1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 08:43:09 +00:00

Merge remote-tracking branch 'upstream/master' into clusterMergeMaster7

This commit is contained in:
Joost VandeVondele 2019-10-20 09:20:34 +02:00
commit 8a9d269855
32 changed files with 476 additions and 440 deletions

View file

@ -56,9 +56,6 @@ script:
- make clean && make -j2 ARCH=x86-32 optimize=no debug=yes build && ../tests/signature.sh $benchref
- make clean && make -j2 ARCH=x86-32 build && ../tests/signature.sh $benchref
# Verify bench number is ONE_PLY independent by doubling its value
- sed -i'.bak' 's/.*\(ONE_PLY = [0-9]*\),.*/\1 * 2,/g' types.h
- make clean && make -j2 ARCH=x86-64 build && ../tests/signature.sh $benchref
#
# Check perft and reproducible search
- ../tests/perft.sh

10
AUTHORS
View file

@ -9,8 +9,9 @@ Aditya (absimaldata)
Adrian Petrescu (apetresc)
Ajith Chandy Jose (ajithcj)
Alain Savard (Rocky640)
alayan-stk-2
Alayan Feh (Alayan-stk-2)
Alexander Kure
Alexander Pagel (Lolligerhans)
Ali AlZhrani (Cooffe)
Andrew Grant (AndyGrant)
Andrey Neporada (nepal)
@ -59,6 +60,7 @@ Jacques B. (Timshel)
Jan Ondruš (hxim)
Jared Kish (Kurtbusch)
Jarrod Torriero (DU-jdto)
Jean Gauthier (QuaisBla)
Jean-Francois Romang (jromang)
Jerry Donald Watson (jerrydonaldwatson)
Jonathan Calovski (Mysseno)
@ -82,6 +84,7 @@ Lub van den Berg (ElbertoOne)
Luca Brivio (lucabrivio)
Lucas Braesch (lucasart)
Lyudmil Antonov (lantonov)
Maciej Żenczykowski (zenczykowski)
Matthew Lai (matthewlai)
Matthew Sullivan
Mark Tenzer (31m059)
@ -96,6 +99,7 @@ Miroslav Fontán (Hexik)
Moez Jellouli (MJZ1977)
Mohammed Li (tthsqe12)
Nathan Rugg (nmrugg)
Nick Pelling (nickpelling)
Nicklas Persson (NicklasPersson)
Niklas Fiekas (niklasf)
Ondrej Mosnáček (WOnder93)
@ -130,3 +134,7 @@ Tom Vijlbrief (tomtor)
Torsten Franz (torfranz)
Uri Blass (uriblass)
Vince Negri
# Additionally, we acknowledge the authors of fishtest,
# an essential framework for the development of Stockfish:
# https://github.com/glinscott/fishtest/blob/master/AUTHORS

View file

@ -55,7 +55,16 @@ Currently, Stockfish has the following UCI options:
Leave at 1 for best performance.
* #### Skill Level
Lower the Skill Level in order to make Stockfish play weaker.
Lower the Skill Level in order to make Stockfish play weaker (see also UCI_LimitStrength).
Internally, MultiPV is enabled, and with a certain probability depending on the Skill Level a
weaker move will be played.
* #### UCI_LimitStrength
Enable weaker play aiming for an Elo rating as set by UCI_Elo. This option overrides Skill Level.
* #### UCI_Elo
If enabled by UCI_LimitStrength, aim for an engine strength of the given Elo.
This Elo rating has been calibrated at a time control of 60s+0.6s and anchored to CCRL 40/4.
* #### Move Overhead
Assume a time delay of x ms due to network and GUI overheads. This is useful to

View file

@ -330,7 +330,7 @@ endif
ifeq ($(pext),yes)
CXXFLAGS += -DUSE_PEXT
ifeq ($(comp),$(filter $(comp),gcc clang mingw))
CXXFLAGS += -mbmi2
CXXFLAGS += -msse4 -mbmi2
endif
endif
@ -387,10 +387,10 @@ help:
@echo ""
@echo "Supported archs:"
@echo ""
@echo "x86-64 > x86 64-bit"
@echo "x86-64-modern > x86 64-bit with popcnt support"
@echo "x86-64-bmi2 > x86 64-bit with pext support"
@echo "x86-32 > x86 32-bit with SSE support"
@echo "x86-64-bmi2 > x86 64-bit with pext support (also enables SSE4)"
@echo "x86-64-modern > x86 64-bit with popcnt support (also enables SSE3)"
@echo "x86-64 > x86 64-bit generic"
@echo "x86-32 > x86 32-bit (also enables SSE)"
@echo "x86-32-old > x86 32-bit fall back for old hardware"
@echo "ppc-64 > PPC 64-bit"
@echo "ppc-32 > PPC 32-bit"
@ -413,7 +413,7 @@ help:
@echo "Advanced examples, for experienced users: "
@echo ""
@echo "make build ARCH=x86-64 COMP=clang"
@echo "make profile-build ARCH=x86-64-modern COMP=gcc COMPCXX=g++-4.8"
@echo "make profile-build ARCH=x86-64-bmi2 COMP=gcc COMPCXX=g++-4.8"
@echo ""

View file

@ -61,6 +61,10 @@ const vector<string> Defaults = {
"1r3k2/4q3/2Pp3b/3Bp3/2Q2p2/1p1P2P1/1P2KP2/3N4 w - - 0 1",
"6k1/4pp1p/3p2p1/P1pPb3/R7/1r2P1PP/3B1P2/6K1 w - - 0 1",
"8/3p3B/5p2/5P2/p7/PP5b/k7/6K1 w - - 0 1",
"5rk1/q6p/2p3bR/1pPp1rP1/1P1Pp3/P3B1Q1/1K3P2/R7 w - - 93 90",
"4rrk1/1p1nq3/p7/2p1P1pp/3P2bp/3Q1Bn1/PPPB4/1K2R1NR w - - 40 21",
"r3k2r/3nnpbp/q2pp1p1/p7/Pp1PPPP1/4BNN1/1P5P/R2Q1RK1 w kq - 0 16",
"3Qb1k1/1r2ppb1/pN1n2q1/Pp1Pp1Pr/4P2p/4BP2/4B1R1/1R5K b - - 11 40",
// 5-man positions
"8/8/8/8/5kp1/P7/8/1K1N4 w - - 0 1", // Kc2 - mate

View file

@ -80,7 +80,7 @@ void Bitboards::init() {
int steps[][5] = { {}, { 7, 9 }, { 6, 10, 15, 17 }, {}, {}, {}, { 1, 7, 8, 9 } };
for (Color c = WHITE; c <= BLACK; ++c)
for (Color c : { WHITE, BLACK })
for (PieceType pt : { PAWN, KNIGHT, KING })
for (Square s = SQ_A1; s <= SQ_H8; ++s)
for (int i = 0; steps[pt][i]; ++i)

View file

@ -377,6 +377,8 @@ inline Square pop_lsb(Bitboard* b) {
/// frontmost_sq() returns the most advanced square for the given color
inline Square frontmost_sq(Color c, Bitboard b) { return c == WHITE ? msb(b) : lsb(b); }
inline Square frontmost_sq(Color c, Bitboard b) {
return c == WHITE ? msb(b) : lsb(b);
}
#endif // #ifndef BITBOARD_H_INCLUDED

View file

@ -21,6 +21,7 @@
#ifdef USE_MPI
#include <array>
#include <map>
#include <cstddef>
#include <cstdlib>
#include <iostream>
@ -285,7 +286,7 @@ void cluster_info(Depth depth) {
TimePoint elapsed = Time.elapsed() + 1;
uint64_t TTSaves = TT_saves();
sync_cout << "info depth " << depth / ONE_PLY << " cluster "
sync_cout << "info depth " << depth << " cluster "
<< " signals " << signalsCallCounter << " sps " << signalsCallCounter * 1000 / elapsed
<< " sendRecvs " << sendRecvPosted << " srpps " << TTSendRecvBuffs[0].size() * sendRecvPosted * 1000 / elapsed
<< " TTSaves " << TTSaves << " TTSavesps " << TTSaves * 1000 / elapsed
@ -302,7 +303,7 @@ void save(Thread* thread, TTEntry* tte,
tte->save(k, v, PvHit, b, d, m, ev);
// If the entry is of sufficient depth to be worth communicating, take action.
if (d > 3 * ONE_PLY)
if (d > 3)
{
// count the TTsaves to information: this should be relatively similar
// to the number of entries we can send/recv.
@ -311,7 +312,7 @@ void save(Thread* thread, TTEntry* tte,
// Add to thread's send buffer, the locking here avoids races when the master thread
// prepares the send buffer.
{
std::lock_guard<Mutex> lk(thread->ttCache.mutex);
std::lock_guard<std::mutex> lk(thread->ttCache.mutex);
thread->ttCache.buffer.replace(KeyedTTEntry(k,*tte));
++TTCacheCounter;
}
@ -338,7 +339,7 @@ void save(Thread* thread, TTEntry* tte,
size_t i = irank * recvBuffPerRankSize;
for (auto&& th : Threads)
{
std::lock_guard<Mutex> lk(th->ttCache.mutex);
std::lock_guard<std::mutex> lk(th->ttCache.mutex);
for (auto&& e : th->ttCache.buffer)
TTSendRecvBuffs[sendRecvPosted % 2][i++] = e;

View file

@ -21,7 +21,7 @@
#ifndef ENDGAME_H_INCLUDED
#define ENDGAME_H_INCLUDED
#include <map>
#include <unordered_map>
#include <memory>
#include <string>
#include <type_traits>
@ -98,7 +98,7 @@ struct Endgame : public EndgameBase<T> {
namespace Endgames {
template<typename T> using Ptr = std::unique_ptr<EndgameBase<T>>;
template<typename T> using Map = std::map<Key, Ptr<T>>;
template<typename T> using Map = std::unordered_map<Key, Ptr<T>>;
extern std::pair<Map<Value>, Map<ScaleFactor>> maps;
@ -119,7 +119,8 @@ namespace Endgames {
template<typename T>
const EndgameBase<T>* probe(Key key) {
return map<T>().count(key) ? map<T>()[key].get() : nullptr;
auto it = map<T>().find(key);
return it != map<T>().end() ? it->second.get() : nullptr;
}
}

