mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 08:13:08 +00:00
Simplify id_loop() signature
And related assorted cleanup of this very important function. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
0af3af5d25
commit
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1 changed files with 75 additions and 79 deletions
154
src/search.cpp
154
src/search.cpp
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@ -145,7 +145,7 @@ namespace {
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/// Namespace variables
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std::vector<RootMove> RootMoves;
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size_t MultiPV, UCIMultiPV, MultiPVIdx;
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size_t MultiPV, UCIMultiPV, PVIdx;
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TimeManager TimeMgr;
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int BestMoveChanges;
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int SkillLevel;
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@ -155,7 +155,7 @@ namespace {
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/// Local functions
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Move id_loop(Position& pos, Move* ponderMove);
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void id_loop(Position& pos);
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template <NodeType NT>
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Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
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@ -171,7 +171,7 @@ namespace {
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bool connected_threat(const Position& pos, Move m, Move threat);
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Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
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void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
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void do_skill_level(Move* best, Move* ponder);
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Move do_skill_level();
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int elapsed_time(bool reset = false);
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string score_to_uci(Value v, Value alpha = -VALUE_INFINITE, Value beta = VALUE_INFINITE);
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void pv_info_to_log(Position& pos, int depth, Value score, int time, Move pv[]);
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@ -245,7 +245,7 @@ namespace {
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} // namespace
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/// init_search() is called during startup to initialize various lookup tables
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/// Search::init() is called during startup to initialize various lookup tables
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void Search::init() {
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@ -272,8 +272,8 @@ void Search::init() {
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}
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/// perft() is our utility to verify move generation. All the leaf nodes up to
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/// the given depth are generated and counted and the sum returned.
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/// Search::perft() is our utility to verify move generation. All the leaf nodes
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/// up to the given depth are generated and counted and the sum returned.
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int64_t Search::perft(Position& pos, Depth depth) {
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@ -297,9 +297,9 @@ int64_t Search::perft(Position& pos, Depth depth) {
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}
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/// think() is the external interface to Stockfish's search, and is called by the
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/// main thread when the program receives the UCI 'go' command. It searches from
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/// RootPosition and at the end prints the "bestmove" to output.
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/// Search::think() is the external interface to Stockfish's search, and is
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/// called by the main thread when the program receives the UCI 'go' command. It
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/// searches from RootPosition and at the end prints the "bestmove" to output.
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void Search::think() {
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@ -308,6 +308,16 @@ void Search::think() {
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Position& pos = RootPosition;
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elapsed_time(true);
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TimeMgr.init(Limits, pos.startpos_ply_counter());
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TT.new_search();
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H.clear();
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RootMoves.clear();
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// Populate RootMoves with all the legal moves (default) or, if a SearchMoves
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// is given, with the subset of legal moves to search.
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for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
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if ( SearchMoves.empty()
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|| std::count(SearchMoves.begin(), SearchMoves.end(), ml.move()))
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RootMoves.push_back(RootMove(ml.move()));
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// Set output stream mode: normal or chess960. Castling notation is different
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cout << set960(pos.is_chess960());
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@ -359,7 +369,6 @@ void Search::think() {
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<< endl;
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}
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// Wake up needed threads and reset maxPly counter
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for (int i = 0; i < Threads.size(); i++)
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{
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Threads[i].maxPly = 0;
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@ -373,9 +382,8 @@ void Search::think() {
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else
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Threads.set_timer(100);
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// We're ready to start thinking. Call the iterative deepening loop function
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Move ponderMove = MOVE_NONE;
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Move bestMove = id_loop(pos, &ponderMove);
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// We're ready to start searching. Call the iterative deepening loop function
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id_loop(pos);
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// Stop timer and send all the slaves to sleep, if not already sleeping
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Threads.set_timer(0);
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@ -388,12 +396,12 @@ void Search::think() {
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Log log(Options["Search Log Filename"].value<string>());
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log << "Nodes: " << pos.nodes_searched()
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<< "\nNodes/second: " << (e > 0 ? pos.nodes_searched() * 1000 / e : 0)
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<< "\nBest move: " << move_to_san(pos, bestMove);
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<< "\nBest move: " << move_to_san(pos, RootMoves[0].pv[0]);
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StateInfo st;
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pos.do_move(bestMove, st);
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log << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
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pos.undo_move(bestMove); // Return from think() with unchanged position
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pos.do_move(RootMoves[0].pv[0], st);
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log << "\nPonder move: " << move_to_san(pos, RootMoves[0].pv[1]) << endl;
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pos.undo_move(RootMoves[0].pv[0]);
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}
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// When we reach max depth we arrive here even without a StopRequest, but if
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@ -403,12 +411,12 @@ void Search::think() {
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Threads.wait_for_stop_or_ponderhit();
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// Could be MOVE_NONE when searching on a stalemate position
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cout << "bestmove " << bestMove;
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cout << "bestmove " << RootMoves[0].pv[0];
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// UCI protol is not clear on allowing sending an empty ponder move, instead
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// it is clear that ponder move is optional. So skip it if empty.
