mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 16:53:09 +00:00
Assorted trivial cleanups 5/2019
No functional change. bench: 4178282
This commit is contained in:
parent
2ead74d1e2
commit
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12 changed files with 73 additions and 82 deletions
28
Readme.md
28
Readme.md
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@ -1,7 +1,7 @@
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## Overview
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[](https://travis-ci.org/official-stockfish/Stockfish)
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[](https://ci.appveyor.com/project/mcostalba/stockfish)
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[](https://ci.appveyor.com/project/mcostalba/stockfish/branch/master)
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[Stockfish](https://stockfishchess.org) is a free, powerful UCI chess engine
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derived from Glaurung 2.1. It is not a complete chess program and requires a
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@ -34,11 +34,11 @@ Currently, Stockfish has the following UCI options:
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A positive value for contempt favors middle game positions and avoids draws.
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* #### Analysis Contempt
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By default, contempt is set to prefer the side to move. Set this option to "White"
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By default, contempt is set to prefer the side to move. Set this option to "White"
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or "Black" to analyse with contempt for that side, or "Off" to disable contempt.
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* #### Threads
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The number of CPU threads used for searching a position. For best performance, set
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The number of CPU threads used for searching a position. For best performance, set
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this equal to the number of CPU cores available.
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* #### Hash
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@ -58,18 +58,18 @@ Currently, Stockfish has the following UCI options:
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Lower the Skill Level in order to make Stockfish play weaker.
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* #### Move Overhead
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Assume a time delay of x ms due to network and GUI overheads. This is useful to
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Assume a time delay of x ms due to network and GUI overheads. This is useful to
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avoid losses on time in those cases.
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* #### Minimum Thinking Time
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Search for at least x ms per move.
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Search for at least x ms per move.
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* #### Slow Mover
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Lower values will make Stockfish take less time in games, higher values will
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Lower values will make Stockfish take less time in games, higher values will
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make it think longer.
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* #### nodestime
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Tells the engine to use nodes searched instead of wall time to account for
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Tells the engine to use nodes searched instead of wall time to account for
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elapsed time. Useful for engine testing.
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* #### UCI_Chess960
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@ -79,13 +79,13 @@ Currently, Stockfish has the following UCI options:
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An option handled by your GUI.
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* #### SyzygyPath
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Path to the folders/directories storing the Syzygy tablebase files. Multiple
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directories are to be separated by ";" on Windows and by ":" on Unix-based
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Path to the folders/directories storing the Syzygy tablebase files. Multiple
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directories are to be separated by ";" on Windows and by ":" on Unix-based
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operating systems. Do not use spaces around the ";" or ":".
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Example: `C:\tablebases\wdl345;C:\tablebases\wdl6;D:\tablebases\dtz345;D:\tablebases\dtz6`
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It is recommended to store .rtbw files on an SSD. There is no loss in storing
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It is recommended to store .rtbw files on an SSD. There is no loss in storing
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the .rtbz files on a regular HD. It is recommended to verify all md5 checksums
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of the downloaded tablebase files (`md5sum -c checksum.md5`) as corruption will
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lead to engine crashes.
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@ -153,7 +153,7 @@ community effort. There are a few ways to help contribute to its growth.
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### Donating hardware
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Improving Stockfish requires a massive amount of testing. You can donate
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your hardware resources by installing the [Fishtest Worker](https://github.com/glinscott/fishtest/wiki/Running-the-worker)
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your hardware resources by installing the [Fishtest Worker](https://github.com/glinscott/fishtest/wiki/Running-the-worker)
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and view the current tests on [Fishtest](http://tests.stockfishchess.org/tests).
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### Improving the code
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@ -169,7 +169,7 @@ generic rather than being focused on Stockfish's precise implementation.
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Nevertheless, a helpful resource.
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* The latest source can always be found on [GitHub](https://github.com/official-stockfish/Stockfish).
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Discussions about Stockfish take place in the [FishCooking](https://groups.google.com/forum/#!forum/fishcooking)
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Discussions about Stockfish take place in the [FishCooking](https://groups.google.com/forum/#!forum/fishcooking)
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group and engine testing is done on [Fishtest](http://tests.stockfishchess.org/tests).