View file

@ -78,7 +78,7 @@ namespace {
constexpr Value SpaceThreshold = Value(12222);
// KingAttackWeights[PieceType] contains king attack weights by piece type
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 };
constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 81, 52, 44, 10 };
// Penalties for enemy's safe checks
constexpr int QueenSafeCheck = 780;
@ -108,32 +108,25 @@ namespace {
// RookOnFile[semiopen/open] contains bonuses for each rook when there is
// no (friendly) pawn on the rook file.
constexpr Score RookOnFile[] = { S(18, 7), S(44, 20) };
constexpr Score RookOnFile[] = { S(21, 4), S(47, 25) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(62, 120)
S(0, 0), S(6, 32), S(59, 41), S(79, 56), S(90, 119), S(79, 161)
};
constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
S(0, 0), S(3, 44), S(38, 71), S(38, 61), S(0, 38), S(51, 38)
};
// PassedRank[Rank] contains a bonus according to the rank of a passed pawn
constexpr Score PassedRank[RANK_NB] = {
S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
constexpr Score PassedFile[FILE_NB] = {
S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
S(0, 0), S(10, 28), S(17, 33), S(15, 41), S(62, 72), S(168, 177), S(276, 260)
};
// Assorted bonuses and penalties
constexpr Score AttacksOnSpaceArea = S( 4, 0);
constexpr Score BishopPawns = S( 3, 7);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
@ -142,14 +135,14 @@ namespace {
constexpr Score KnightOnQueen = S( 16, 12);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
constexpr Score Outpost = S( 18, 6);
constexpr Score Outpost = S( 32, 10);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score RookOnPawn = S( 10, 32);
constexpr Score RookOnQueenFile = S( 7, 6);
constexpr Score SliderOnQueen = S( 59, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatByRank = S( 13, 0);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 47, 4);
constexpr Score WeakQueen = S( 49, 15);
@ -174,7 +167,7 @@ namespace {
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
ScaleFactor scale_factor(Value eg) const;
Score initiative(Value eg) const;
Score initiative(Score score) const;
const Position& pos;
Material::Entry* me;
@ -305,11 +298,11 @@ namespace {
// Bonus if piece is on an outpost square or can reach one
bb = OutpostRanks & attackedBy[Us][PAWN] & ~pe->pawn_attacks_span(Them);
if (bb & s)
score += Outpost * (Pt == KNIGHT ? 4 : 2);
else if (bb & b & ~pos.pieces(Us))
score += Outpost * (Pt == KNIGHT ? 2 : 1);
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += Outpost;
// Knight and Bishop bonus for being right behind a pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
@ -348,13 +341,13 @@ namespace {
if (Pt == ROOK)
{
// Bonus for aligning rook with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus for rook on the same file as a queen
if (file_bb(s) & pos.pieces(QUEEN))
score += RookOnQueenFile;
// Bonus for rook on an open or semi-open file
if (pos.is_on_semiopen_file(Us, s))
score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))];
score += RookOnFile[pos.is_on_semiopen_file(Them, s)];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
@ -447,10 +440,6 @@ namespace {
else
unsafeChecks |= knightChecks;
// Unsafe or occupied checking squares will also be considered, as long as
// the square is in the attacker's mobility area.
unsafeChecks &= mobilityArea[Them];
// Find the squares that opponent attacks in our king flank, and the squares
// which are attacked twice in that flank.
b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
@ -463,11 +452,12 @@ namespace {
+ 185 * popcount(kingRing[Us] & weak)
- 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
- 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING])
+ 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+ 148 * popcount(unsafeChecks)
+ 98 * popcount(pos.blockers_for_king(Us))
- 873 * !pos.count<QUEEN>(Them)
- 6 * mg_value(score) / 8
+ mg_value(mobility[Them] - mobility[Us])
+ 5 * kingFlankAttacks * kingFlankAttacks / 16
+ 3 * kingFlankAttacks * kingFlankAttacks / 8
- 7;
// Transform the kingDanger units into a Score, and subtract it from the evaluation
@ -514,29 +504,16 @@ namespace {
// Enemies not strongly protected and under our attack
weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
// Safe or protected squares
safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
// Bonus according to the kind of attacking pieces
if (defended | weak)
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
{
Square s = pop_lsb(&b);
score += ThreatByMinor[type_of(pos.piece_on(s))];
if (type_of(pos.piece_on(s)) != PAWN)
score += ThreatByRank * (int)relative_rank(Them, s);
}
score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
b = weak & attackedBy[Us][ROOK];
while (b)
{
Square s = pop_lsb(&b);
score += ThreatByRook[type_of(pos.piece_on(s))];
if (type_of(pos.piece_on(s)) != PAWN)
score += ThreatByRank * (int)relative_rank(Them, s);
}
score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
@ -553,6 +530,14 @@ namespace {
score += RestrictedPiece * popcount(b);
// Protected or unattacked squares
safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
// Bonus for attacking enemy pieces with our relatively safe pawns
b = pos.pieces(Us, PAWN) & safe;
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
score += ThreatBySafePawn * popcount(b);
// Find squares where our pawns can push on the next move
b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
@ -564,12 +549,6 @@ namespace {
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
score += ThreatByPawnPush * popcount(b);
// Our safe or protected pawns
b = pos.pieces(Us, PAWN) & safe;
b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
score += ThreatBySafePawn * popcount(b);
// Bonus for threats on the next moves against enemy queen
if (pos.count<QUEEN>(Them) == 1)
{
@ -605,7 +584,7 @@ namespace {
return std::min(distance(pos.square<KING>(c), s), 5);
};
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Bitboard b, bb, squaresToQueen, unsafeSquares;
Score score = SCORE_ZERO;
b = pe->passed_pawns(Us);
@ -617,12 +596,13 @@ namespace {
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
int r = relative_rank(Us, s);
File f = file_of(s);
Score bonus = PassedRank[r];
if (r > RANK_3)
{
int w = (r-2) * (r-2) + 2;
int w = 5 * r - 13;
Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
@ -636,16 +616,13 @@ namespace {
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
{
defendedSquares = squaresToQueen = forward_file_bb(Us, s);
squaresToQueen = forward_file_bb(Us, s);
unsafeSquares = passed_pawn_span(Us, s);
bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN);
if (!(pos.pieces(Us) & bb))
defendedSquares &= attackedBy[Us][ALL_PIECES];
if (!(pos.pieces(Them) & bb))
unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
unsafeSquares &= attackedBy[Them][ALL_PIECES];
// If there are no enemy attacks on passed pawn span, assign a big bonus.
// Otherwise assign a smaller bonus if the path to queen is not attacked
@ -655,8 +632,8 @@ namespace {
!(unsafeSquares & blockSq) ? 9 :
0 ;
// Assign a larger bonus if the block square is defended.
if (defendedSquares & blockSq)
// Assign a larger bonus if the block square is defended
if ((pos.pieces(Us) & bb) || (attackedBy[Us][ALL_PIECES] & blockSq))
k += 5;
bonus += make_score(k * w, k * w);
@ -666,10 +643,10 @@ namespace {
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed, or have a pawn in front of them.
if ( !pos.pawn_passed(Us, s + Up)
|| (pos.pieces(PAWN) & forward_file_bb(Us, s)))
|| (pos.pieces(PAWN) & (s + Up)))
bonus = bonus / 2;
score += bonus + PassedFile[file_of(s)];
score += bonus - PassedFile * map_to_queenside(f);
}
if (T)
@ -708,12 +685,10 @@ namespace {
behind |= shift<Down>(behind);
behind |= shift<Down+Down>(behind);
int bonus = popcount(safe) + popcount(behind & safe);
int bonus = popcount(safe) + popcount(behind & safe & ~attackedBy[Them][ALL_PIECES]);
int weight = pos.count<ALL_PIECES>(Us) - 1;
Score score = make_score(bonus * weight * weight / 16, 0);
score -= AttacksOnSpaceArea * popcount(attackedBy[Them][ALL_PIECES] & behind & safe);
if (T)
Trace::add(SPACE, Us, score);
@ -726,7 +701,10 @@ namespace {
// known attacking/defending status of the players.
template<Tracing T>
Score Evaluation<T>::initiative(Value eg) const {
Score Evaluation<T>::initiative(Score score) const {
Value mg = mg_value(score);
Value eg = eg_value(score);
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
@ -734,23 +712,29 @@ namespace {
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
bool almostUnwinnable = !pe->passed_count()
&& outflanking < 0
&& !pawnsOnBothFlanks;
// Compute the initiative bonus for the attacking side
int complexity = 9 * pe->passed_count()
+ 11 * pos.count<PAWN>()
+ 9 * outflanking
+ 18 * pawnsOnBothFlanks
+ 49 * !pos.non_pawn_material()
- 36 * almostUnwinnable
-103 ;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so
// that the endgame score will never change sign after the bonus.
// Now apply the bonus: note that we find the attacking side by extracting the
// sign of the midgame or endgame values, and that we carefully cap the bonus
// so that the midgame and endgame scores do not change sign after the bonus.
int u = ((mg > 0) - (mg < 0)) * std::max(std::min(complexity + 50, 0), -abs(mg));
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
if (T)
Trace::add(INITIATIVE, make_score(0, v));
Trace::add(INITIATIVE, make_score(u, v));
return make_score(0, v);
return make_score(u, v);
}
@ -769,8 +753,9 @@ namespace {
&& pos.non_pawn_material() == 2 * BishopValueMg)
sf = 16 + 4 * pe->passed_count();
else
sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
sf = std::min(sf, 36 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide));
sf = std::max(0, sf - (pos.rule50_count() - 12) / 4 );
}
return ScaleFactor(sf);
@ -826,7 +811,7 @@ namespace {
+ passed< WHITE>() - passed< BLACK>()
+ space< WHITE>() - space< BLACK>();
score += initiative(eg_value(score));
score += initiative(score);
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
ScaleFactor sf = scale_factor(eg_value(score));

View file

@ -45,7 +45,6 @@ int main(int argc, char* argv[]) {
Position::init();
Bitbases::init();
Endgames::init();
Search::init();
Threads.set(Options["Threads"]);
Search::clear(); // After threads are up

View file

@ -140,7 +140,7 @@ Entry* probe(const Position& pos) {
if ((e->evaluationFunction = Endgames::probe<Value>(key)) != nullptr)
return e;
for (Color c = WHITE; c <= BLACK; ++c)
for (Color c : { WHITE, BLACK })
if (is_KXK(pos, c))
{
e->evaluationFunction = &EvaluateKXK[c];
@ -160,7 +160,7 @@ Entry* probe(const Position& pos) {
// We didn't find any specialized scaling function, so fall back on generic
// ones that refer to more than one material distribution. Note that in this
// case we don't return after setting the function.
for (Color c = WHITE; c <= BLACK; ++c)
for (Color c : { WHITE, BLACK })
{
if (is_KBPsK(pos, c))
e->scalingFunction[c] = &ScaleKBPsK[c];

View file

@ -168,7 +168,7 @@ void dbg_print() {
std::ostream& operator<<(std::ostream& os, SyncCout sc) {
static Mutex m;
static std::mutex m;
if (sc == IO_LOCK)
m.lock();

