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https://github.com/sockspls/badfish
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Change the flow in wich moves are generated and picked
In MovePicker we get the next move with pick_move_from_list(), then check if the return value is equal to MOVE_NONE and in this case we update the state to the new phase. This patch reorders the flow so that now from pick_move_from_list() renamed get_next_move() we directly call go_next_phase() to generate and sort the next bunch of moves when there are no more move to try. This avoids to always check for pick_move_from_list() returned value and the flow is more linear and natural. Also use a local variable instead of a pointer dereferencing in a time critical switch statement in get_next_move() With this patch alone we have an incredible speed up of 3.2% !!! No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
129cde008c
commit
6cf28d4aa7
2 changed files with 175 additions and 186 deletions
147
src/movepick.cpp
147
src/movepick.cpp
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@ -43,12 +43,12 @@ namespace {
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/// Variables
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CACHE_LINE_ALIGNMENT
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const MovegenPhaseT MainSearchPhaseTable[] = { PH_STOP, PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT LowSearchPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_NULL_MOVE, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT EvasionsPhaseTable[] = { PH_STOP, PH_EVASIONS, PH_STOP};
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const MovegenPhaseT QsearchWithChecksPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP};
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const MovegenPhaseT QsearchWithoutChecksPhaseTable[] = { PH_STOP, PH_TT_MOVES, PH_QCAPTURES, PH_STOP};
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const MovegenPhaseT MainSearchPhaseTable[] = { PH_NULL_MOVE, PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT MainSearchNoNullPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT LowSearchPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_NULL_MOVE, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const MovegenPhaseT EvasionsPhaseTable[] = { PH_EVASIONS, PH_STOP};
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const MovegenPhaseT QsearchWithChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP};
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const MovegenPhaseT QsearchWithoutChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_STOP};
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}
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@ -75,9 +75,14 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
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} else
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ttMoves[1] = killers[0] = killers[1] = MOVE_NONE;
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movesPicked = numOfMoves = numOfBadCaptures = 0;
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numOfBadCaptures = 0;
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finished = false;
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Color us = pos.side_to_move();
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dc = p.discovered_check_candidates(us);
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pinned = p.pinned_pieces(us);
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if (p.is_check())
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phasePtr = EvasionsPhaseTable;
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else if (d >= Depth(3 * OnePly))
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@ -89,118 +94,71 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
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else
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phasePtr = QsearchWithoutChecksPhaseTable;
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Color us = pos.side_to_move();
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dc = p.discovered_check_candidates(us);
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pinned = p.pinned_pieces(us);
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phasePtr--;
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go_next_phase();
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}
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/// MovePicker::get_next_move() is the most important method of the MovePicker
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/// class. It returns a new legal move every time it is called, until there
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/// are no more moves left of the types we are interested in.
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/// MovePicker::go_next_phase() generates, scores and sorts the next bunch
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/// of moves when there are no more moves to try for the currrent phase.
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Move MovePicker::get_next_move() {
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void MovePicker::go_next_phase() {
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Move move;
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while (true)
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{
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// If we already have a list of generated moves, pick the best move from
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// the list, and return it.
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move = pick_move_from_list();
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if (move != MOVE_NONE)
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{
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assert(move_is_ok(move));
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return move;
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}
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// Next phase
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phasePtr++;
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switch (*phasePtr) {
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movesPicked = 0;
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phase = *(++phasePtr);
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switch (phase) {
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case PH_NULL_MOVE:
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return MOVE_NULL;
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case PH_TT_MOVES:
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movesPicked = 0; // This is used as index to ttMoves[]
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break;
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return;
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case PH_GOOD_CAPTURES:
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numOfMoves = generate_captures(pos, moves);
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score_captures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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return;
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case PH_KILLERS:
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movesPicked = 0; // This is used as index to killers[]
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break;
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return;
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case PH_NONCAPTURES:
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numOfMoves = generate_noncaptures(pos, moves);
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score_noncaptures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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return;
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case PH_BAD_CAPTURES:
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// Bad captures SEE value is already calculated so just sort them
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// to get SEE move ordering.
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std::sort(badCaptures, badCaptures + numOfBadCaptures);
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movesPicked = 0;
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break;
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return;
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case PH_EVASIONS:
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assert(pos.is_check());
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numOfMoves = generate_evasions(pos, moves, pinned);
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score_evasions();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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return;
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case PH_QCAPTURES:
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numOfMoves = generate_captures(pos, moves);
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score_captures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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return;
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case PH_QCHECKS:
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// Perhaps we should order moves move here? FIXME
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numOfMoves = generate_non_capture_checks(pos, moves, dc);
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movesPicked = 0;
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break;
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return;
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case PH_STOP:
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return MOVE_NONE;
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return;
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default:
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assert(false);
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return MOVE_NONE;
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return;
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}
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}
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}
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/// A variant of get_next_move() which takes a lock as a parameter, used to
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/// prevent multiple threads from picking the same move at a split point.
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Move MovePicker::get_next_move(Lock &lock) {
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lock_grab(&lock);
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if (finished)
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{
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lock_release(&lock);
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return MOVE_NONE;
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}
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Move m = get_next_move();
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if (m == MOVE_NONE)
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finished = true;
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lock_release(&lock);
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return m;
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
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@ -276,19 +234,25 @@ void MovePicker::score_evasions() {
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}
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}
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/// MovePicker::get_next_move() is the most important method of the MovePicker
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/// class. It returns a new legal move every time it is called, until there
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/// are no more moves left.
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/// It picks the move with the biggest score from a list of generated moves taking
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/// care not to return the tt move if that has already been serched previously.
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/// MovePicker::pick_move_from_list() picks the move with the biggest score
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/// from a list of generated moves (moves[] or badCaptures[], depending on
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/// the current move generation phase). It takes care not to return the
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/// transposition table move if that has already been serched previously.
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Move MovePicker::pick_move_from_list() {
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Move MovePicker::get_next_move() {
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assert(movesPicked >= 0);
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assert(!pos.is_check() || *phasePtr == PH_EVASIONS || *phasePtr == PH_STOP);
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assert( pos.is_check() || *phasePtr != PH_EVASIONS);
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switch (*phasePtr) {
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while (true)
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{
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switch (phase) {
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case PH_NULL_MOVE:
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go_next_phase();
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return MOVE_NULL;
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case PH_TT_MOVES:
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while (movesPicked < 2) {
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@ -368,8 +332,33 @@ Move MovePicker::pick_move_from_list() {
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}
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break;
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case PH_STOP:
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return MOVE_NONE;
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default:
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assert(false);
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break;
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}
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go_next_phase();
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}
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return MOVE_NONE;
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}
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/// A variant of get_next_move() which takes a lock as a parameter, used to
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/// prevent multiple threads from picking the same move at a split point.
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Move MovePicker::get_next_move(Lock &lock) {
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lock_grab(&lock);
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if (finished)
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{
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lock_release(&lock);
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return MOVE_NONE;
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}
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Move m = get_next_move();
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if (m == MOVE_NONE)
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finished = true;
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lock_release(&lock);
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return m;
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}
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@ -75,13 +75,13 @@ private:
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void score_captures();
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void score_noncaptures();
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void score_evasions();
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Move pick_move_from_list();
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void go_next_phase();
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const Position& pos;
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const History& H;
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Move ttMoves[2], killers[2];
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const MovegenPhaseT* phasePtr;
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int movesPicked, numOfMoves, numOfBadCaptures;
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int phase, movesPicked, numOfMoves, numOfBadCaptures;
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bool finished;
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Bitboard dc, pinned;
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MoveStack moves[256], badCaptures[64];
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