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Retire quietsSearched[]
Use MovePicker moves[] to access already tried quiet moves. A bit of care shall be taken to avoid calling stage_moves() when we are still at ttMove stage, because moves are yet to be generated. Actually our staging move generation makes this code a bit more tricky than what I'd like, but removing an ausiliary redundant array like quietsSearched[] is a good thing. Idea by DiscoCheck bench: 9355734
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3 changed files with 16 additions and 10 deletions
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@ -140,6 +140,15 @@ MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, Piece
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}
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}
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/// stage_moves() returns a pointer to the beginning of moves array. It
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/// is used to access already tried quiet moves when updating history.
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const ExtMove* MovePicker::stage_moves() const {
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assert(stage == KILLERS_S1 || stage == QUIETS_1_S1 || stage == QUIETS_2_S1);
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return stage == KILLERS_S1 ? killers : moves;
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}
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/// score() assign a numerical move ordering score to each move in a move list.
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/// score() assign a numerical move ordering score to each move in a move list.
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/// The moves with highest scores will be picked first.
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/// The moves with highest scores will be picked first.
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template<>
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template<>
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@ -88,6 +88,7 @@ public:
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MovePicker(const Position&, Move, const HistoryStats&, PieceType);
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MovePicker(const Position&, Move, const HistoryStats&, PieceType);
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MovePicker(const Position&, Move, Depth, const HistoryStats&, Move*, Search::Stack*);
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MovePicker(const Position&, Move, Depth, const HistoryStats&, Move*, Search::Stack*);
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const ExtMove* stage_moves() const;
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template<bool SpNode> Move next_move();
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template<bool SpNode> Move next_move();
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private:
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private:
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@ -484,7 +484,6 @@ namespace {
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assert(PvNode || (alpha == beta - 1));
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assert(PvNode || (alpha == beta - 1));
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assert(depth > DEPTH_ZERO);
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assert(depth > DEPTH_ZERO);
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Move quietsSearched[64];
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StateInfo st;
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StateInfo st;
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const TTEntry *tte;
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const TTEntry *tte;
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SplitPoint* splitPoint;
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SplitPoint* splitPoint;
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@ -494,7 +493,7 @@ namespace {
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Value bestValue, value, ttValue, eval, nullValue, futilityValue;
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Value bestValue, value, ttValue, eval, nullValue, futilityValue;
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bool inCheck, givesCheck, pvMove, singularExtensionNode, improving;
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bool inCheck, givesCheck, pvMove, singularExtensionNode, improving;
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bool captureOrPromotion, dangerous, doFullDepthSearch;
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bool captureOrPromotion, dangerous, doFullDepthSearch;
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int moveCount, quietCount;
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int moveCount;
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// Step 1. Initialize node
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// Step 1. Initialize node
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Thread* thisThread = pos.this_thread();
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Thread* thisThread = pos.this_thread();
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@ -515,7 +514,7 @@ namespace {
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goto moves_loop;
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goto moves_loop;
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}
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}
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moveCount = quietCount = 0;
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moveCount = 0;
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bestValue = -VALUE_INFINITE;
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bestValue = -VALUE_INFINITE;
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ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
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ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
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ss->ply = (ss-1)->ply + 1;
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ss->ply = (ss-1)->ply + 1;
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@ -901,8 +900,6 @@ moves_loop: // When in check and at SpNode search starts from here
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pvMove = PvNode && moveCount == 1;
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pvMove = PvNode && moveCount == 1;
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ss->currentMove = move;
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ss->currentMove = move;
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if (!SpNode && !captureOrPromotion && quietCount < 64)
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quietsSearched[quietCount++] = move;
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// Step 14. Make the move
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// Step 14. Make the move
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pos.do_move(move, st, ci, givesCheck);
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pos.do_move(move, st, ci, givesCheck);
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@ -1077,11 +1074,10 @@ moves_loop: // When in check and at SpNode search starts from here
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// played non-capture moves.
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// played non-capture moves.
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Value bonus = Value(int(depth) * int(depth));
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Value bonus = Value(int(depth) * int(depth));
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History.update(pos.moved_piece(bestMove), to_sq(bestMove), bonus);
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History.update(pos.moved_piece(bestMove), to_sq(bestMove), bonus);
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for (int i = 0; i < quietCount - 1; ++i)
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{
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if (bestMove != ttMove)
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Move m = quietsSearched[i];
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for (const ExtMove* em = mp.stage_moves(); em->move != bestMove; ++em)
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History.update(pos.moved_piece(m), to_sq(m), -bonus);
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History.update(pos.moved_piece(em->move), to_sq(em->move), -bonus);
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}
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if (is_ok((ss-1)->currentMove))
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if (is_ok((ss-1)->currentMove))
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Countermoves.update(pos.piece_on(prevMoveSq), prevMoveSq, bestMove);
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Countermoves.update(pos.piece_on(prevMoveSq), prevMoveSq, bestMove);
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