View file

@ -219,8 +219,8 @@ namespace {
template<Color Us, GenType Type>
ExtMove* generate_all(const Position& pos, ExtMove* moveList, Bitboard target) {
constexpr CastlingRight OO = Us | KING_SIDE;
constexpr CastlingRight OOO = Us | QUEEN_SIDE;
constexpr CastlingRights OO = Us & KING_SIDE;
constexpr CastlingRights OOO = Us & QUEEN_SIDE;
constexpr bool Checks = Type == QUIET_CHECKS; // Reduce template instantations
moveList = generate_pawn_moves<Us, Type>(pos, moveList, target);
@ -236,7 +236,7 @@ namespace {
while (b)
*moveList++ = make_move(ksq, pop_lsb(&b));
if (Type != CAPTURES && pos.can_castle(CastlingRight(OO | OOO)))
if (Type != CAPTURES && pos.can_castle(CastlingRights(OO | OOO)))
{
if (!pos.castling_impeded(OO) && pos.can_castle(OO))
*moveList++ = make<CASTLING>(ksq, pos.castling_rook_square(OO));

View file

@ -61,7 +61,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHist
: pos(p), mainHistory(mh), captureHistory(cph), continuationHistory(ch),
refutations{{killers[0], 0}, {killers[1], 0}, {cm, 0}}, depth(d) {
assert(d > DEPTH_ZERO);
assert(d > 0);
stage = pos.checkers() ? EVASION_TT : MAIN_TT;
ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
@ -73,7 +73,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHist
const CapturePieceToHistory* cph, const PieceToHistory** ch, Square rs)
: pos(p), mainHistory(mh), captureHistory(cph), continuationHistory(ch), recaptureSquare(rs), depth(d) {
assert(d <= DEPTH_ZERO);
assert(d <= 0);
stage = pos.checkers() ? EVASION_TT : QSEARCH_TT;
ttMove = ttm
@ -111,11 +111,11 @@ void MovePicker::score() {
+ (*captureHistory)[pos.moved_piece(m)][to_sq(m)][type_of(pos.piece_on(to_sq(m)))];
else if (Type == QUIETS)
m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
+ (*continuationHistory[0])[pos.moved_piece(m)][to_sq(m)]
+ (*continuationHistory[1])[pos.moved_piece(m)][to_sq(m)]
+ (*continuationHistory[3])[pos.moved_piece(m)][to_sq(m)]
+ (*continuationHistory[5])[pos.moved_piece(m)][to_sq(m)] / 2;
m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
+ 2 * (*continuationHistory[0])[pos.moved_piece(m)][to_sq(m)]
+ 2 * (*continuationHistory[1])[pos.moved_piece(m)][to_sq(m)]
+ 2 * (*continuationHistory[3])[pos.moved_piece(m)][to_sq(m)]
+ (*continuationHistory[5])[pos.moved_piece(m)][to_sq(m)];
else // Type == EVASIONS
{
@ -206,7 +206,7 @@ top:
endMoves = generate<QUIETS>(pos, cur);
score<QUIETS>();
partial_insertion_sort(cur, endMoves, -4000 * depth / ONE_PLY);
partial_insertion_sort(cur, endMoves, -3000 * depth);
}
++stage;

View file

@ -80,7 +80,7 @@ struct Stats<T, D, Size> : public std::array<StatsEntry<T, D>, Size> {};
/// In stats table, D=0 means that the template parameter is not used
enum StatsParams { NOT_USED = 0 };
enum StatsType { NoCaptures, Captures };
/// ButterflyHistory records how often quiet moves have been successful or
/// unsuccessful during the current search, and is used for reduction and move

View file

@ -33,10 +33,11 @@ namespace {
// Pawn penalties
constexpr Score Backward = S( 9, 24);
constexpr Score BlockedStorm = S(82, 82);
constexpr Score Doubled = S(11, 56);
constexpr Score Isolated = S( 5, 15);
constexpr Score WeakUnopposed = S( 13, 27);
constexpr Score Attacked2Unsupported = S( 0, 20);
constexpr Score WeakLever = S( 0, 56);
constexpr Score WeakUnopposed = S(13, 27);
// Connected pawn bonus
constexpr int Connected[RANK_NB] = { 0, 7, 8, 12, 29, 48, 86 };
@ -52,8 +53,8 @@ namespace {
// Danger of enemy pawns moving toward our king by [distance from edge][rank].
// RANK_1 = 0 is used for files where the enemy has no pawn, or their pawn
// is behind our king.
// [0][1-2] accommodate opponent pawn on edge (likely blocked by our king)
// is behind our king. Note that UnblockedStorm[0][1-2] accommodate opponent pawn
// on edge, likely blocked by our king.
constexpr Value UnblockedStorm[int(FILE_NB) / 2][RANK_NB] = {
{ V( 89), V(-285), V(-185), V(93), V(57), V( 45), V( 51) },
{ V( 44), V( -18), V( 123), V(46), V(39), V( -7), V( 23) },
@ -70,24 +71,21 @@ namespace {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, neighbours, stoppers, doubled, support, phalanx;
Bitboard lever, leverPush;
Bitboard neighbours, stoppers, support, phalanx, opposed;
Bitboard lever, leverPush, blocked;
Square s;
bool opposed, backward;
bool backward, passed, doubled;
Score score = SCORE_ZERO;
const Square* pl = pos.squares<PAWN>(Us);
Bitboard ourPawns = pos.pieces( Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = pawn_attacks_bb<Us>(ourPawns);
Bitboard doubleAttackThem = pawn_double_attacks_bb<Them>(theirPawns);
// Unsupported enemy pawns attacked twice by us
score += Attacked2Unsupported * popcount( theirPawns
& pawn_double_attacks_bb<Us>(ourPawns)
& ~pawn_attacks_bb<Them>(theirPawns));
e->passedPawns[Us] = 0;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = e->pawnAttacksSpan[Us] = pawn_attacks_bb<Us>(ourPawns);
// Loop through all pawns of the current color and score each pawn
while ((s = *pl++) != SQ_NONE)
@ -96,10 +94,9 @@ namespace {
Rank r = relative_rank(Us, s);
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// Flag the pawn
opposed = theirPawns & forward_file_bb(Us, s);
blocked = theirPawns & (s + Up);
stoppers = theirPawns & passed_pawn_span(Us, s);
lever = theirPawns & PawnAttacks[Us][s];
leverPush = theirPawns & PawnAttacks[Us][s + Up];
@ -109,44 +106,49 @@ namespace {
support = neighbours & rank_bb(s - Up);
// A pawn is backward when it is behind all pawns of the same color on
// the adjacent files and cannot safely advance. Phalanx and isolated
// pawns will be excluded when the pawn is scored.
backward = !(neighbours & forward_ranks_bb(Them, s))
&& (stoppers & (leverPush | (s + Up)));
// the adjacent files and cannot safely advance.
backward = !(neighbours & forward_ranks_bb(Them, s + Up))
&& (stoppers & (leverPush | blocked));
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate them. Include also not passed pawns
// which could become passed after one or two pawn pushes when are
// not attacked more times than defended.
if ( !(stoppers ^ lever) ||
(!(stoppers ^ leverPush) && popcount(phalanx) >= popcount(leverPush)))
// Compute additional span if pawn is not backward nor blocked
if (!backward && !blocked)
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// A pawn is passed if one of the three following conditions is true:
// (a) there is no stoppers except some levers
// (b) the only stoppers are the leverPush, but we outnumber them
// (c) there is only one front stopper which can be levered.
passed = !(stoppers ^ lever)
|| ( !(stoppers ^ leverPush)
&& popcount(phalanx) >= popcount(leverPush))
|| ( stoppers == blocked && r >= RANK_5
&& (shift<Up>(support) & ~(theirPawns | doubleAttackThem)));
// Passed pawns will be properly scored later in evaluation when we have
// full attack info.
if (passed)
e->passedPawns[Us] |= s;
else if (stoppers == square_bb(s + Up) && r >= RANK_5)
{
b = shift<Up>(support) & ~theirPawns;
while (b)
if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
e->passedPawns[Us] |= s;
}
// Score this pawn
if (support | phalanx)
{
int v = Connected[r] * (phalanx ? 3 : 2) / (opposed ? 2 : 1)
+ 17 * popcount(support);
int v = Connected[r] * (2 + bool(phalanx) - bool(opposed))
+ 21 * popcount(support);
score += make_score(v, v * (r - 2) / 4);
}
else if (!neighbours)
score -= Isolated + WeakUnopposed * int(!opposed);
score -= Isolated
+ WeakUnopposed * !opposed;
else if (backward)
score -= Backward + WeakUnopposed * int(!opposed);
score -= Backward
+ WeakUnopposed * !opposed;
if (doubled && !support)
score -= Doubled;
if (!support)
score -= Doubled * doubled
+ WeakLever * more_than_one(lever);
}
return score;
@ -181,7 +183,7 @@ Entry* probe(const Position& pos) {
/// penalty for a king, looking at the king file and the two closest files.
template<Color Us>
void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
Score Entry::evaluate_shelter(const Position& pos, Square ksq) {
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
@ -195,22 +197,21 @@ void Entry::evaluate_shelter(const Position& pos, Square ksq, Score& shelter) {
for (File f = File(center - 1); f <= File(center + 1); ++f)
{
b = ourPawns & file_bb(f);
Rank ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
int ourRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
b = theirPawns & file_bb(f);
Rank theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
int theirRank = b ? relative_rank(Us, frontmost_sq(Them, b)) : 0;
int d = std::min(f, ~f);
File d = map_to_queenside(f);
bonus += make_score(ShelterStrength[d][ourRank], 0);
if (ourRank && (ourRank == theirRank - 1))
bonus -= make_score(82 * (theirRank == RANK_3), 82 * (theirRank == RANK_3));
bonus -= BlockedStorm * int(theirRank == RANK_3);
else
bonus -= make_score(UnblockedStorm[d][theirRank], 0);
}
if (mg_value(bonus) > mg_value(shelter))
shelter = bonus;
return bonus;
}
@ -223,27 +224,28 @@ Score Entry::do_king_safety(const Position& pos) {
Square ksq = pos.square<KING>(Us);
kingSquares[Us] = ksq;
castlingRights[Us] = pos.castling_rights(Us);
auto compare = [](Score a, Score b) { return mg_value(a) < mg_value(b); };
Score shelter = evaluate_shelter<Us>(pos, ksq);
// If we can castle use the bonus after castling if it is bigger
if (pos.can_castle(Us & KING_SIDE))
shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1)), compare);
if (pos.can_castle(Us & QUEEN_SIDE))
shelter = std::max(shelter, evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1)), compare);
// In endgame we like to bring our king near our closest pawn
Bitboard pawns = pos.pieces(Us, PAWN);
int minPawnDist = pawns ? 8 : 0;
if (pawns & PseudoAttacks[KING][ksq])
minPawnDist = 1;
else while (pawns)
minPawnDist = std::min(minPawnDist, distance(ksq, pop_lsb(&pawns)));
Score shelter = make_score(-VALUE_INFINITE, VALUE_ZERO);
evaluate_shelter<Us>(pos, ksq, shelter);
// If we can castle use the bonus after the castling if it is bigger
if (pos.can_castle(Us | KING_SIDE))
evaluate_shelter<Us>(pos, relative_square(Us, SQ_G1), shelter);
if (pos.can_castle(Us | QUEEN_SIDE))
evaluate_shelter<Us>(pos, relative_square(Us, SQ_C1), shelter);
return shelter - make_score(VALUE_ZERO, 16 * minPawnDist);
return shelter - make_score(0, 16 * minPawnDist);
}
// Explicit template instantiation

