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MovePicker: introduce per square MVV/LVA ordering

Just added the infrastructure, no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-11-14 21:49:46 +01:00
parent 4df8651c82
commit 940c53c366
2 changed files with 46 additions and 2 deletions

View file

@ -134,6 +134,7 @@ Move MovePicker::get_next_move() {
case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(pos, moves);
score_captures();
capSquares = EmptyBoardBB;
movesPicked = 0;
break;
@ -288,8 +289,11 @@ void MovePicker::score_qcaptures() {
}
/// find_best_index() loops across the moves and returns index of
/// the highest scored one.
/// find_best_index() loops across the moves and returns index of
/// the highest scored one. There is also a second version that
/// lowers the priority of moves that attack the same square,
/// so that if the best move that attack a square fails the next
/// move picked attacks a different square if any, not the same one.
int MovePicker::find_best_index() {
@ -304,6 +308,43 @@ int MovePicker::find_best_index() {
return bestIndex;
}
int MovePicker::find_best_index(Bitboard* squares, int values[]) {
int hs;
Move m;
Square to;
int bestScore = -10000000, bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
{
m = moves[i].move;
to = move_to(m);
if (!bit_is_set(*squares, to))
{
// Init at first use
set_bit(squares, to);
values[to] = 0;
}
hs = moves[i].score - values[to];
if (hs > bestScore)
{
bestIndex = i;
bestScore = hs;
}
}
if (bestIndex != -1)
{
// Raise value of the picked square, so next attack
// to the same square will get low priority.
to = move_to(moves[bestIndex].move);
values[to] += 0xB00;
}
return bestIndex;
}
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on

View file

@ -77,11 +77,14 @@ private:
void score_qcaptures();
Move pick_move_from_list();
int find_best_index();
int MovePicker::find_best_index(Bitboard* squares, int values[]);
const Position& pos;
Move ttMove, mateKiller, killer1, killer2;
Bitboard pinned, dc;
MoveStack moves[256], badCaptures[64];
Bitboard capSquares;
int capSqValues[64];
bool pvNode;
Depth depth;
int phaseIndex;