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Revert "Use ply counter in Position object"

Search ply and game ply are rwo different things !

Revert bogus commit.

No functional change on bench, but it changes in real games
when engine sends all the moves up to current one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-06-13 02:26:43 +01:00
parent e9eea87341
commit a8b9c11f56
5 changed files with 59 additions and 64 deletions

View file

@ -703,7 +703,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, ply, pliesFromNull;
int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
@ -715,7 +715,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->ply++] = key;
history[st->gamePly++] = key;
// Update side to move
key ^= zobSideToMove;
@ -1243,7 +1243,7 @@ void Position::do_null_move(StateInfo& backupSt) {
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->ply++] = st->key;
history[st->gamePly++] = st->key;
// Update the necessary information
if (st->epSquare != SQ_NONE)
@ -1278,7 +1278,7 @@ void Position::undo_null_move() {
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
st->ply--;
st->gamePly--;
}
@ -1481,15 +1481,15 @@ void Position::clear() {
}
/// Position::reset_ply() simply sets ply to 0. It is used from the
/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
/// UCI interface code, whenever a non-reversible move is made in a
/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
/// for the program to handle games of arbitrary length, as long as the GUI
/// handles draws by the 50 move rule correctly.
void Position::reset_ply() {
void Position::reset_game_ply() {
st->ply = 0;
st->gamePly = 0;
}
@ -1666,11 +1666,9 @@ bool Position::is_draw() const {
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
assert(st->ply >= st->rule50);
// Draw by repetition?
for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2)
if (history[st->ply - i] == st->key)
for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
if (history[st->gamePly - i] == st->key)
return true;
return false;

View file

@ -100,7 +100,7 @@ enum Phase {
struct StateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, ply, pliesFromNull;
int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
@ -274,10 +274,11 @@ public:
bool opposite_colored_bishops() const;
bool has_pawn_on_7th(Color c) const;
// Game ply information
// Current thread ID searching on the position
int thread() const;
int ply() const;
void reset_ply();
// Reset the gamePly variable to 0
void reset_game_ply();
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
@ -566,8 +567,4 @@ inline int Position::thread() const {
return threadID;
}
inline int Position::ply() const {
return st->ply;
}
#endif // !defined(POSITION_H_INCLUDED)