View file

@ -49,7 +49,7 @@ struct Entry {
Score do_king_safety(const Position& pos);
template<Color Us>
void evaluate_shelter(const Position& pos, Square ksq, Score& shelter);
Score evaluate_shelter(const Position& pos, Square ksq);
Key key;
Score scores[COLOR_NB];

View file

@ -330,16 +330,15 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
void Position::set_castling_right(Color c, Square rfrom) {
Square kfrom = square<KING>(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE: QUEEN_SIDE);
st->castlingRights |= cr;
castlingRightsMask[kfrom] |= cr;
castlingRightsMask[rfrom] |= cr;
castlingRookSquare[cr] = rfrom;
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1);
castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
& ~(square_bb(kfrom) | rfrom);
@ -882,7 +881,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
if (end >= 4)
{
StateInfo* stp = st->previous->previous;
for (int i=4; i <= end; i += 2)
for (int i = 4; i <= end; i += 2)
{
stp = stp->previous->previous;
if (stp->key == st->key)
@ -1299,15 +1298,15 @@ bool Position::pos_is_ok() const {
assert(0 && "pos_is_ok: Index");
}
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
for (Color c : { WHITE, BLACK })
for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
{
if (!can_castle(c | s))
if (!can_castle(cr))
continue;
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
|| (castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
if ( piece_on(castlingRookSquare[cr]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[cr]] != cr
|| (castlingRightsMask[square<KING>(c)] & cr) != cr)
assert(0 && "pos_is_ok: Castling");
}

View file

@ -100,9 +100,9 @@ public:
// Castling
int castling_rights(Color c) const;
bool can_castle(CastlingRight cr) const;
bool castling_impeded(CastlingRight cr) const;
Square castling_rook_square(CastlingRight cr) const;
bool can_castle(CastlingRights cr) const;
bool castling_impeded(CastlingRights cr) const;
Square castling_rook_square(CastlingRights cr) const;
// Checking
Bitboard checkers() const;
@ -268,7 +268,7 @@ inline bool Position::is_on_semiopen_file(Color c, Square s) const {
return !(pieces(c, PAWN) & file_bb(s));
}
inline bool Position::can_castle(CastlingRight cr) const {
inline bool Position::can_castle(CastlingRights cr) const {
return st->castlingRights & cr;
}
@ -276,11 +276,11 @@ inline int Position::castling_rights(Color c) const {
return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
}
inline bool Position::castling_impeded(CastlingRight cr) const {
inline bool Position::castling_impeded(CastlingRights cr) const {
return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
inline Square Position::castling_rook_square(CastlingRight cr) const {
inline Square Position::castling_rook_square(CastlingRights cr) const {
return castlingRookSquare[cr];
}

View file

@ -59,14 +59,14 @@ constexpr Score Bonus[][RANK_NB][int(FILE_NB) / 2] = {
{ S(-48,-51), S( -3,-40), S(-12,-39), S(-25,-20) }
},
{ // Rook
{ S(-24, -2), S(-13,-6), S(-7, -3), S( 2,-2) },
{ S(-18,-10), S(-10,-7), S(-5, 1), S( 9, 0) },
{ S(-21, 10), S( -7,-4), S( 3, 2), S(-1,-2) },
{ S(-13, -5), S( -5, 2), S(-4, -8), S(-6, 8) },
{ S(-24, -8), S(-12, 5), S(-1, 4), S( 6,-9) },
{ S(-24, 3), S( -4,-2), S( 4,-10), S(10, 7) },
{ S( -8, 1), S( 6, 2), S(10, 17), S(12,-8) },
{ S(-22, 12), S(-24,-6), S(-6, 13), S( 4, 7) }
{ S(-31, -9), S(-20,-13), S(-14,-10), S(-5, -9) },
{ S(-21,-12), S(-13, -9), S( -8, -1), S( 6, -2) },
{ S(-25, 6), S(-11, -8), S( -1, -2), S( 3, -6) },
{ S(-13, -6), S( -5, 1), S( -4, -9), S(-6, 7) },
{ S(-27, -5), S(-15, 8), S( -4, 7), S( 3, -6) },
{ S(-22, 6), S( -2, 1), S( 6, -7), S(12, 10) },
{ S( -2, 4), S( 12, 5), S( 16, 20), S(18, -5) },
{ S(-17, 18), S(-19, 0), S( -1, 19), S( 9, 13) }
},
{ // Queen
{ S( 3,-69), S(-5,-57), S(-5,-47), S( 4,-26) },
@ -119,7 +119,7 @@ void init() {
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
File f = std::min(file_of(s), ~file_of(s));
File f = map_to_queenside(file_of(s));
psq[ pc][ s] = score + (type_of(pc) == PAWN ? PBonus[rank_of(s)][file_of(s)]
: Bonus[pc][rank_of(s)][f]);
psq[~pc][~s] = -psq[pc][s];

