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Unify sp_search() and search() step 3

Remove old sp_search() code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-10-16 11:24:03 +01:00
parent f7722d4de7
commit a7f4ee7540

View file

@ -292,9 +292,6 @@ namespace {
return search<PvNode, false>(pos, ss, alpha, beta, depth, ply);
}
template <NodeType PvNode>
void sp_search(Position& pos, SearchStack* ss, Value dumy, Value beta, Depth depth, int ply);
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
@ -1185,6 +1182,7 @@ namespace {
split_start:
// Initialize a MovePicker object for the current position
// FIXME currently MovePicker() c'tor is needless called also in SplitPoint
MovePicker mpBase = MovePicker(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
MovePicker& mp = SplitPoint ? *ss->sp->mp : mpBase;
CheckInfo ci(pos);
@ -1288,7 +1286,7 @@ split_start:
{
lock_grab(&(ss->sp->lock));
if (futilityValueScaled > ss->sp->bestValue)
ss->sp->bestValue = futilityValueScaled;
ss->sp->bestValue = bestValue = futilityValueScaled;
}
else if (futilityValueScaled > bestValue)
bestValue = futilityValueScaled;
@ -1638,163 +1636,6 @@ split_start:
search<PvNode, true>(pos, ss, sp->alpha, sp->beta, sp->depth, sp->ply);
}
template <NodeType PvNode>
void sp_search(Position& pos, SearchStack* ss, Value, Value beta, Depth depth, int ply) {
StateInfo st;
Move move;
Depth ext, newDepth;
Value value;
Value futilityValueScaled; // NonPV specific
bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
int moveCount;
value = -VALUE_INFINITE;
SplitPoint* sp = ss->sp;
Move threatMove = sp->threatMove;
MovePicker& mp = *sp->mp;
int threadID = pos.thread();
CheckInfo ci(pos);
isCheck = pos.is_check();
// Step 10. Loop through moves
// Loop through all legal moves until no moves remain or a beta cutoff occurs
lock_grab(&(sp->lock));
while ( sp->bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !ThreadsMgr.thread_should_stop(threadID))
{
moveCount = ++sp->moveCount;
lock_release(&(sp->lock));
assert(move_is_ok(move));
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
newDepth = depth - ONE_PLY + ext;
// Update current move
ss->currentMove = move;
// Step 12. Futility pruning (is omitted in PV nodes)
if ( !PvNode
&& !captureOrPromotion
&& !isCheck
&& !dangerous
&& !move_is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(depth)
&& !(threatMove && connected_threat(pos, move, threatMove))
&& sp->bestValue > value_mated_in(PLY_MAX))
{
lock_grab(&(sp->lock));
continue;
}
// Value based pruning
Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
futilityValueScaled = ss->eval + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < beta)
{
lock_grab(&(sp->lock));
if (futilityValueScaled > sp->bestValue)
sp->bestValue = futilityValueScaled;
continue;
}
}
// Step 13. Make the move
pos.do_move(move, st, ci, moveIsCheck);
// Step 14. Reduced search
// If the move fails high will be re-searched at full depth.
bool doFullDepthSearch = true;
if ( !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
&& !move_is_killer(move, ss))
{
ss->reduction = reduction<PvNode>(depth, moveCount);
if (ss->reduction)
{
Value localAlpha = sp->alpha;
Depth d = newDepth - ss->reduction;
value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, DEPTH_ZERO, ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, ply+1);
doFullDepthSearch = (value > localAlpha);
}
// The move failed high, but if reduction is very big we could
// face a false positive, retry with a less aggressive reduction,
// if the move fails high again then go with full depth search.
if (doFullDepthSearch && ss->reduction > 2 * ONE_PLY)
{
assert(newDepth - ONE_PLY >= ONE_PLY);
ss->reduction = ONE_PLY;
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, ply+1);
doFullDepthSearch = (value > localAlpha);
}
ss->reduction = DEPTH_ZERO; // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
Value localAlpha = sp->alpha;
value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, DEPTH_ZERO, ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > localAlpha && value < beta)
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -sp->alpha, DEPTH_ZERO, ply+1)
: - search<PV>(pos, ss+1, -beta, -sp->alpha, newDepth, ply+1);
}
// Step 16. Undo move
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 17. Check for new best move
lock_grab(&(sp->lock));
if (value > sp->bestValue && !ThreadsMgr.thread_should_stop(threadID))
{
sp->bestValue = value;
if (value > sp->alpha)
{
if (!PvNode || value >= beta)
sp->stopRequest = true;
if (PvNode && value < beta) // We want always sp->alpha < beta
sp->alpha = value;
sp->parentSstack->bestMove = ss->bestMove = move;
}
}
}
/* Here we have the lock still grabbed */
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
}
// connected_moves() tests whether two moves are 'connected' in the sense
// that the first move somehow made the second move possible (for instance