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if (ponderMove != MOVE_NONE)
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cout << " ponder " << ponderMove;
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if (RootMoves[0].pv[1] != MOVE_NONE)
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cout << " ponder " << RootMoves[0].pv[1];
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cout << endl;
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}
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@ -420,56 +428,49 @@ namespace {
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// with increasing depth until the allocated thinking time has been consumed,
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// user stops the search, or the maximum search depth is reached.
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Move id_loop(Position& pos, Move* ponderMove) {
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void id_loop(Position& pos) {
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Stack ss[PLY_MAX_PLUS_2];
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int bestMoveChanges[PLY_MAX_PLUS_2];
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int depth;
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int depth, prevBestMoveChanges;
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Value bestValue, alpha, beta, delta;
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Move bestMove, skillBest, skillPonder;
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bool bestMoveNeverChanged = true;
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Move skillBest = MOVE_NONE;
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memset(ss, 0, 4 * sizeof(Stack));
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TT.new_search();
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H.clear();
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RootMoves.clear();
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*ponderMove = bestMove = skillBest = skillPonder = MOVE_NONE;
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depth = 0;
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bestValue = alpha = -VALUE_INFINITE, beta = delta = VALUE_INFINITE;
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depth = BestMoveChanges = 0;
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bestValue = delta = -VALUE_INFINITE;
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ss->currentMove = MOVE_NULL; // Hack to skip update gains
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for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
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if ( SearchMoves.empty()
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|| std::count(SearchMoves.begin(), SearchMoves.end(), ml.move()))
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RootMoves.push_back(RootMove(ml.move()));
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// Handle special case of searching on a mate/stalemate position
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// Handle the special case of a mate/stalemate position
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if (RootMoves.empty())
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{
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cout << "info depth 0"
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<< score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW, alpha, beta) << endl;
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<< score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW) << endl;
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return MOVE_NONE;
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RootMoves.push_back(MOVE_NONE);
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return;
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}
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// Iterative deepening loop until requested to stop or target depth reached
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while (!Signals.stop && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth))
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{
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// Save now last iteration's scores, before Rml moves are reordered
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// Save last iteration's scores before first PV line is searched and all
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// the move scores but the (new) PV are set to -VALUE_INFINITE.
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for (size_t i = 0; i < RootMoves.size(); i++)
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RootMoves[i].prevScore = RootMoves[i].score;
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prevBestMoveChanges = BestMoveChanges;
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BestMoveChanges = 0;
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// MultiPV loop. We perform a full root search for each PV line
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for (MultiPVIdx = 0; MultiPVIdx < std::min(MultiPV, RootMoves.size()); MultiPVIdx++)
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for (PVIdx = 0; PVIdx < std::min(MultiPV, RootMoves.size()); PVIdx++)
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{
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// Aspiration window
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if (depth >= 5 && abs(RootMoves[MultiPVIdx].prevScore) < VALUE_KNOWN_WIN)
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// Set aspiration window default width
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if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN)
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{
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delta = Value(16);
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alpha = RootMoves[MultiPVIdx].prevScore - delta;
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beta = RootMoves[MultiPVIdx].prevScore + delta;
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alpha = RootMoves[PVIdx].prevScore - delta;
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beta = RootMoves[PVIdx].prevScore + delta;
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}
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else
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{
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// we want to keep the same order for all the moves but the new
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// PV that goes to the front. Note that in case of MultiPV search
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// the already searched PV lines are preserved.
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sort<RootMove>(RootMoves.begin() + MultiPVIdx, RootMoves.end());
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sort<RootMove>(RootMoves.begin() + PVIdx, RootMoves.end());
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// In case we have found an exact score and we are going to leave
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// the fail high/low loop then reorder the PV moves, otherwise
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// leave the last PV move in its position so to be searched again.
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// Of course this is needed only in MultiPV search.
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if (MultiPVIdx && bestValue > alpha && bestValue < beta)
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sort<RootMove>(RootMoves.begin(), RootMoves.begin() + MultiPVIdx);
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if (PVIdx && bestValue > alpha && bestValue < beta)
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sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx);
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// Write PV back to transposition table in case the relevant entries
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// have been overwritten during the search.
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for (size_t i = 0; i <= MultiPVIdx; i++)
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// Write PV back to transposition table in case the relevant
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// entries have been overwritten during the search.
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for (size_t i = 0; i <= PVIdx; i++)
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RootMoves[i].insert_pv_in_tt(pos);
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// If search has been stopped exit the aspiration window loop,
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// note that sorting and writing PV back to TT is safe becuase
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// Rml is still valid, although refers to the previous iteration.
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// If search has been stopped exit the aspiration window loop.
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// Sorting and writing PV back to TT is safe becuase RootMoves
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// is still valid, although refers to previous iteration.