View file

@ -63,17 +63,17 @@ namespace {
enum NodeType { NonPV, PV };
// Razor and futility margins
constexpr int RazorMargin = 600;
constexpr int RazorMargin = 661;
Value futility_margin(Depth d, bool improving) {
return Value((175 - 50 * improving) * d / ONE_PLY);
return Value(198 * (d - improving));
}
// Reductions lookup table, initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]
Depth reduction(bool i, Depth d, int mn) {
int r = Reductions[d / ONE_PLY] * Reductions[mn];
return ((r + 512) / 1024 + (!i && r > 1024)) * ONE_PLY;
int r = Reductions[d] * Reductions[mn];
return (r + 520) / 1024 + (!i && r > 999);
}
constexpr int futility_move_count(bool improving, int depth) {
@ -81,37 +81,36 @@ namespace {
}
// History and stats update bonus, based on depth
int stat_bonus(Depth depth) {
int d = depth / ONE_PLY;
return d > 17 ? 0 : 29 * d * d + 138 * d - 134;
int stat_bonus(Depth d) {
return d > 17 ? -8 : 22 * d * d + 151 * d - 140;
}
// Add a small random component to draw evaluations to avoid 3fold-blindness
Value value_draw(Depth depth, Thread* thisThread) {
return depth < 4 * ONE_PLY ? VALUE_DRAW
: VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
Value value_draw(Thread* thisThread) {
return VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
}
// Skill structure is used to implement strength limit
struct Skill {
explicit Skill(int l) : level(l) {}
bool enabled() const { return level < 20; }
bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; }
bool time_to_pick(Depth depth) const { return depth == 1 + level; }
Move pick_best(size_t multiPV);
int level;
Move best = MOVE_NONE;
};
// Breadcrumbs are used to mark nodes as being searched by a given thread.
// Breadcrumbs are used to mark nodes as being searched by a given thread
struct Breadcrumb {
std::atomic<Thread*> thread;
std::atomic<Key> key;
};
std::array<Breadcrumb, 1024> breadcrumbs;
// ThreadHolding keeps track of which thread left breadcrumbs at the given node for potential reductions.
// A free node will be marked upon entering the moves loop, and unmarked upon leaving that loop, by the ctor/dtor of this struct.
// ThreadHolding structure keeps track of which thread left breadcrumbs at the given
// node for potential reductions. A free node will be marked upon entering the moves
// loop by the constructor, and unmarked upon leaving that loop by the destructor.
struct ThreadHolding {
explicit ThreadHolding(Thread* thisThread, Key posKey, int ply) {
location = ply < 8 ? &breadcrumbs[posKey & (breadcrumbs.size() - 1)] : nullptr;
@ -119,7 +118,7 @@ namespace {
owning = false;
if (location)
{
// see if another already marked this location, if not, mark it ourselves.
// See if another already marked this location, if not, mark it ourselves
Thread* tmp = (*location).thread.load(std::memory_order_relaxed);
if (tmp == nullptr)
{
@ -134,7 +133,7 @@ namespace {
}
~ThreadHolding() {
if (owning) // free the marked location.
if (owning) // Free the marked location
(*location).thread.store(nullptr, std::memory_order_relaxed);
}
@ -149,7 +148,7 @@ namespace {
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode);
template <NodeType NT>
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth = DEPTH_ZERO);
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth = 0);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
@ -165,16 +164,16 @@ namespace {
StateInfo st;
uint64_t cnt, nodes = 0;
const bool leaf = (depth == 2 * ONE_PLY);
const bool leaf = (depth == 2);
for (const auto& m : MoveList<LEGAL>(pos))
{
if (Root && depth <= ONE_PLY)
if (Root && depth <= 1)
cnt = 1, nodes++;
else
{
pos.do_move(m, st);
cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - ONE_PLY);
cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - 1);
nodes += cnt;
pos.undo_move(m);
}
@ -192,7 +191,7 @@ namespace {
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
Reductions[i] = int(22.9 * std::log(i));
Reductions[i] = int((23.4 + std::log(Threads.size()) / 2) * std::log(i));
}
@ -216,9 +215,10 @@ void MainThread::search() {
if (Limits.perft)
{
nodes = perft<true>(rootPos, Limits.perft * ONE_PLY);
nodes = perft<true>(rootPos, Limits.perft);
if (Cluster::is_root())
sync_cout << "\nNodes searched: " << nodes << "\n" << sync_endl;
return;
}
@ -277,13 +277,13 @@ void MainThread::search() {
// Check if there are threads with a better score than main thread
if ( Options["MultiPV"] == 1
&& !Limits.depth
&& !Skill(Options["Skill Level"]).enabled()
&& !(Skill(Options["Skill Level"]).enabled() || Options["UCI_LimitStrength"])
&& rootMoves[0].pv[0] != MOVE_NONE)
{
std::map<Move, int64_t> votes;
Value minScore = this->rootMoves[0].score;
// Find out minimum score and reset votes for moves which can be voted
// Find out minimum score
for (Thread* th: Threads)
minScore = std::min(minScore, th->rootMoves[0].score);
@ -293,7 +293,14 @@ void MainThread::search() {
votes[th->rootMoves[0].pv[0]] +=
(th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
if (votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])
if (bestThread->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY)
{
// Make sure we pick the shortest mate
if (th->rootMoves[0].score > bestThread->rootMoves[0].score)
bestThread = th;
}
else if ( th->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY
|| votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])
bestThread = th;
}
}
@ -350,25 +357,33 @@ void Thread::search() {
Move pv[MAX_PLY+1];
Value bestValue, alpha, beta, delta;
Move lastBestMove = MOVE_NONE;
Depth lastBestMoveDepth = DEPTH_ZERO;
Depth lastBestMoveDepth = 0;
MainThread* mainThread = (this == Threads.main() ? Threads.main() : nullptr);
double timeReduction = 1, totBestMoveChanges = 0;
Color us = rootPos.side_to_move();
std::memset(ss-7, 0, 10 * sizeof(Stack));
for (int i = 7; i > 0; i--)
(ss-i)->continuationHistory = &this->continuationHistory[NO_PIECE][0]; // Use as sentinel
(ss-i)->continuationHistory = &this->continuationHistory[0][0][NO_PIECE][0]; // Use as a sentinel
ss->pv = pv;
bestValue = delta = alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
multiPV = Options["MultiPV"];
size_t multiPV = Options["MultiPV"];
// Pick integer skill levels, but non-deterministically round up or down
// such that the average integer skill corresponds to the input floating point one.
// UCI_Elo is converted to a suitable fractional skill level, using anchoring
// to CCRL Elo (goldfish 1.13 = 2000) and a fit through Ordo derived Elo
// for match (TC 60+0.6) results spanning a wide range of k values.
PRNG rng(now());
int intLevel = int(Options["Skill Level"]) +
((Options["Skill Level"] - int(Options["Skill Level"])) * 1024 > rng.rand<unsigned>() % 1024 ? 1 : 0);
double floatLevel = Options["UCI_LimitStrength"] ?
clamp(std::pow((Options["UCI_Elo"] - 1346.6) / 143.4, 1 / 0.806), 0.0, 20.0) :
double(Options["Skill Level"]);
int intLevel = int(floatLevel) +
((floatLevel - int(floatLevel)) * 1024 > rng.rand<unsigned>() % 1024 ? 1 : 0);
Skill skill(intLevel);
// When playing with strength handicap enable MultiPV search that we will
@ -393,9 +408,9 @@ void Thread::search() {
: -make_score(ct, ct / 2));
// Iterative deepening loop until requested to stop or the target depth is reached
while ( (rootDepth += ONE_PLY) < DEPTH_MAX
while ( ++rootDepth < MAX_PLY
&& !Threads.stop
&& !(Limits.depth && mainThread && Cluster::is_root() && rootDepth / ONE_PLY > Limits.depth))
&& !(Limits.depth && mainThread && Cluster::is_root() && rootDepth > Limits.depth))
{
// Age out PV variability metric
if (mainThread)
@ -425,15 +440,15 @@ void Thread::search() {
selDepth = 0;
// Reset aspiration window starting size
if (rootDepth >= 5 * ONE_PLY)
if (rootDepth >= 4)
{
Value previousScore = rootMoves[pvIdx].previousScore;
delta = Value(20);
delta = Value(21 + abs(previousScore) / 128);
alpha = std::max(previousScore - delta,-VALUE_INFINITE);
beta = std::min(previousScore + delta, VALUE_INFINITE);
// Adjust contempt based on root move's previousScore (dynamic contempt)
int dct = ct + 88 * previousScore / (abs(previousScore) + 200);
int dct = ct + 86 * previousScore / (abs(previousScore) + 176);
contempt = (us == WHITE ? make_score(dct, dct / 2)
: -make_score(dct, dct / 2));
@ -445,7 +460,7 @@ void Thread::search() {
int failedHighCnt = 0;
while (true)
{
Depth adjustedDepth = std::max(ONE_PLY, rootDepth - failedHighCnt * ONE_PLY);
Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt);
bestValue = ::search<PV>(rootPos, ss, alpha, beta, adjustedDepth, false);
// Bring the best move to the front. It is critical that sorting
@ -491,7 +506,10 @@ void Thread::search() {
++failedHighCnt;
}
else
{
++rootMoves[pvIdx].bestMoveCount;
break;
}
delta += delta / 4 + 5;
@ -535,12 +553,12 @@ void Thread::search() {
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
double fallingEval = (314 + 9 * (mainThread->previousScore - bestValue)) / 581.0;
double fallingEval = (354 + 10 * (mainThread->previousScore - bestValue)) / 692.0;
fallingEval = clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 10 * ONE_PLY < completedDepth ? 1.95 : 1.0;
double reduction = std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.97 : 0.98;
double reduction = (1.36 + mainThread->previousTimeReduction) / (2.29 * timeReduction);
// Use part of the gained time from a previous stable move for the current move
for (Thread* th : Threads)
@ -593,20 +611,19 @@ namespace {
&& !rootNode
&& pos.has_game_cycle(ss->ply))
{
alpha = value_draw(depth, pos.this_thread());
alpha = value_draw(pos.this_thread());
if (alpha >= beta)
return alpha;
}
// Dive into quiescence search when the depth reaches zero
if (depth < ONE_PLY)
if (depth <= 0)
return qsearch<NT>(pos, ss, alpha, beta);
assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(PvNode || (alpha == beta - 1));
assert(DEPTH_ZERO < depth && depth < DEPTH_MAX);
assert(0 < depth && depth < MAX_PLY);
assert(!(PvNode && cutNode));
assert(depth / ONE_PLY * ONE_PLY == depth);
Move pv[MAX_PLY+1], capturesSearched[32], quietsSearched[64];
StateInfo st;
@ -615,7 +632,7 @@ namespace {
Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue;
bool ttHit, ttPv, inCheck, givesCheck, improving;
bool ttHit, ttPv, inCheck, givesCheck, improving, doLMR, priorCapture;
bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
Piece movedPiece;
int moveCount, captureCount, quietCount, singularLMR;
@ -623,6 +640,7 @@ namespace {
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
inCheck = pos.checkers();
priorCapture = pos.captured_piece();
Color us = pos.side_to_move();
moveCount = captureCount = quietCount = singularLMR = ss->moveCount = 0;
bestValue = -VALUE_INFINITE;
@ -643,7 +661,7 @@ namespace {
|| pos.is_draw(ss->ply)
|| ss->ply >= MAX_PLY)
return (ss->ply >= MAX_PLY && !inCheck) ? evaluate(pos)
: value_draw(depth, pos.this_thread());
: value_draw(pos.this_thread());
// Step 3. Mate distance pruning. Even if we mate at the next move our score
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
@ -670,9 +688,9 @@ namespace {
// statScore of the previous grandchild. This influences the reduction rules in
// LMR which are based on the statScore of parent position.
if (rootNode)
(ss + 4)->statScore = 0;
(ss+4)->statScore = 0;
else
(ss + 2)->statScore = 0;
(ss+2)->statScore = 0;
// Step 4. Transposition table lookup. We don't want the score of a partial
// search to overwrite a previous full search TT value, so we use a different
@ -702,8 +720,8 @@ namespace {
update_quiet_stats(pos, ss, ttMove, nullptr, 0, stat_bonus(depth));
// Extra penalty for early quiet moves of the previous ply
if ((ss-1)->moveCount <= 2 && !pos.captured_piece())
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
if ((ss-1)->moveCount <= 2 && !priorCapture)
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + 1));
}
// Penalty for a quiet ttMove that fails low
else if (!pos.capture_or_promotion(ttMove))
@ -751,7 +769,7 @@ namespace {
{
Cluster::save(thisThread, tte,
posKey, value_to_tt(value, ss->ply), ttPv, b,
std::min(DEPTH_MAX - ONE_PLY, depth + 6 * ONE_PLY),
std::min(MAX_PLY - 1, depth + 6),
MOVE_NONE, VALUE_NONE);
return value;
@ -782,6 +800,9 @@ namespace {
if (eval == VALUE_NONE)
ss->staticEval = eval = evaluate(pos);
if (eval == VALUE_DRAW)
eval = value_draw(thisThread);
// Can ttValue be used as a better position evaluation?
if ( ttValue != VALUE_NONE
&& (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER)))
@ -805,7 +826,7 @@ namespace {
// Step 7. Razoring (~2 Elo)
if ( !rootNode // The required rootNode PV handling is not available in qsearch
&& depth < 2 * ONE_PLY
&& depth < 2
&& eval <= alpha - RazorMargin)
return qsearch<NT>(pos, ss, alpha, beta);
@ -814,7 +835,7 @@ namespace {
// Step 8. Futility pruning: child node (~30 Elo)
if ( !PvNode
&& depth < 7 * ONE_PLY
&& depth < 7
&& eval - futility_margin(depth, improving) >= beta
&& eval < VALUE_KNOWN_WIN) // Do not return unproven wins
return eval;
@ -822,9 +843,10 @@ namespace {
// Step 9. Null move search with verification search (~40 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 23200
&& (ss-1)->statScore < 22661
&& eval >= beta
&& ss->staticEval >= beta - 36 * depth / ONE_PLY + 225
&& eval >= ss->staticEval
&& ss->staticEval >= beta - 33 * depth + 299 - improving * 30
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
@ -832,10 +854,10 @@ namespace {
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth and value
Depth R = ((823 + 67 * depth / ONE_PLY) / 256 + std::min(int(eval - beta) / 200, 3)) * ONE_PLY;
Depth R = (835 + 70 * depth) / 256 + std::min(int(eval - beta) / 185, 3);
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[NO_PIECE][0];
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
pos.do_null_move(st);
@ -849,14 +871,14 @@ namespace {
if (nullValue >= VALUE_MATE_IN_MAX_PLY)
nullValue = beta;
if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 12 * ONE_PLY))
if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 13))
return nullValue;
assert(!thisThread->nmpMinPly); // Recursive verification is not allowed
// Do verification search at high depths, with null move pruning disabled
// for us, until ply exceeds nmpMinPly.
thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / (4 * ONE_PLY);
thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / 4;
thisThread->nmpColor = us;
Value v = search<NonPV>(pos, ss, beta-1, beta, depth-R, false);
@ -872,10 +894,10 @@ namespace {
// If we have a good enough capture and a reduced search returns a value
// much above beta, we can (almost) safely prune the previous move.
if ( !PvNode
&& depth >= 5 * ONE_PLY
&& depth >= 5
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
{
Value raisedBeta = std::min(beta + 216 - 48 * improving, VALUE_INFINITE);
Value raisedBeta = std::min(beta + 191 - 46 * improving, VALUE_INFINITE);
MovePicker mp(pos, ttMove, raisedBeta - ss->staticEval, &thisThread->captureHistory);
int probCutCount = 0;
@ -883,12 +905,17 @@ namespace {
&& probCutCount < 2 + 2 * cutNode)
if (move != excludedMove && pos.legal(move))
{
assert(pos.capture_or_promotion(move));