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If you want to help improve Stockfish, please read this [guideline](https://github.com/glinscott/fishtest/wiki/Creating-my-first-test)
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first, where the basics of Stockfish development are explained.
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@ -88,27 +88,28 @@ namespace Endgames {
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void init() {
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add<KPK>("KPK");
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add<KNNK>("KNNK");
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add<KBNK>("KBNK");
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add<KRKP>("KRKP");
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add<KRKB>("KRKB");
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add<KRKN>("KRKN");
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add<KQKP>("KQKP");
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add<KQKR>("KQKR");
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add<KNNKP>("KNNKP");
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add<KPK>("KPK");
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add<KNNK>("KNNK");
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add<KBNK>("KBNK");
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add<KRKP>("KRKP");
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add<KRKB>("KRKB");
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add<KRKN>("KRKN");
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add<KQKP>("KQKP");
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add<KQKR>("KQKR");
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add<KNNKP>("KNNKP");
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add<KNPK>("KNPK");
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add<KNPKB>("KNPKB");
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add<KRPKR>("KRPKR");
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add<KRPKB>("KRPKB");
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add<KBPKB>("KBPKB");
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add<KBPKN>("KBPKN");
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add<KBPPKB>("KBPPKB");
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add<KRPPKRP>("KRPPKRP");
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add<KNPK>("KNPK");
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add<KNPKB>("KNPKB");
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add<KRPKR>("KRPKR");
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add<KRPKB>("KRPKB");
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add<KBPKB>("KBPKB");
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add<KBPKN>("KBPKN");
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add<KBPPKB>("KBPPKB");
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add<KRPPKRP>("KRPPKRP");
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}
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}
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/// Mate with KX vs K. This function is used to evaluate positions with
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/// king and plenty of material vs a lone king. It simply gives the
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/// attacking side a bonus for driving the defending king towards the edge
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@ -91,7 +91,7 @@ struct Endgame : public EndgameBase<T> {
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};
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/// The Endgames class stores the pointers to endgame evaluation and scaling
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/// The Endgames namespace handles the pointers to endgame evaluation and scaling
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/// base objects in two std::map. We use polymorphism to invoke the actual
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/// endgame function by calling its virtual operator().
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@ -99,9 +99,11 @@ namespace Endgames {
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template<typename T> using Ptr = std::unique_ptr<EndgameBase<T>>;
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template<typename T> using Map = std::map<Key, Ptr<T>>;
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extern std::pair<Map<Value>, Map<ScaleFactor>> maps;
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void init();
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template<typename T>
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Map<T>& map() {
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return std::get<std::is_same<T, ScaleFactor>::value>(maps);
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@ -119,8 +121,6 @@ namespace Endgames {
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const EndgameBase<T>* probe(Key key) {
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return map<T>().count(key) ? map<T>()[key].get() : nullptr;
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}
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void init();
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}
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#endif // #ifndef ENDGAME_H_INCLUDED
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@ -190,10 +190,8 @@ namespace {
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// color, including x-rays. But diagonal x-rays through pawns are not computed.
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Bitboard attackedBy2[COLOR_NB];
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// kingRing[color] are the squares adjacent to the king, plus (only for a
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// king on its first rank) the squares two ranks in front. For instance,
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// if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
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// and h6.
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// kingRing[color] are the squares adjacent to the king plus some other
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// very near squares, depending on king position.
