1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-05-02 01:29:36 +00:00

Improving grammar and readability of comments

closes https://github.com/official-stockfish/Stockfish/pull/4643

No functional change
This commit is contained in:
FauziAkram 2023-06-27 15:13:59 +03:00 committed by Joost VandeVondele
parent 5f8480a730
commit 9cd563cb54

View file

@ -67,7 +67,7 @@ namespace {
return Value(140 * (d - improving));
}
// Reductions lookup table, initialized at startup
// Reductions lookup table initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]
Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
@ -92,7 +92,7 @@ namespace {
// Skill structure is used to implement strength limit. If we have an uci_elo then
// we convert it 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)
// (goldfish 1.13 = 2000) and a fit through Ordo derived Elo for a match (TC 60+0.6)
// results spanning a wide range of k values.
struct Skill {
Skill(int skill_level, int uci_elo) {
@ -304,7 +304,7 @@ void Thread::search() {
Skill skill(Options["Skill Level"], Options["UCI_LimitStrength"] ? int(Options["UCI_Elo"]) : 0);
// When playing with strength handicap enable MultiPV search that we will
// use behind the scenes to retrieve a set of possible moves.
// use behind-the-scenes to retrieve a set of possible moves.
if (skill.enabled())
multiPV = std::max(multiPV, (size_t)4);
@ -321,7 +321,7 @@ void Thread::search() {
if (mainThread)
totBestMoveChanges /= 2;
// Save the last iteration's scores before first PV line is searched and
// Save the last iteration's scores before the first PV line is searched and
// all the move scores except the (new) PV are set to -VALUE_INFINITE.
for (RootMove& rm : rootMoves)
rm.previousScore = rm.score;
@ -363,16 +363,16 @@ void Thread::search() {
int failedHighCnt = 0;
while (true)
{
// Adjust the effective depth searched, but ensuring at least one effective increment for every
// Adjust the effective depth searched, but ensure at least one effective increment for every
// four searchAgain steps (see issue #2717).
Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt - 3 * (searchAgainCounter + 1) / 4);
bestValue = Stockfish::search<Root>(rootPos, ss, alpha, beta, adjustedDepth, false);
// Bring the best move to the front. It is critical that sorting
// is done with a stable algorithm because all the values but the
// first and eventually the new best one are set to -VALUE_INFINITE
// first and eventually the new best one is set to -VALUE_INFINITE
// and we want to keep the same order for all the moves except the
// new PV that goes to the front. Note that in case of MultiPV
// new PV that goes to the front. Note that in the case of MultiPV
// search the already searched PV lines are preserved.
std::stable_sort(rootMoves.begin() + pvIdx, rootMoves.begin() + pvLast);
@ -440,7 +440,7 @@ void Thread::search() {
if (!mainThread)
continue;
// If skill level is enabled and time is up, pick a sub-optimal best move
// If the skill level is enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(rootDepth))
skill.pick_best(multiPV);
@ -498,7 +498,7 @@ void Thread::search() {
mainThread->previousTimeReduction = timeReduction;
// If skill level is enabled, swap best PV line with the sub-optimal one
// If the skill level is enabled, swap the best PV line with the sub-optimal one
if (skill.enabled())
std::swap(rootMoves[0], *std::find(rootMoves.begin(), rootMoves.end(),
skill.best ? skill.best : skill.pick_best(multiPV)));
@ -515,7 +515,7 @@ namespace {
constexpr bool PvNode = nodeType != NonPV;
constexpr bool rootNode = nodeType == Root;
// Check if we have an upcoming move which draws by repetition, or
// Check if we have an upcoming move that draws by repetition, or
// if the opponent had an alternative move earlier to this position.
if ( !rootNode
&& pos.rule50_count() >= 3
@ -580,8 +580,8 @@ namespace {
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
// a shorter mate was found upward in the tree then there is no need to search
// because we will never beat the current alpha. Same logic but with reversed
// signs applies also in the opposite condition of being mated instead of giving
// mate. In this case return a fail-high score.
// signs apply also in the opposite condition of being mated instead of giving
// mate. In this case, return a fail-high score.
alpha = std::max(mated_in(ss->ply), alpha);
beta = std::min(mate_in(ss->ply+1), beta);
if (alpha >= beta)
@ -734,7 +734,7 @@ namespace {
else
{
ss->staticEval = eval = evaluate(pos);
// Save static evaluation into transposition table
// Save static evaluation into the transposition table
tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
@ -845,10 +845,10 @@ namespace {
if ( !PvNode
&& depth > 3
&& abs(beta) < VALUE_TB_WIN_IN_MAX_PLY
// if value from transposition table is lower than probCutBeta, don't attempt probCut
// If value from transposition table is lower than probCutBeta, don't attempt probCut
// there and in further interactions with transposition table cutoff depth is set to depth - 3
// because probCut search has depth set to depth - 4 but we also do a move before it
// so effective depth is equal to depth - 3
// So effective depth is equal to depth - 3
&& !( tte->depth() >= depth - 3
&& ttValue != VALUE_NONE
&& ttValue < probCutBeta))
@ -920,7 +920,7 @@ moves_loop: // When in check, search starts here
moveCountPruning = singularQuietLMR = false;
// Indicate PvNodes that will probably fail low if the node was searched
// at a depth equal or greater than the current depth, and the result of this search was a fail low.
// at a depth equal to or greater than the current depth, and the result of this search was a fail low.
bool likelyFailLow = PvNode
&& ttMove
