss, alpha, beta, Depth(0), threadID);
// Step 1. Initialize node and poll
// Polling can abort search.
@ -1129,7 +1131,7 @@ namespace {
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply, threadID);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), threadID);
if (v < rbeta)
// Logically we should return (v + razor_margin(depth)), but
// surprisingly this did slightly weaker in tests.
@ -1171,7 +1173,7 @@ namespace {
pos.do_null_move(st);
nullValue = -search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1, false, threadID);
nullValue = -search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, false, threadID);
pos.undo_null_move();
@ -1185,7 +1187,7 @@ namespace {
return nullValue;
// Do zugzwang verification search
Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, ply, false, threadID);
Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, false, threadID);
if (v >= beta)
return nullValue;
} else {
@ -1212,7 +1214,7 @@ namespace {
&& (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
{
Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
search<PvNode>(pos, ss, alpha, beta, d, ply, false, threadID);
search<PvNode>(pos, ss, alpha, beta, d, false, threadID);
ttMove = ss->pv[ply];
tte = TT.retrieve(posKey);
}
@ -1259,7 +1261,7 @@ namespace {
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
Value b = ttValue - SingularExtensionMargin;
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply, false, threadID, move);
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, false, threadID, move);
if (v < ttValue - SingularExtensionMargin)
ext = OnePly;
@ -1306,7 +1308,7 @@ namespace {
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (PvNode && moveCount == 1)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1, false, threadID);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, threadID);
else
{
// Step 14. Reduced depth search
@ -1322,7 +1324,7 @@ namespace {
ss->reduction = reduction<PvNode>(depth, moveCount);
if (ss->reduction)
{
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, true, threadID);
doFullDepthSearch = (value > alpha);
}
@ -1332,7 +1334,7 @@ namespace {
if (doFullDepthSearch && ss->reduction > 2 * OnePly)
{
ss->reduction = OnePly;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, true, threadID);
doFullDepthSearch = (value > alpha);
}
}
@ -1341,13 +1343,13 @@ namespace {
if (doFullDepthSearch)
{
ss->reduction = Depth(0);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, true, threadID);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > alpha && value < beta)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1, false, threadID);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, false, threadID);
}
}
@ -1380,7 +1382,7 @@ namespace {
&& TM.available_thread_exists(threadID)
&& !AbortSearch
&& !TM.thread_should_stop(threadID))
TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
TM.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
mateThreat, &moveCount, &mp, threadID, PvNode);
}
@ -1425,14 +1427,13 @@ namespace {
// less than OnePly).
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta,
Depth depth, int ply, int threadID) {
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int threadID) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(depth <= 0);
assert(ply >= 0 && ply < PLY_MAX);
assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
assert(threadID >= 0 && threadID < TM.active_threads());
EvalInfo ei;
@ -1442,6 +1443,7 @@ namespace {
bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte = NULL;
int moveCount = 0;
int ply = pos.ply();
Value oldAlpha = alpha;
// Initialize, and make an early exit in case of an aborted search,
@ -1563,7 +1565,7 @@ namespace {
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1, threadID);
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, threadID);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
@ -1636,6 +1638,7 @@ namespace {
Position pos(*sp->pos);
CheckInfo ci(pos);
int ply = pos.ply();
SearchStack* ss = sp->sstack[threadID] + 1;
isCheck = pos.is_check();
@ -1709,7 +1712,7 @@ namespace {
if (ss->reduction)
{
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, true, threadID);
doFullDepthSearch = (value > localAlpha);
}
@ -1720,7 +1723,7 @@ namespace {
{
ss->reduction = OnePly;
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, true, threadID);
doFullDepthSearch = (value > localAlpha);
}
}
@ -1730,10 +1733,10 @@ namespace {
{
ss->reduction = Depth(0);
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->ply+1, true, threadID);
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, true, threadID);
if (PvNode && value > localAlpha && value < sp->beta)
value = -search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1, false, threadID);
value = -search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, false, threadID);
}
// Step 16. Undo move
@ -1756,7 +1759,7 @@ namespace {
if (PvNode && value < sp->beta) // This guarantees that always: sp->alpha < sp->beta
sp->alpha = value;
sp_update_pv(sp->parentSstack, ss, sp->ply);
sp_update_pv(sp->parentSstack, ss, ply);
}
}
}
@ -2622,11 +2625,10 @@ namespace {
// split() returns.
template <bool Fake>
void ThreadsManager::split(const Position& p, SearchStack* ss, int ply, Value* alpha,
const Value beta, Value* bestValue, Depth depth, bool mateThreat,
int* moveCount, MovePicker* mp, int master, bool pvNode) {
void ThreadsManager::split(const Position& p, SearchStack* ss, Value* alpha, const Value beta,
Value* bestValue, Depth depth, bool mateThreat, int* moveCount,
MovePicker* mp, int master, bool pvNode) {
assert(p.is_ok());
assert(ply > 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE);
assert(*bestValue <= *alpha);
assert(*alpha < beta);
@ -2652,7 +2654,6 @@ namespace {
// Initialize the split point object
splitPoint->parent = threads[master].splitPoint;
splitPoint->stopRequest = false;
splitPoint->ply = ply;
splitPoint->depth = depth;
splitPoint->mateThreat = mateThreat;
splitPoint->alpha = *alpha;
@ -2787,7 +2788,7 @@ namespace {
init_ss_array(ss);
pos.do_move(cur->move, st);
moves[count].move = cur->move;
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 0);
moves[count].pv[0] = cur->move;
moves[count].pv[1] = MOVE_NONE;
pos.undo_move(cur->move);

View file

@ -54,7 +54,6 @@ struct SplitPoint {
Depth depth;
bool pvNode, mateThreat;
Value beta;
int ply;
SearchStack sstack[MAX_THREADS][PLY_MAX_PLUS_2];
// Const pointers to shared data

View file

@ -206,7 +206,7 @@ namespace {
move = move_from_string(RootPosition, token);
RootPosition.do_move(move, st);
if (RootPosition.rule_50_counter() == 0)
RootPosition.reset_game_ply();
RootPosition.reset_ply();
}
// Our StateInfo st is about going out of scope so copy
// its content inside RootPosition before they disappear.