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Bitboard kingRing[COLOR_NB];
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// kingAttackersCount[color] is the number of pieces of the given color
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@ -802,7 +800,7 @@ namespace {
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// Early exit if score is high
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Value v = (mg_value(score) + eg_value(score)) / 2;
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if (abs(v) > (LazyThreshold + pos.non_pawn_material() / 64))
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if (abs(v) > LazyThreshold + pos.non_pawn_material() / 64)
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return pos.side_to_move() == WHITE ? v : -v;
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// Main evaluation begins here
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@ -42,8 +42,8 @@ int main(int argc, char* argv[]) {
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Bitboards::init();
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Position::init();
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Bitbases::init();
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Search::init();
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Endgames::init();
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Search::init();
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Threads.set(Options["Threads"]);
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Search::clear(); // After threads are up
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@ -59,7 +59,6 @@ struct Entry {
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Square kingSquares[COLOR_NB];
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Score kingSafety[COLOR_NB];
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int castlingRights[COLOR_NB];
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int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
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};
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typedef HashTable<Entry, 16384> Table;
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@ -387,7 +387,7 @@ void Position::set_state(StateInfo* si) const {
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if (type_of(pc) == PAWN)
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si->pawnKey ^= Zobrist::psq[pc][s];
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else if (type_of(pc) != PAWN && type_of(pc) != KING)
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else if (type_of(pc) != KING)
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si->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc];
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}
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// Snipers are sliders that attack 's' when a piece and other snipers are removed
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Bitboard snipers = ( (PseudoAttacks[ ROOK][s] & pieces(QUEEN, ROOK))
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| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
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Bitboard occupancy = pieces() & ~snipers;
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Bitboard occupancy = pieces() ^ snipers;
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while (snipers)
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{
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if (ply > i)
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return true;
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// For nodes before or at the root, check that the move is a repetition one
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// rather than a move to the current position.
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// In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in the same
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// location, so we have to select which square to check.
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// For nodes before or at the root, check that the move is a
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// repetition rather than a move to the current position.
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// In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in
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// the same location, so we have to select which square to check.
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if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
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continue;
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@ -149,7 +149,7 @@ namespace {
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void Search::init() {
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for (int i = 1; i < MAX_MOVES; ++i)
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Reductions[i] = int(22.9 * std::log(i));
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Reductions[i] = int(22.9 * std::log(i));
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}
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minScore = std::min(minScore, th->rootMoves[0].score);
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// Vote according to score and depth, and select the best thread
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int64_t bestVote = 0;
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for (Thread* th : Threads)
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{
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votes[th->rootMoves[0].pv[0]] +=
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(th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
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(th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
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if (votes[th->rootMoves[0].pv[0]] > bestVote)
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{
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bestVote = votes[th->rootMoves[0].pv[0]];
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if (votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])
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bestThread = th;
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}
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}
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}
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@ -538,13 +534,13 @@ namespace {
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bool ttHit, ttPv, inCheck, givesCheck, improving;
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bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
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Piece movedPiece;
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int moveCount, captureCount, quietCount;
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int moveCount, captureCount, quietCount, singularLMR;
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// Step 1. Initialize node
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Thread* thisThread = pos.this_thread();
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inCheck = pos.checkers();
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Color us = pos.side_to_move();
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moveCount = captureCount = quietCount = ss->moveCount = 0;
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moveCount = captureCount = quietCount = singularLMR = ss->moveCount = 0;
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bestValue = -VALUE_INFINITE;
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maxValue = VALUE_INFINITE;
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@ -589,10 +585,10 @@ namespace {
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// starts with statScore = 0. Later grandchildren start with the last calculated
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// statScore of the previous grandchild. This influences the reduction rules in
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// LMR which are based on the statScore of parent position.
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if (rootNode)
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(ss + 4)->statScore = 0;
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else
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(ss + 2)->statScore = 0;
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if (rootNode)
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(ss + 4)->statScore = 0;
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else
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(ss + 2)->statScore = 0;
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// Step 4. Transposition table lookup. We don't want the score of a partial
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// search to overwrite a previous full search TT value, so we use a different
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value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
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moveCountPruning = false;
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ttCapture = ttMove && pos.capture_or_promotion(ttMove);
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int singularExtensionLMRmultiplier = 0;
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// Step 12. Loop through all pseudo-legal moves until no moves remain
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// or a beta cutoff occurs.