assert(depth >= 5);
captureOrPromotion = true;
probCutCount++;
ss->currentMove = move;
ss->continuationHistory = &thisThread->continuationHistory[pos.moved_piece(move)][to_sq(move)];
assert(depth >= 5 * ONE_PLY);
ss->continuationHistory = &thisThread->continuationHistory[inCheck]
[captureOrPromotion]
[pos.moved_piece(move)]
[to_sq(move)];
pos.do_move(move, st);
@ -897,7 +924,7 @@ namespace {
// If the qsearch held, perform the regular search
if (value >= raisedBeta)
value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 4 * ONE_PLY, !cutNode);
value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 4, !cutNode);
pos.undo_move(move);
@ -907,9 +934,9 @@ namespace {
}
// Step 11. Internal iterative deepening (~2 Elo)
if (depth >= 8 * ONE_PLY && !ttMove)
if (depth >= 7 && !ttMove)
{
search<NT>(pos, ss, alpha, beta, depth - 7 * ONE_PLY, cutNode);
search<NT>(pos, ss, alpha, beta, depth - 7, cutNode);
tte = TT.probe(posKey, ttHit);
ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
@ -919,8 +946,8 @@ namespace {
moves_loop: // When in check, search starts from here
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
nullptr, (ss-4)->continuationHistory,
nullptr, (ss-6)->continuationHistory };
nullptr , (ss-4)->continuationHistory,
nullptr , (ss-6)->continuationHistory };
Move countermove = thisThread->counterMoves[pos.piece_on(prevSq)][prevSq];
@ -930,11 +957,11 @@ moves_loop: // When in check, search starts from here
countermove,
ss->killers);
value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
value = bestValue;
moveCountPruning = false;
ttCapture = ttMove && pos.capture_or_promotion(ttMove);
// Mark this node as being searched.
// Mark this node as being searched
ThreadHolding th(thisThread, posKey, ss->ply);
// Step 12. Loop through all pseudo-legal moves until no moves remain
@ -957,19 +984,13 @@ moves_loop: // When in check, search starts from here
ss->moveCount = ++moveCount;
if (rootNode && Cluster::is_root() && thisThread == Threads.main() && Time.elapsed() > 3000)
sync_cout << "info depth " << depth / ONE_PLY
sync_cout << "info depth " << depth
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + thisThread->pvIdx << sync_endl;
// In MultiPV mode also skip moves which will be searched later as PV moves
if (rootNode && std::count(thisThread->rootMoves.begin() + thisThread->pvIdx + 1,
thisThread->rootMoves.begin() + thisThread->multiPV, move))
continue;
if (PvNode)
(ss+1)->pv = nullptr;
extension = DEPTH_ZERO;
extension = 0;
captureOrPromotion = pos.capture_or_promotion(move);
movedPiece = pos.moved_piece(move);
givesCheck = pos.gives_check(move);
@ -981,28 +1002,28 @@ moves_loop: // When in check, search starts from here
// then that move is singular and should be extended. To verify this we do
// a reduced search on all the other moves but the ttMove and if the
// result is lower than ttValue minus a margin then we will extend the ttMove.
if ( depth >= 8 * ONE_PLY
if ( depth >= 6
&& move == ttMove
&& !rootNode
&& !excludedMove // Avoid recursive singular search
/* && ttValue != VALUE_NONE Already implicit in the next condition */
&& abs(ttValue) < VALUE_KNOWN_WIN
&& (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3 * ONE_PLY
&& tte->depth() >= depth - 3
&& pos.legal(move))
{
Value singularBeta = ttValue - 2 * depth / ONE_PLY;
Depth halfDepth = depth / (2 * ONE_PLY) * ONE_PLY; // ONE_PLY invariant
Value singularBeta = ttValue - 2 * depth;
Depth halfDepth = depth / 2;
ss->excludedMove = move;
value = search<NonPV>(pos, ss, singularBeta - 1, singularBeta, halfDepth, cutNode);
ss->excludedMove = MOVE_NONE;
if (value < singularBeta)
{
extension = ONE_PLY;
extension = 1;
singularLMR++;
if (value < singularBeta - std::min(3 * depth / ONE_PLY, 39))
if (value < singularBeta - std::min(4 * depth, 36))
singularLMR++;
}
@ -1019,27 +1040,27 @@ moves_loop: // When in check, search starts from here
// Check extension (~2 Elo)
else if ( givesCheck
&& (pos.is_discovery_check_on_king(~us, move) || pos.see_ge(move)))
extension = ONE_PLY;
// Castling extension
else if (type_of(move) == CASTLING)
extension = ONE_PLY;
extension = 1;
// Shuffle extension
else if ( PvNode
&& pos.rule50_count() > 18
&& depth < 3 * ONE_PLY
&& depth < 3
&& ++thisThread->shuffleExts < thisThread->nodes.load(std::memory_order_relaxed) / 4) // To avoid too many extensions
extension = ONE_PLY;
extension = 1;
// Passed pawn extension
else if ( move == ss->killers[0]
&& pos.advanced_pawn_push(move)
&& pos.pawn_passed(us, to_sq(move)))
extension = ONE_PLY;
extension = 1;
// Castling extension
if (type_of(move) == CASTLING)
extension = 1;
// Calculate new depth for this move
newDepth = depth - ONE_PLY + extension;
newDepth = depth - 1 + extension;
// Step 14. Pruning at shallow depth (~170 Elo)
if ( !rootNode
@ -1047,7 +1068,7 @@ moves_loop: // When in check, search starts from here
&& bestValue > VALUE_MATED_IN_MAX_PLY)
{
// Skip quiet moves if movecount exceeds our FutilityMoveCount threshold
moveCountPruning = moveCount >= futility_move_count(improving, depth / ONE_PLY);
moveCountPruning = moveCount >= futility_move_count(improving, depth);
if ( !captureOrPromotion
&& !givesCheck
@ -1058,27 +1079,26 @@ moves_loop: // When in check, search starts from here
continue;
// Reduced depth of the next LMR search
int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount), DEPTH_ZERO);
lmrDepth /= ONE_PLY;
int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount), 0);
// Countermoves based pruning (~20 Elo)
if ( lmrDepth < 3 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
if ( lmrDepth < 4 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
&& (*contHist[0])[movedPiece][to_sq(move)] < CounterMovePruneThreshold
&& (*contHist[1])[movedPiece][to_sq(move)] < CounterMovePruneThreshold)
continue;
// Futility pruning: parent node (~2 Elo)
if ( lmrDepth < 7
if ( lmrDepth < 6
&& !inCheck
&& ss->staticEval + 256 + 200 * lmrDepth <= alpha)
&& ss->staticEval + 250 + 211 * lmrDepth <= alpha)
continue;
// Prune moves with negative SEE (~10 Elo)
if (!pos.see_ge(move, Value(-29 * lmrDepth * lmrDepth)))
if (!pos.see_ge(move, Value(-(31 - std::min(lmrDepth, 18)) * lmrDepth * lmrDepth)))
continue;
}
else if ( (!givesCheck || !extension)
&& !pos.see_ge(move, -PawnValueEg * (depth / ONE_PLY))) // (~20 Elo)
else if ( !(givesCheck && extension)
&& !pos.see_ge(move, Value(-199) * depth)) // (~20 Elo)
continue;
}
@ -1094,83 +1114,108 @@ moves_loop: // When in check, search starts from here
// Update the current move (this must be done after singular extension search)
ss->currentMove = move;
ss->continuationHistory = &thisThread->continuationHistory[movedPiece][to_sq(move)];
ss->continuationHistory = &thisThread->continuationHistory[inCheck]
[captureOrPromotion]
[movedPiece]
[to_sq(move)];
// Step 15. Make the move
pos.do_move(move, st, givesCheck);
// Step 16. Reduced depth search (LMR). If the move fails high it will be
// re-searched at full depth.
if ( depth >= 3 * ONE_PLY
&& moveCount > 1 + 3 * rootNode
if ( depth >= 3
&& moveCount > 1 + 2 * rootNode
&& (!rootNode || thisThread->best_move_count(move) == 0)
&& ( !captureOrPromotion
|| moveCountPruning
|| ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha))
|| ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
|| cutNode))
{
Depth r = reduction(improving, depth, moveCount);
// Reduction if other threads are searching this position.
if (th.marked())
r += ONE_PLY;
r++;
// Decrease reduction if position is or has been on the PV
if (ttPv)
r -= 2 * ONE_PLY;
r -= 2;
// Decrease reduction if opponent's move count is high (~10 Elo)
if ((ss-1)->moveCount > 15)
r -= ONE_PLY;
r--;
// Decrease reduction if move has been singularly extended
r -= singularLMR * ONE_PLY;
// Decrease reduction if ttMove has been singularly extended
r -= singularLMR;
if (!captureOrPromotion)
{
// Increase reduction if ttMove is a capture (~0 Elo)
if (ttCapture)
r += ONE_PLY;
r++;
// Increase reduction for cut nodes (~5 Elo)
if (cutNode)
r += 2 * ONE_PLY;
r += 2;
// Decrease reduction for moves that escape a capture. Filter out
// castling moves, because they are coded as "king captures rook" and
// hence break make_move(). (~5 Elo)
else if ( type_of(move) == NORMAL
&& !pos.see_ge(make_move(to_sq(move), from_sq(move))))
r -= 2 * ONE_PLY;
&& !pos.see_ge(reverse_move(move)))
r -= 2;
ss->statScore = thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]
- 4000;
- 4729;
// Reset statScore to zero if negative and most stats shows >= 0
if ( ss->statScore < 0
&& (*contHist[0])[movedPiece][to_sq(move)] >= 0
&& (*contHist[1])[movedPiece][to_sq(move)] >= 0
&& thisThread->mainHistory[us][from_to(move)] >= 0)
ss->statScore = 0;
// Decrease/increase reduction by comparing opponent's stat score (~10 Elo)
if (ss->statScore >= 0 && (ss-1)->statScore < 0)
r -= ONE_PLY;
if (ss->statScore >= -99 && (ss-1)->statScore < -116)
r--;
else if ((ss-1)->statScore >= 0 && ss->statScore < 0)
r += ONE_PLY;
else if ((ss-1)->statScore >= -117 && ss->statScore < -144)
r++;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
r -= ss->statScore / 16384 * ONE_PLY;
r -= ss->statScore / 16384;
}
Depth d = clamp(newDepth - r, ONE_PLY, newDepth);
Depth d = clamp(newDepth - r, 1, newDepth);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
doFullDepthSearch = (value > alpha && d != newDepth);
doFullDepthSearch = (value > alpha && d != newDepth), doLMR = true;
}
else
doFullDepthSearch = !PvNode || moveCount > 1;
doFullDepthSearch = !PvNode || moveCount > 1, doLMR = false;
// Step 17. Full depth search when LMR is skipped or fails high
if (doFullDepthSearch)
{
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
if (doLMR && !captureOrPromotion)
{
int bonus = value > alpha ? stat_bonus(newDepth)
: -stat_bonus(newDepth);
if (move == ss->killers[0])
bonus += bonus / 4;
update_continuation_histories(ss, movedPiece, to_sq(move), bonus);
}
}
// For PV nodes only, do a full PV search on the first move or after a fail
// high (in the latter case search only if value < beta), otherwise let the
// parent node fail low with value <= alpha and try another move.
@ -1279,19 +1324,19 @@ moves_loop: // When in check, search starts from here
// Quiet best move: update move sorting heuristics
if (!pos.capture_or_promotion(bestMove))
update_quiet_stats(pos, ss, bestMove, quietsSearched, quietCount,
stat_bonus(depth + (bestValue > beta + PawnValueMg ? ONE_PLY : DEPTH_ZERO)));
stat_bonus(depth + (bestValue > beta + PawnValueMg)));
update_capture_stats(pos, bestMove, capturesSearched, captureCount, stat_bonus(depth + ONE_PLY));
update_capture_stats(pos, bestMove, capturesSearched, captureCount, stat_bonus(depth + 1));
// Extra penalty for a quiet TT or main killer move in previous ply when it gets refuted
if ( ((ss-1)->moveCount == 1 || ((ss-1)->currentMove == (ss-1)->killers[0]))
&& !pos.captured_piece())
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
&& !priorCapture)
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + 1));
}
// Bonus for prior countermove that caused the fail low
else if ( (depth >= 3 * ONE_PLY || PvNode)
&& !pos.captured_piece())
else if ( (depth >= 3 || PvNode)
&& !priorCapture)
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth));
if (PvNode)
@ -1319,8 +1364,7 @@ moves_loop: // When in check, search starts from here
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert(PvNode || (alpha == beta - 1));
assert(depth <= DEPTH_ZERO);
assert(depth / ONE_PLY * ONE_PLY == depth);
assert(depth <= 0);
Move pv[MAX_PLY+1];
StateInfo st;
@ -1329,7 +1373,7 @@ moves_loop: // When in check, search starts from here
Move ttMove, move, bestMove;
Depth ttDepth;
Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
bool ttHit, pvHit, inCheck, givesCheck, evasionPrunable;
bool ttHit, pvHit, inCheck, givesCheck, captureOrPromotion, evasionPrunable;
int moveCount;
if (PvNode)
@ -1410,12 +1454,12 @@ moves_loop: // When in check, search starts from here
if (PvNode && bestValue > alpha)
alpha = bestValue;
futilityBase = bestValue + 128;
futilityBase = bestValue + 153;
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
nullptr, (ss-4)->continuationHistory,
nullptr, (ss-6)->continuationHistory };
nullptr , (ss-4)->continuationHistory,
nullptr , (ss-6)->continuationHistory };
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
@ -1432,6 +1476,7 @@ moves_loop: // When in check, search starts from here
assert(is_ok(move));
givesCheck = pos.gives_check(move);
captureOrPromotion = pos.capture_or_promotion(move);
moveCount++;
@ -1460,7 +1505,7 @@ moves_loop: // When in check, search starts from here
// Detect non-capture evasions that are candidates to be pruned
evasionPrunable = inCheck
&& (depth != DEPTH_ZERO || moveCount > 2)
&& (depth != 0 || moveCount > 2)
&& bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.capture(move);
@ -1481,11 +1526,14 @@ moves_loop: // When in check, search starts from here
}
ss->currentMove = move;
ss->continuationHistory = &thisThread->continuationHistory[pos.moved_piece(move)][to_sq(move)];
ss->continuationHistory = &thisThread->continuationHistory[inCheck]
[captureOrPromotion]
[pos.moved_piece(move)]
[to_sq(move)];
// Make and search the move
pos.do_move(move, st, givesCheck);
value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth - 1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
@ -1611,6 +1659,9 @@ moves_loop: // When in check, search starts from here
thisThread->mainHistory[us][from_to(move)] << bonus;
update_continuation_histories(ss, pos.moved_piece(move), to_sq(move), bonus);
if (type_of(pos.moved_piece(move)) != PAWN)
thisThread->mainHistory[us][from_to(reverse_move(move))] << -bonus;
if (is_ok((ss-1)->currentMove))
{
Square prevSq = to_sq((ss-1)->currentMove);
@ -1713,10 +1764,10 @@ string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
{
bool updated = (i <= pvIdx && rootMoves[i].score != -VALUE_INFINITE);
if (depth == ONE_PLY && !updated)
if (depth == 1 && !updated)
continue;
Depth d = updated ? depth : depth - ONE_PLY;
Depth d = updated ? depth : depth - 1;
Value v = updated ? rootMoves[i].score : rootMoves[i].previousScore;
bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY;
@ -1726,7 +1777,7 @@ string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
ss << "\n";
ss << "info"
<< " depth " << d / ONE_PLY
<< " depth " << d
<< " seldepth " << rootMoves[i].selDepth
<< " multipv " << i + 1
<< " score " << UCI::value(v);
@ -1785,7 +1836,7 @@ void Tablebases::rank_root_moves(Position& pos, Search::RootMoves& rootMoves) {
RootInTB = false;
UseRule50 = bool(Options["Syzygy50MoveRule"]);
ProbeDepth = int(Options["SyzygyProbeDepth"]) * ONE_PLY;
ProbeDepth = int(Options["SyzygyProbeDepth"]);
Cardinality = int(Options["SyzygyProbeLimit"]);
bool dtz_available = true;
@ -1794,7 +1845,7 @@ void Tablebases::rank_root_moves(Position& pos, Search::RootMoves& rootMoves) {
if (Cardinality > MaxCardinality)
{
Cardinality = MaxCardinality;
ProbeDepth = DEPTH_ZERO;
ProbeDepth = 0;
}
if (Cardinality >= popcount(pos.pieces()) && !pos.can_castle(ANY_CASTLING))