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if (Signals.stop)
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break;
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} while (abs(bestValue) < VALUE_KNOWN_WIN);
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}
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bestMove = RootMoves[0].pv[0];
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*ponderMove = RootMoves[0].pv[1];
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bestMoveChanges[depth] = BestMoveChanges;
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// Skills: Do we need to pick now the best and the ponder moves ?
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// Skills: Do we need to pick now the best move ?
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if (SkillLevelEnabled && depth == 1 + SkillLevel)
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do_skill_level(&skillBest, &skillPonder);
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skillBest = do_skill_level();
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if (Options["Use Search Log"].value<bool>())
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pv_info_to_log(pos, depth, bestValue, elapsed_time(), &RootMoves[0].pv[0]);
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// Filter out startup noise when monitoring best move stability
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if (depth > 2 && bestMoveChanges[depth])
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if (depth > 2 && BestMoveChanges)
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bestMoveNeverChanged = false;
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// Do we have time for the next iteration? Can we stop searching now?
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if (!Signals.stop && !Signals.stopOnPonderhit && Limits.useTimeManagement())
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{
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bool stop = false; // Local variable instead of the volatile Signals.stop
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bool stop = false; // Local variable, not the volatile Signals.stop
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// Take in account some extra time if the best move has changed
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if (depth > 4 && depth < 50)
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TimeMgr.pv_instability(bestMoveChanges[depth], bestMoveChanges[depth - 1]);
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TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges);
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// Stop search if most of available time is already consumed. We probably don't
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// have enough time to search the first move at the next iteration anyway.
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// Stop search if most of available time is already consumed. We
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// probably don't have enough time to search the first move at the
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// next iteration anyway.
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if (elapsed_time() > (TimeMgr.available_time() * 62) / 100)
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stop = true;
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|| elapsed_time() > (TimeMgr.available_time() * 40) / 100))
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{
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Value rBeta = bestValue - EasyMoveMargin;
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(ss+1)->excludedMove = bestMove;
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(ss+1)->excludedMove = RootMoves[0].pv[0];
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(ss+1)->skipNullMove = true;
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Value v = search<NonPV>(pos, ss+1, rBeta - 1, rBeta, (depth * ONE_PLY) / 2);
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(ss+1)->skipNullMove = false;
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}
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}
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// When using skills overwrite best and ponder moves with the sub-optimal ones
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// When using skills swap best PV line with the sub-optimal one
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if (SkillLevelEnabled)
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{
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if (skillBest == MOVE_NONE) // Still unassigned ?
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do_skill_level(&skillBest, &skillPonder);
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skillBest = do_skill_level();
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bestMove = skillBest;
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*ponderMove = skillPonder;
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std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), skillBest));
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}
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return bestMove;
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}
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excludedMove = ss->excludedMove;
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posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
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tte = TT.probe(posKey);
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ttMove = RootNode ? RootMoves[MultiPVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
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ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
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// At PV nodes we check for exact scores, while at non-PV nodes we check for
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// a fail high/low. Biggest advantage at probing at PV nodes is to have a
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// At root obey the "searchmoves" option and skip moves not listed in Root
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// Move List, as a consequence any illegal move is also skipped. In MultiPV
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// mode we also skip PV moves which have been already searched.
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if (RootNode && !std::count(RootMoves.begin() + MultiPVIdx, RootMoves.end(), move))
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if (RootNode && !std::count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
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continue;
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// At PV and SpNode nodes we want all moves to be legal since the beginning
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if (pos.thread() == 0 && elapsed_time() > 2000)
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cout << "info depth " << depth / ONE_PLY
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<< " currmove " << move
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<< " currmovenumber " << moveCount + MultiPVIdx << endl;
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<< " currmovenumber " << moveCount + PVIdx << endl;
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}
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isPvMove = (PvNode && moveCount <= 1);
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for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
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{
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bool updated = (i <= MultiPVIdx);
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bool updated = (i <= PVIdx);
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if (depth == 1 && !updated)
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continue;
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cout << "info"
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<< " depth " << d
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<< " seldepth " << selDepth
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<< (i == MultiPVIdx ? score_to_uci(s, alpha, beta) : score_to_uci(s))
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<< (i == PVIdx ? score_to_uci(s, alpha, beta) : score_to_uci(s))
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<< " nodes " << pos.nodes_searched()
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<< " nps " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
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<< " time " << t
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// When playing with strength handicap choose best move among the MultiPV set
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// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
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void do_skill_level(Move* best, Move* ponder) {
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Move do_skill_level() {
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assert(MultiPV > 1);
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int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMidgame);
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int weakness = 120 - 2 * SkillLevel;
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int max_s = -VALUE_INFINITE;
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Move best = MOVE_NONE;
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// Choose best move. For each move score we add two terms both dependent on
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// weakness, one deterministic and bigger for weaker moves, and one random,
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if (s > max_s)
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{
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max_s = s;
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*best = RootMoves[i].pv[0];
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*ponder = RootMoves[i].pv[1];
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best = RootMoves[i].pv[0];
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}
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}
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return best;
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}
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