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Delay SEE for scoring captures
Do not calculate SEE on all the moves in MovePicker::score_captures() but delay until pick_move_from_list() when only the best ones are double checked against their see value. If a beta cut-off occurs then we avoid calculating SEE on all the moves, but just the picked ones. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 18 additions and 28 deletions
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@ -206,27 +206,22 @@ void MovePicker::score_captures() {
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// Suprisingly, this appears to perform slightly better than SEE based
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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// move ordering. The reason is probably that in a position with a winning
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// capture, capturing a more valuable (but sufficiently defended) piece
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// capture, capturing a more valuable (but sufficiently defended) piece
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// first usually doesn't hurt. The opponent will have to recapture, and
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// first usually doesn't hurt. The opponent will have to recapture, and
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// the hanging piece will still be hanging (except in the unusual cases
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// the hanging piece will still be hanging (except in the unusual cases
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// where it is possible to recapture with the hanging piece). Exchanging
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// where it is possible to recapture with the hanging piece). Exchanging
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// big pieces before capturing a hanging piece probably helps to reduce
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// big pieces before capturing a hanging piece probably helps to reduce
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// the subtree size.
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// the subtree size. Instead of calculating SEE here to filter out
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// loosing captures, we delay the filtering in pick_move_from_list()
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Move m;
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Move m;
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int seeValue;
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for (int i = 0; i < numOfMoves; i++)
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for (int i = 0; i < numOfMoves; i++)
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{
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{
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m = moves[i].move;
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m = moves[i].move;
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seeValue = pos.see(m);
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if (move_promotion(m))
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if (seeValue >= 0)
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moves[i].score = QueenValueMidgame;
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{
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else
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if (move_promotion(m))
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moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
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moves[i].score = QueenValueMidgame;
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-int(pos.type_of_piece_on(move_from(m)));
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else
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moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
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-int(pos.type_of_piece_on(move_from(m)));
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} else
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moves[i].score = seeValue;
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}
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}
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}
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}
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@ -325,26 +320,21 @@ Move MovePicker::pick_move_from_list() {
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while (movesPicked < numOfMoves)
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while (movesPicked < numOfMoves)
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{
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{
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int bestScore = -10000000;
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bestIndex = find_best_index();
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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if (bestIndex != -1) // Found a possibly good capture
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{
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{
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if (moves[i].score < 0)
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move = moves[bestIndex].move;
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int seeValue = pos.see(move);
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if (seeValue < 0)
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{
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{
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// Losing capture, move it to the badCaptures[] array
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// Losing capture, move it to the badCaptures[] array
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assert(numOfBadCaptures < 63);
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assert(numOfBadCaptures < 63);
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badCaptures[numOfBadCaptures++] = moves[i];
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moves[bestIndex].score = seeValue;
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moves[i--] = moves[--numOfMoves];
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badCaptures[numOfBadCaptures++] = moves[bestIndex];
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moves[bestIndex] = moves[--numOfMoves];
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continue;
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}
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}
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else if (moves[i].score > bestScore)
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{
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bestIndex = i;
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bestScore = moves[i].score;
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}
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}
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if (bestIndex != -1) // Found a good capture
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{
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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moves[bestIndex] = moves[movesPicked++];
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if ( move != ttMove
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if ( move != ttMove
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&& move != mateKiller
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&& move != mateKiller
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