View file

@ -71,6 +71,7 @@ struct RootMove {
Value previousScore = -VALUE_INFINITE;
int selDepth = 0;
int tbRank = 0;
int bestMoveCount = 0;
Value tbScore;
std::vector<Move> pv;
};

View file

@ -27,13 +27,13 @@
#include <list>
#include <sstream>
#include <type_traits>
#include <mutex>
#include "../bitboard.h"
#include "../cluster.h"
#include "../movegen.h"
#include "../position.h"
#include "../search.h"
#include "../thread_win32_osx.h"
#include "../types.h"
#include "../uci.h"
@ -46,7 +46,9 @@
#include <sys/stat.h>
#else
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#ifndef NOMINMAX
# define NOMINMAX // Disable macros min() and max()
#endif
#include <windows.h>
#endif
@ -368,7 +370,7 @@ TBTable<WDL>::TBTable(const std::string& code) : TBTable() {
hasPawns = pos.pieces(PAWN);
hasUniquePieces = false;
for (Color c = WHITE; c <= BLACK; ++c)
for (Color c : { WHITE, BLACK })
for (PieceType pt = PAWN; pt < KING; ++pt)
if (popcount(pos.pieces(c, pt)) == 1)
hasUniquePieces = true;
@ -1125,14 +1127,14 @@ void set(T& e, uint8_t* data) {
template<TBType Type>
void* mapped(TBTable<Type>& e, const Position& pos) {
static Mutex mutex;
static std::mutex mutex;
// Use 'acquire' to avoid a thread reading 'ready' == true while
// another is still working. (compiler reordering may cause this).
if (e.ready.load(std::memory_order_acquire))
return e.baseAddress; // Could be nullptr if file does not exist
std::unique_lock<Mutex> lk(mutex);
std::unique_lock<std::mutex> lk(mutex);
if (e.ready.load(std::memory_order_relaxed)) // Recheck under lock
return e.baseAddress;

View file

@ -52,6 +52,15 @@ Thread::~Thread() {
stdThread.join();
}
/// Thread::bestMoveCount(Move move) return best move counter for the given root move
int Thread::best_move_count(Move move) {
auto rm = std::find(rootMoves.begin() + pvIdx,
rootMoves.begin() + pvLast, move);
return rm != rootMoves.begin() + pvLast ? rm->bestMoveCount : 0;
}
/// Thread::clear() reset histories, usually before a new game
@ -61,18 +70,22 @@ void Thread::clear() {
mainHistory.fill(0);
captureHistory.fill(0);
for (auto& to : continuationHistory)
for (auto& h : to)
h->fill(0);
for (bool inCheck : { false, true })
for (StatsType c : { NoCaptures, Captures })
for (auto& to : continuationHistory[inCheck][c])
for (auto& h : to)
h->fill(0);
continuationHistory[NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
for (bool inCheck : { false, true })
for (StatsType c : { NoCaptures, Captures })
continuationHistory[inCheck][c][NO_PIECE][0]->fill(Search::CounterMovePruneThreshold - 1);
}
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
std::lock_guard<Mutex> lk(mutex);
std::lock_guard<std::mutex> lk(mutex);
searching = true;
cv.notify_one(); // Wake up the thread in idle_loop()
}
@ -83,7 +96,7 @@ void Thread::start_searching() {
void Thread::wait_for_search_finished() {
std::unique_lock<Mutex> lk(mutex);
std::unique_lock<std::mutex> lk(mutex);
cv.wait(lk, [&]{ return !searching; });
}
@ -103,7 +116,7 @@ void Thread::idle_loop() {
while (true)
{
std::unique_lock<Mutex> lk(mutex);
std::unique_lock<std::mutex> lk(mutex);
searching = false;
cv.notify_one(); // Wake up anyone waiting for search finished
cv.wait(lk, [&]{ return searching; });
@ -142,6 +155,9 @@ void ThreadPool::set(size_t requested) {
// Adjust cluster buffers
Cluster::ttSendRecvBuff_resize(requested);
// Init thread number dependent search params.
Search::init();
}
}
@ -195,7 +211,7 @@ void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
for (Thread* th : *this)
{
th->shuffleExts = th->nodes = th->tbHits = th->TTsaves = th->nmpMinPly = 0;
th->rootDepth = th->completedDepth = DEPTH_ZERO;
th->rootDepth = th->completedDepth = 0;
th->rootMoves = rootMoves;
th->rootPos.set(pos.fen(), pos.is_chess960(), &setupStates->back(), th);
}

View file

@ -43,8 +43,8 @@
class Thread {
Mutex mutex;
ConditionVariable cv;
std::mutex mutex;
std::condition_variable cv;
size_t idx;
bool exit = false, searching = true; // Set before starting std::thread
NativeThread stdThread;
@ -57,10 +57,11 @@ public:
void idle_loop();
void start_searching();
void wait_for_search_finished();
int best_move_count(Move move);
Pawns::Table pawnsTable;
Material::Table materialTable;
size_t pvIdx, multiPV, pvLast, shuffleExts;
size_t pvIdx, pvLast, shuffleExts;
int selDepth, nmpMinPly;
Color nmpColor;
std::atomic<uint64_t> nodes, tbHits, TTsaves, bestMoveChanges;
@ -71,12 +72,12 @@ public:
CounterMoveHistory counterMoves;
ButterflyHistory mainHistory;
CapturePieceToHistory captureHistory;
ContinuationHistory continuationHistory;
ContinuationHistory continuationHistory[2][2];
Score contempt;
#ifdef USE_MPI
struct {
Mutex mutex;
std::mutex mutex;
Cluster::TTCache<Cluster::TTCacheSize> buffer = {};
} ttCache;
#endif

