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Fix critical SEE bug
It is somewhat unbilievable but our SEE is broken !
If the first SEE move is a king capture and square is
defended then SEE continues instead of breaking.
The bug shows only on normal SEE, not see_sign() so
probing with a:
dbg_hit_on_c(slIndex==1, captured == KING);
reports just a tiny:
Total 3465656 Hits 6646 hit rate (%) 0
Bug was there since 351ef5c85b
of 26/6/2011 (!)
although for some reason didn't show immediately, indeed the
bougous patch was a "No functional change" (!!)
bench: 4793754
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parent
0504a6975d
commit
a6c5b4c6fb
1 changed files with 7 additions and 10 deletions
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@ -1136,7 +1136,7 @@ int Position::see_sign(Move m) const {
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// Early return if SEE cannot be negative because captured piece value
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// is not less then capturing one. Note that king moves always return
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// here because king midgame value is set to 0.
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if (PieceValue[MG][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
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if (PieceValue[MG][piece_moved(m)] <= PieceValue[MG][piece_on(to_sq(m))])
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return 1;
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return see(m);
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@ -1197,6 +1197,12 @@ int Position::see(Move m, int asymmThreshold) const {
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do {
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assert(slIndex < 32);
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if (captured == KING) // Stop before processing a king capture
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{
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swapList[slIndex++] = QueenValueMg * 16;
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break;
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}
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// Add the new entry to the swap list
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swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
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slIndex++;
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@ -1206,15 +1212,6 @@ int Position::see(Move m, int asymmThreshold) const {
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stm = ~stm;
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stmAttackers = attackers & pieces(stm);
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if (captured == KING)
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{
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// Stop before processing a king capture
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if (stmAttackers)
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swapList[slIndex++] = QueenValueMg * 16;
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break;
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}
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} while (stmAttackers);
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// If we are doing asymmetric SEE evaluation and the same side does the first
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