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ss->excludedMove = MOVE_NONE;
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if (value < singularBeta)
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{
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{
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extension = ONE_PLY;
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singularExtensionLMRmultiplier++;
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singularLMR++;
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if (value < singularBeta - std::min(3 * depth / ONE_PLY, 39))
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singularExtensionLMRmultiplier++;
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}
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singularLMR++;
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}
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// Multi-cut pruning
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// Our ttMove is assumed to fail high, and now we failed high also on a reduced
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// Decrease reduction if opponent's move count is high (~10 Elo)
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if ((ss-1)->moveCount > 15)
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r -= ONE_PLY;
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// Decrease reduction if move has been singularly extended
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r -= singularExtensionLMRmultiplier * ONE_PLY;
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r -= singularLMR * ONE_PLY;
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if (!captureOrPromotion)
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{
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@ -1060,7 +1057,7 @@ moves_loop: // When in check, search starts from here
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r -= ss->statScore / 20000 * ONE_PLY;
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}
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Depth d = std::max(newDepth - std::max(r, DEPTH_ZERO), ONE_PLY);
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Depth d = clamp(newDepth - r, ONE_PLY, newDepth);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
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@ -1476,7 +1473,7 @@ moves_loop: // When in check, search starts from here
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void update_capture_stats(const Position& pos, Move move,
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Move* captures, int captureCount, int bonus) {
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CapturePieceToHistory& captureHistory = pos.this_thread()->captureHistory;
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CapturePieceToHistory& captureHistory = pos.this_thread()->captureHistory;
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Piece moved_piece = pos.moved_piece(move);
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PieceType captured = type_of(pos.piece_on(to_sq(move)));
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@ -1715,10 +1712,4 @@ void Tablebases::rank_root_moves(Position& pos, Search::RootMoves& rootMoves) {
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if (dtz_available || rootMoves[0].tbScore <= VALUE_DRAW)
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Cardinality = 0;
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}
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else
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{
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// Assign the same rank to all moves
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for (auto& m : rootMoves)
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m.tbRank = 0;
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}
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}
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@ -69,7 +69,7 @@ struct RootMove {
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Value score = -VALUE_INFINITE;
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Value previousScore = -VALUE_INFINITE;
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int selDepth = 0;
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int tbRank;
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int tbRank = 0;
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Value tbScore;
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std::vector<Move> pv;
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};
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|
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@ -43,15 +43,16 @@ void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev)
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// Overwrite less valuable entries
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if ( (k >> 48) != key16
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|| d / ONE_PLY + 10 > depth8
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||(d - DEPTH_OFFSET) / ONE_PLY > depth8 - 4
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|| b == BOUND_EXACT)
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{
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assert((d - DEPTH_OFFSET) / ONE_PLY >= 0);
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key16 = (uint16_t)(k >> 48);
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value16 = (int16_t)v;
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eval16 = (int16_t)ev;
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genBound8 = (uint8_t)(TT.generation8 | uint8_t(pv) << 2 | b);
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assert((d - DEPTH_NONE) / ONE_PLY >= 0);
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depth8 = (uint8_t)((d - DEPTH_NONE) / ONE_PLY);
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depth8 = (uint8_t)((d - DEPTH_OFFSET) / ONE_PLY);
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}
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}
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2
src/tt.h
2
src/tt.h
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@ -40,7 +40,7 @@ struct TTEntry {
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Move move() const { return (Move )move16; }
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Value value() const { return (Value)value16; }
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Value eval() const { return (Value)eval16; }
|
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Depth depth() const { return (Depth)(depth8 * int(ONE_PLY)) + DEPTH_NONE; }
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Depth depth() const { return (Depth)(depth8 * int(ONE_PLY)) + DEPTH_OFFSET; }
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bool is_pv() const { return (bool)(genBound8 & 0x4); }
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Bound bound() const { return (Bound)(genBound8 & 0x3); }
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void save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev);
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|
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@ -213,8 +213,9 @@ enum Depth : int {
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DEPTH_QS_NO_CHECKS = -1 * ONE_PLY,
|
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DEPTH_QS_RECAPTURES = -5 * ONE_PLY,
|
||||
|
||||
DEPTH_NONE = -6 * ONE_PLY,
|
||||
DEPTH_MAX = MAX_PLY * ONE_PLY
|
||||
DEPTH_NONE = -6 * ONE_PLY,
|
||||
DEPTH_OFFSET = DEPTH_NONE,
|
||||
DEPTH_MAX = MAX_PLY * ONE_PLY
|
||||
};
|
||||
|
||||
static_assert(!(ONE_PLY & (ONE_PLY - 1)), "ONE_PLY is not a power of 2");
|
||||
|
|
Loading…
Add table
Reference in a new issue