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Document mate distance pruning
It is simple but somewhat tricky code that deserves a bit of documentation. A bit of renaming while there. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 12 additions and 7 deletions
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@ -640,11 +640,16 @@ namespace {
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|| ss->ply > PLY_MAX) && !RootNode)
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return VALUE_DRAW;
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// Step 3. Mate distance pruning
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// Step 3. Mate distance pruning. Even if we mate at the next move our score
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// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
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// a shorter mate was found upward in the tree then there is no need to search
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// further, we will never beat current alpha. Same logic but with reversed signs
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// applies also in the opposite condition of being mated instead of giving mate,
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// in this case return a fail-high score.
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if (!RootNode)
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{
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alpha = std::max(value_mated_in(ss->ply), alpha);
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beta = std::min(value_mate_in(ss->ply+1), beta);
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alpha = std::max(mated_in(ss->ply), alpha);
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beta = std::min(mate_in(ss->ply+1), beta);
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if (alpha >= beta)
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return alpha;
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}
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@ -1122,7 +1127,7 @@ split_point_start: // At split points actual search starts from here
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// harmless because return value is discarded anyhow in the parent nodes.
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// If we are in a singular extension search then return a fail low score.
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if (!moveCount)
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return excludedMove ? oldAlpha : inCheck ? value_mated_in(ss->ply) : VALUE_DRAW;
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return excludedMove ? oldAlpha : inCheck ? mated_in(ss->ply) : VALUE_DRAW;
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// If we have pruned all the moves without searching return a fail-low score
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if (bestValue == -VALUE_INFINITE)
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@ -1365,7 +1370,7 @@ split_point_start: // At split points actual search starts from here
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// All legal moves have been searched. A special case: If we're in check
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// and no legal moves were found, it is checkmate.
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if (inCheck && bestValue == -VALUE_INFINITE)
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return value_mated_in(ss->ply);
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return mated_in(ss->ply);
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// Update transposition table
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move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
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@ -391,11 +391,11 @@ extern const Value PieceValueMidgame[17];
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extern const Value PieceValueEndgame[17];
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extern int SquareDistance[64][64];
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inline Value value_mate_in(int ply) {
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inline Value mate_in(int ply) {
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return VALUE_MATE - ply;
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}
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inline Value value_mated_in(int ply) {
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inline Value mated_in(int ply) {
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return -VALUE_MATE + ply;
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}
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