View file

@ -89,7 +89,7 @@ namespace {
void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
void split(const Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue,
void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, bool pvNode);
private:
@ -285,10 +285,10 @@ namespace {
Value root_search(Position& pos, SearchStack* ss, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
void sp_search(SplitPoint* sp, int threadID);
@ -635,7 +635,6 @@ namespace {
H.clear();
init_ss_array(ss, PLY_MAX_PLUS_2);
ValueByIteration[1] = rml.get_move_score(0);
p.reset_ply();
Iteration = 1;
// Is one move significantly better than others after initial scoring ?
@ -876,7 +875,7 @@ namespace {
alpha = -VALUE_INFINITE;
// Full depth PV search, done on first move or after a fail high
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
else
{
@ -895,7 +894,7 @@ namespace {
assert(newDepth-ss->reduction >= OnePly);
// Reduced depth non-pv search using alpha as upperbound
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
@ -907,7 +906,7 @@ namespace {
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
ss->reduction = Depth(0); // Restore original reduction
@ -917,12 +916,12 @@ namespace {
if (doFullDepthSearch)
{
// Full depth non-pv search using alpha as upperbound
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1);
// If we are above alpha then research at same depth but as PV
// to get a correct score or eventually a fail high above beta.
if (value > alpha)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth);
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
}
@ -1045,12 +1044,12 @@ namespace {
// search<>() is the main search function for both PV and non-PV nodes
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
Move movesSearched[256];
@ -1066,7 +1065,6 @@ namespace {
bool mateThreat = false;
int moveCount = 0;
int threadID = pos.thread();
int ply = pos.ply();
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
@ -1153,7 +1151,7 @@ namespace {
TT.store(posKey, ss->eval, VALUE_TYPE_EXACT, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0));
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply);
if (v < rbeta)
// Logically we should return (v + razor_margin(depth)), but
// surprisingly this did slightly weaker in tests.
@ -1196,8 +1194,8 @@ namespace {
pos.do_null_move(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0))
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly);
nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1);
(ss+1)->skipNullMove = false;
pos.undo_null_move();
@ -1212,7 +1210,7 @@ namespace {
return nullValue;
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly);
Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, ply);
ss->skipNullMove = false;
if (v >= beta)
@ -1245,7 +1243,7 @@ namespace {
Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
ss->skipNullMove = true;
search<PvNode>(pos, ss, alpha, beta, d);
search<PvNode>(pos, ss, alpha, beta, d, ply);
ss->skipNullMove = false;
ttMove = ss->pv[0];
@ -1297,10 +1295,9 @@ namespace {
Value b = ttValue - SingularExtensionMargin;
ss->excludedMove = move;
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2);
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
ss->skipNullMove = false;
ss->excludedMove = MOVE_NONE;
if (v < ttValue - SingularExtensionMargin)
ext = OnePly;
}
@ -1346,8 +1343,8 @@ namespace {
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (PvNode && moveCount == 1)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0))
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
{
// Step 14. Reduced depth search
@ -1364,8 +1361,8 @@ namespace {
if (ss->reduction)
{
Depth d = newDepth - ss->reduction;
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0))
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
doFullDepthSearch = (value > alpha);
}
@ -1378,7 +1375,7 @@ namespace {
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
doFullDepthSearch = (value > alpha);
}
ss->reduction = Depth(0); // Restore original reduction
@ -1387,15 +1384,15 @@ namespace {
// Step 15. Full depth search
if (doFullDepthSearch)
{
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0))
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, 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 > alpha && value < beta)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0))
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
}
}
@ -1428,7 +1425,7 @@ namespace {
&& !AbortSearch
&& !TM.thread_should_stop(threadID)
&& Iteration <= 99)
TM.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
mateThreat, &moveCount, &mp, PvNode);
}
@ -1473,13 +1470,13 @@ namespace {
// less than OnePly).
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(depth <= 0);
assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
EvalInfo ei;
@ -1489,7 +1486,6 @@ namespace {
bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
Value oldAlpha = alpha;
int ply = pos.ply();
TM.incrementNodeCounter(pos.thread());
ss->pv[0] = ss->pv[1] = ss->currentMove = MOVE_NONE;
@ -1607,7 +1603,7 @@ namespace {
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly);
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
@ -1750,8 +1746,9 @@ namespace {
{
Value localAlpha = sp->alpha;
Depth d = newDepth - ss->reduction;
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0))
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d);
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, sp->ply+1);
doFullDepthSearch = (value > localAlpha);
}
@ -1764,7 +1761,7 @@ namespace {
ss->reduction = OnePly;
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction);
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1);
doFullDepthSearch = (value > localAlpha);
}
ss->reduction = Depth(0); // Restore original reduction
@ -1774,15 +1771,15 @@ namespace {
if (doFullDepthSearch)
{
Value localAlpha = sp->alpha;
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0))
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth);
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->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 < sp->beta)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0))
: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth);
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1);
}
// Step 16. Undo move
@ -2627,10 +2624,11 @@ namespace {
// split() returns.
template <bool Fake>
void ThreadsManager::split(const Position& p, SearchStack* ss, Value* alpha, const Value beta,
Value* bestValue, Depth depth, bool mateThreat, int* moveCount,
MovePicker* mp, bool pvNode) {
void ThreadsManager::split(const Position& p, SearchStack* ss, int ply, Value* alpha,
const Value beta, Value* bestValue, Depth depth, bool mateThreat,
int* moveCount, MovePicker* mp, bool pvNode) {
assert(p.is_ok());
assert(ply > 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE);
assert(*bestValue <= *alpha);
assert(*alpha < beta);
@ -2658,6 +2656,7 @@ namespace {
// Initialize the split point object
splitPoint->parent = threads[master].splitPoint;
splitPoint->stopRequest = false;
splitPoint->ply = ply;
splitPoint->depth = depth;
splitPoint->mateThreat = mateThreat;
splitPoint->alpha = *alpha;
@ -2792,7 +2791,7 @@ namespace {
init_ss_array(ss, PLY_MAX_PLUS_2);
pos.do_move(cur->move, st);
moves[count].move = cur->move;
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0));
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1);
moves[count].pv[0] = cur->move;
moves[count].pv[1] = MOVE_NONE;
pos.undo_move(cur->move);

View file

@ -54,6 +54,7 @@ struct SplitPoint {
Depth depth;
bool pvNode, mateThreat;
Value beta;
int ply;
SearchStack sstack[MAX_THREADS][PLY_MAX_PLUS_2];
// Const pointers to shared data

View file

@ -206,7 +206,7 @@ namespace {
move = move_from_string(RootPosition, token);
RootPosition.do_move(move, st);
if (RootPosition.rule_50_counter() == 0)
RootPosition.reset_ply();
RootPosition.reset_game_ply();
}
// Our StateInfo st is about going out of scope so copy
// its content inside RootPosition before they disappear.