&& (tte->bound() & BOUND_UPPER)
@ -936,8 +936,8 @@ moves_loop: // When in check, search starts here
continue;
// At root obey the "searchmoves" option and skip moves not listed in Root
// Move List. As a consequence any illegal move is also skipped. In MultiPV
// mode we also skip PV moves which have been already searched and those
// Move List. As a consequence, any illegal move is also skipped. In MultiPV
// mode we also skip PV moves that have been already searched and those
// of lower "TB rank" if we are in a TB root position.
if (rootNode && !std::count(thisThread->rootMoves.begin() + thisThread->pvIdx,
thisThread->rootMoves.begin() + thisThread->pvLast, move))
@ -1005,7 +1005,7 @@ moves_loop: // When in check, search starts here
{
Square sq = pop_lsb(leftEnemies);
attacks |= pos.attackers_to(sq, occupied) & pos.pieces(us) & occupied;
// don't consider pieces which were already threatened/hanging before SEE exchanges
// Don't consider pieces that were already threatened/hanging before SEE exchanges
if (attacks && (sq != pos.square<KING>(~us) && (pos.attackers_to(sq, pos.pieces()) & pos.pieces(us))))
attacks = 0;
}
@ -1090,7 +1090,7 @@ moves_loop: // When in check, search starts here
// Our ttMove is assumed to fail high, and now we failed high also on a reduced
// search without the ttMove. So we assume this expected Cut-node is not singular,
// that multiple moves fail high, and we can prune the whole subtree by returning
// a soft bound.
// a softbound.
else if (singularBeta >= beta)
return singularBeta;
@ -1186,7 +1186,7 @@ moves_loop: // When in check, search starts here
// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
// We use various heuristics for the sons of a node after the first son has
// been searched. In general we would like to reduce them, but there are many
// been searched. In general, we would like to reduce them, but there are many
// cases where we extend a son if it has good chances to be "interesting".
if ( depth >= 2
&& moveCount > 1 + (PvNode && ss->ply <= 1)
@ -1201,10 +1201,10 @@ moves_loop: // When in check, search starts here
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
// Do full depth search when reduced LMR search fails high
// Do a full-depth search when reduced LMR search fails high
if (value > alpha && d < newDepth)
{
// Adjust full depth search based on LMR results - if result
// Adjust full-depth search based on LMR results - if the result
// was good enough search deeper, if it was bad enough search shallower
const bool doDeeperSearch = value > (bestValue + 64 + 11 * (newDepth - d));
const bool doEvenDeeperSearch = value > alpha + 711 && ss->doubleExtensions <= 6;
@ -1225,7 +1225,7 @@ moves_loop: // When in check, search starts here
}
}
// Step 18. Full depth search when LMR is skipped. If expected reduction is high, reduce its depth by 1.
// Step 18. Full-depth search when LMR is skipped. If expected reduction is high, reduce its depth by 1.
else if (!PvNode || moveCount > 1)
{
// Increase reduction for cut nodes and not ttMove (~1 Elo)
@ -1298,7 +1298,7 @@ moves_loop: // When in check, search starts here
++thisThread->bestMoveChanges;
}
else
// All other moves but the PV are set to the lowest value: this
// All other moves but the PV, are set to the lowest value: this
// is not a problem when sorting because the sort is stable and the
// move position in the list is preserved - just the PV is pushed up.
rm.score = -VALUE_INFINITE;
@ -1337,7 +1337,7 @@ moves_loop: // When in check, search starts here
}
// If the move is worse than some previously searched move, remember it to update its stats later
// If the move is worse than some previously searched move, remember it, to update its stats later
if (move != bestMove)
{
if (capture && captureCount < 32)
@ -1349,7 +1349,7 @@ moves_loop: // When in check, search starts here
}
// The following condition would detect a stop only after move loop has been
// completed. But in this case bestValue is valid because we have fully
// completed. But in this case, bestValue is valid because we have fully
// searched our subtree, and we can anyhow save the result in TT.
/*
if (Threads.stop)
@ -1368,7 +1368,7 @@ moves_loop: // When in check, search starts here
ss->inCheck ? mated_in(ss->ply)
: VALUE_DRAW;
// If there is a move which produces search value greater than alpha we update stats of searched moves
// If there is a move that produces search value greater than alpha we update the stats of searched moves
else if (bestMove)
update_all_stats(pos, ss, bestMove, bestValue, beta, prevSq,
quietsSearched, quietCount, capturesSearched, captureCount, depth);
@ -1751,7 +1751,7 @@ moves_loop: // When in check, search starts here
for (int i : {1, 2, 4, 6})
{
// Only update first 2 continuation histories if we are in check
// Only update the first 2 continuation histories if we are in check
if (ss->inCheck && i > 2)
break;
if (is_ok((ss-i)->currentMove))
@ -1784,7 +1784,7 @@ moves_loop: // When in check, search starts here
}
}
// When playing with strength handicap, choose best move among a set of RootMoves
// When playing with strength handicap, choose the best move among a set of RootMoves
// using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
Move Skill::pick_best(size_t multiPV) {
@ -1915,7 +1915,7 @@ string UCI::pv(const Position& pos, Depth depth) {
/// RootMove::extract_ponder_from_tt() is called in case we have no ponder move
/// before exiting the search, for instance, in case we stop the search during a
/// fail high at root. We try hard to have a ponder move to return to the GUI,
/// otherwise in case of 'ponder on' we have nothing to think on.
/// otherwise in case of 'ponder on' we have nothing to think about.
bool RootMove::extract_ponder_from_tt(Position& pos) {