View file

@ -21,63 +21,19 @@
#ifndef THREAD_WIN32_OSX_H_INCLUDED
#define THREAD_WIN32_OSX_H_INCLUDED
/// STL thread library used by mingw and gcc when cross compiling for Windows
/// relies on libwinpthread. Currently libwinpthread implements mutexes directly
/// on top of Windows semaphores. Semaphores, being kernel objects, require kernel
/// mode transition in order to lock or unlock, which is very slow compared to
/// interlocked operations (about 30% slower on bench test). To work around this
/// issue, we define our wrappers to the low level Win32 calls. We use critical
/// sections to support Windows XP and older versions. Unfortunately, cond_wait()
/// is racy between unlock() and WaitForSingleObject() but they have the same
/// speed performance as the SRW locks.
#include <condition_variable>
#include <mutex>
#include <thread>
#if defined(_WIN32) && !defined(_MSC_VER)
#ifndef NOMINMAX
# define NOMINMAX // Disable macros min() and max()
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX
/// Mutex and ConditionVariable struct are wrappers of the low level locking
/// machinery and are modeled after the corresponding C++11 classes.
struct Mutex {
Mutex() { InitializeCriticalSection(&cs); }
~Mutex() { DeleteCriticalSection(&cs); }
void lock() { EnterCriticalSection(&cs); }
void unlock() { LeaveCriticalSection(&cs); }
private:
CRITICAL_SECTION cs;
};
typedef std::condition_variable_any ConditionVariable;
#else // Default case: use STL classes
typedef std::mutex Mutex;
typedef std::condition_variable ConditionVariable;
#endif
/// On OSX threads other than the main thread are created with a reduced stack
/// size of 512KB by default, this is dangerously low for deep searches, so
/// adjust it to TH_STACK_SIZE. The implementation calls pthread_create() with
/// proper stack size parameter.
/// size of 512KB by default, this is too low for deep searches, which require
/// somewhat more than 1MB stack, so adjust it to TH_STACK_SIZE.
/// The implementation calls pthread_create() with the stack size parameter
/// equal to the linux 8MB default, on platforms that support it.
#if defined(__APPLE__)
#if defined(__APPLE__) || defined(__MINGW32__) || defined(__MINGW64__)
#include <pthread.h>
static const size_t TH_STACK_SIZE = 2 * 1024 * 1024;
static const size_t TH_STACK_SIZE = 8 * 1024 * 1024;
template <class T, class P = std::pair<T*, void(T::*)()>>
void* start_routine(void* ptr)

View file

@ -35,24 +35,22 @@ TranspositionTable TT; // Our global transposition table
void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev) {
assert(d / ONE_PLY * ONE_PLY == d);
// Preserve any existing move for the same position
if (m || (k >> 48) != key16)
move16 = (uint16_t)m;
// Overwrite less valuable entries
if ( (k >> 48) != key16
||(d - DEPTH_OFFSET) / ONE_PLY > depth8 - 4
|| d - DEPTH_OFFSET > depth8 - 4
|| b == BOUND_EXACT)
{
assert((d - DEPTH_OFFSET) / ONE_PLY >= 0);
assert(d >= DEPTH_OFFSET);
key16 = (uint16_t)(k >> 48);
value16 = (int16_t)v;
eval16 = (int16_t)ev;
genBound8 = (uint8_t)(TT.generation8 | uint8_t(pv) << 2 | b);
depth8 = (uint8_t)((d - DEPTH_OFFSET) / ONE_PLY);
depth8 = (uint8_t)(d - DEPTH_OFFSET);
}
}

View file

@ -45,7 +45,7 @@ struct TTEntry {
Move move() const { return (Move )move16; }
Value value() const { return (Value)value16; }
Value eval() const { return (Value)eval16; }
Depth depth() const { return (Depth)(depth8 * int(ONE_PLY)) + DEPTH_OFFSET; }
Depth depth() const { return (Depth)depth8 + DEPTH_OFFSET; }
bool is_pv() const { return (bool)(genBound8 & 0x4); }
Bound bound() const { return (Bound)(genBound8 & 0x3); }
void save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev);

View file

@ -43,6 +43,7 @@
#include <climits>
#include <cstdint>
#include <cstdlib>
#include <algorithm>
#if defined(_MSC_VER)
// Disable some silly and noisy warning from MSVC compiler
@ -131,19 +132,17 @@ enum Color {
WHITE, BLACK, COLOR_NB = 2
};
enum CastlingSide {
KING_SIDE, QUEEN_SIDE, CASTLING_SIDE_NB = 2
};
enum CastlingRight {
enum CastlingRights {
NO_CASTLING,
WHITE_OO,
WHITE_OOO = WHITE_OO << 1,
BLACK_OO = WHITE_OO << 2,
BLACK_OOO = WHITE_OO << 3,
WHITE_CASTLING = WHITE_OO | WHITE_OOO,
BLACK_CASTLING = BLACK_OO | BLACK_OOO,
KING_SIDE = WHITE_OO | BLACK_OO,
QUEEN_SIDE = WHITE_OOO | BLACK_OOO,
WHITE_CASTLING = WHITE_OO | WHITE_OOO,
BLACK_CASTLING = BLACK_OO | BLACK_OOO,
ANY_CASTLING = WHITE_CASTLING | BLACK_CASTLING,
CASTLING_RIGHT_NB = 16
@ -204,22 +203,18 @@ enum Piece {
extern Value PieceValue[PHASE_NB][PIECE_NB];
enum Depth : int {
typedef int Depth;
ONE_PLY = 1,
enum : int {
DEPTH_ZERO = 0 * ONE_PLY,
DEPTH_QS_CHECKS = 0 * ONE_PLY,
DEPTH_QS_NO_CHECKS = -1 * ONE_PLY,
DEPTH_QS_RECAPTURES = -5 * ONE_PLY,
DEPTH_QS_CHECKS = 0,
DEPTH_QS_NO_CHECKS = -1,
DEPTH_QS_RECAPTURES = -5,
DEPTH_NONE = -6 * ONE_PLY,
DEPTH_NONE = -6,
DEPTH_OFFSET = DEPTH_NONE,
DEPTH_MAX = MAX_PLY * ONE_PLY
};
static_assert(!(ONE_PLY & (ONE_PLY - 1)), "ONE_PLY is not a power of 2");
enum Square : int {
SQ_A1, SQ_B1, SQ_C1, SQ_D1, SQ_E1, SQ_F1, SQ_G1, SQ_H1,
SQ_A2, SQ_B2, SQ_C2, SQ_D2, SQ_E2, SQ_F2, SQ_G2, SQ_H2,
@ -299,12 +294,10 @@ inline T& operator*=(T& d, int i) { return d = T(int(d) * i); } \
inline T& operator/=(T& d, int i) { return d = T(int(d) / i); }
ENABLE_FULL_OPERATORS_ON(Value)
ENABLE_FULL_OPERATORS_ON(Depth)
ENABLE_FULL_OPERATORS_ON(Direction)
ENABLE_INCR_OPERATORS_ON(PieceType)
ENABLE_INCR_OPERATORS_ON(Piece)
ENABLE_INCR_OPERATORS_ON(Color)
ENABLE_INCR_OPERATORS_ON(Square)
ENABLE_INCR_OPERATORS_ON(File)
ENABLE_INCR_OPERATORS_ON(Rank)
@ -348,6 +341,11 @@ inline Score operator*(Score s, int i) {
return result;
}
/// Multiplication of a Score by an boolean
inline Score operator*(Score s, bool b) {
return Score(int(s) * int(b));
}
constexpr Color operator~(Color c) {
return Color(c ^ BLACK); // Toggle color
}
@ -356,16 +354,16 @@ constexpr Square operator~(Square s) {
return Square(s ^ SQ_A8); // Vertical flip SQ_A1 -> SQ_A8
}
constexpr File operator~(File f) {
return File(f ^ FILE_H); // Horizontal flip FILE_A -> FILE_H
}
constexpr Piece operator~(Piece pc) {
return Piece(pc ^ 8); // Swap color of piece B_KNIGHT -> W_KNIGHT
}
constexpr CastlingRight operator|(Color c, CastlingSide s) {
return CastlingRight(WHITE_OO << ((s == QUEEN_SIDE) + 2 * c));
inline File map_to_queenside(File f) {
return std::min(f, File(FILE_H - f)); // Map files ABCDEFGH to files ABCDDCBA
}
constexpr CastlingRights operator&(Color c, CastlingRights cr) {
return CastlingRights((c == WHITE ? WHITE_CASTLING : BLACK_CASTLING) & cr);
}
constexpr Value mate_in(int ply) {
@ -445,6 +443,10 @@ constexpr Move make_move(Square from, Square to) {
return Move((from << 6) + to);
}
constexpr Move reverse_move(Move m) {
return make_move(to_sq(m), from_sq(m));
}
template<MoveType T>
constexpr Move make(Square from, Square to, PieceType pt = KNIGHT) {
return Move(T + ((pt - KNIGHT) << 12) + (from << 6) + to);

View file

@ -194,9 +194,8 @@ void UCI::loop(int argc, char* argv[]) {
Position pos;
string token, cmd;
StateListPtr states(new std::deque<StateInfo>(1));
auto uiThread = std::make_shared<Thread>(0);
pos.set(StartFEN, false, &states->back(), uiThread.get());
pos.set(StartFEN, false, &states->back(), Threads.main());
for (int i = 1; i < argc; ++i)
cmd += std::string(argv[i]) + " ";
@ -233,7 +232,8 @@ void UCI::loop(int argc, char* argv[]) {
else if (token == "isready" && Cluster::is_root())
sync_cout << "readyok" << sync_endl;
// Additional custom non-UCI commands, mainly for debugging
// Additional custom non-UCI commands, mainly for debugging.
// Do not use these commands during a search!
else if (token == "flip") pos.flip();
else if (token == "bench") bench(pos, is, states);
else if (token == "d" && Cluster::is_root())

View file

@ -74,6 +74,8 @@ void init(OptionsMap& o) {
o["nodestime"] << Option(0, 0, 10000);
o["UCI_Chess960"] << Option(false);
o["UCI_AnalyseMode"] << Option(false);
o["UCI_LimitStrength"] << Option(false);
o["UCI_Elo"] << Option(1350, 1350, 2850);
o["SyzygyPath"] << Option("<empty>", on_tb_path);
o["SyzygyProbeDepth"] << Option(1, 1, 100);
o["Syzygy50MoveRule"] << Option(true);