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Do not shadow SplitPoint struct with search() parameter

Also retire move_is_killer() is called only from one place.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-10-16 15:24:42 +01:00
parent 85a7456bd7
commit dcf2edfdea

View file

@ -284,7 +284,7 @@ namespace {
Value id_loop(const Position& pos, Move searchMoves[]);
Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
template <NodeType PvNode, bool SplitPoint>
template <NodeType PvNode, bool SpNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
@ -302,7 +302,6 @@ namespace {
bool value_is_mate(Value value);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool move_is_killer(Move m, SearchStack* ss);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
@ -965,7 +964,7 @@ namespace {
// all this work again. We also don't need to store anything to the hash table
// here: This is taken care of after we return from the split point.
template <NodeType PvNode, bool SplitPoint>
template <NodeType PvNode, bool SpNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
@ -986,16 +985,18 @@ namespace {
bool mateThreat = false;
int moveCount = 0;
int threadID = pos.thread();
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
isCheck = pos.is_check();
if (SplitPoint)
if (SpNode)
{
sp = ss->sp;
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
threatMove = ss->sp->threatMove;
mateThreat = ss->sp->mateThreat;
threatMove = sp->threatMove;
mateThreat = sp->mateThreat;
goto split_point_start;
}
@ -1187,35 +1188,34 @@ split_point_start: // At split points actual search starts from here
// Initialize a MovePicker object for the current position
// FIXME currently MovePicker() c'tor is needless called also in SplitPoint
MovePicker mpBase = MovePicker(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
MovePicker& mp = SplitPoint ? *ss->sp->mp : mpBase;
MovePicker& mp = SpNode ? *sp->mp : mpBase;
CheckInfo ci(pos);
ss->bestMove = MOVE_NONE;
singleEvasion = !SplitPoint && isCheck && mp.number_of_evasions() == 1;
singleEvasion = !SpNode && isCheck && mp.number_of_evasions() == 1;
futilityBase = ss->eval + ss->evalMargin;
singularExtensionNode = !SplitPoint
singularExtensionNode = !SpNode
&& depth >= SingularExtensionDepth[PvNode]
&& tte
&& tte->move()
&& !excludedMove // Do not allow recursive singular extension search
&& (tte->type() & VALUE_TYPE_LOWER)
&& tte->depth() >= depth - 3 * ONE_PLY;
if (SpNode)
{
lock_grab(&(sp->lock));
bestValue = sp->bestValue;
}
// Step 10. Loop through moves
// Loop through all legal moves until no moves remain or a beta cutoff occurs
if (SplitPoint)
{
lock_grab(&(ss->sp->lock));
bestValue = ss->sp->bestValue;
}
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !ThreadsMgr.thread_should_stop(threadID))
{
if (SplitPoint)
if (SpNode)
{
moveCount = ++ss->sp->moveCount;
lock_release(&(ss->sp->lock));
moveCount = ++sp->moveCount;
lock_release(&(sp->lock));
}
assert(move_is_ok(move));
@ -1271,8 +1271,9 @@ split_point_start: // At split points actual search starts from here
&& !(threatMove && connected_threat(pos, move, threatMove))
&& bestValue > value_mated_in(PLY_MAX)) // FIXME bestValue is racy
{
if (SplitPoint)
lock_grab(&(ss->sp->lock));
if (SpNode)
lock_grab(&(sp->lock));
continue;
}
@ -1285,14 +1286,15 @@ split_point_start: // At split points actual search starts from here
if (futilityValueScaled < beta)
{
if (SplitPoint)
if (SpNode)
{
lock_grab(&(ss->sp->lock));
if (futilityValueScaled > ss->sp->bestValue)
ss->sp->bestValue = bestValue = futilityValueScaled;
lock_grab(&(sp->lock));
if (futilityValueScaled > sp->bestValue)
sp->bestValue = bestValue = futilityValueScaled;
}
else if (futilityValueScaled > bestValue)
bestValue = futilityValueScaled;
continue;
}
}
@ -1302,7 +1304,7 @@ split_point_start: // At split points actual search starts from here
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (!SplitPoint && PvNode && moveCount == 1)
if (!SpNode && PvNode && moveCount == 1)
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO, ply+1)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
@ -1315,12 +1317,12 @@ split_point_start: // At split points actual search starts from here
&& !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
&& !move_is_killer(move, ss))
&& !(ss->killers[0] == move || ss->killers[1] == move))
{
ss->reduction = reduction<PvNode>(depth, moveCount);
if (ss->reduction)
{
alpha = SplitPoint ? ss->sp->alpha : alpha;
alpha = SpNode ? sp->alpha : alpha;
Depth d = newDepth - ss->reduction;
value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO, ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
@ -1336,7 +1338,7 @@ split_point_start: // At split points actual search starts from here
assert(newDepth - ONE_PLY >= ONE_PLY);
ss->reduction = ONE_PLY;
alpha = SplitPoint ? ss->sp->alpha : alpha;
alpha = SpNode ? sp->alpha : alpha;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
doFullDepthSearch = (value > alpha);
}
@ -1346,7 +1348,7 @@ split_point_start: // At split points actual search starts from here
// Step 15. Full depth search
if (doFullDepthSearch)
{
alpha = SplitPoint ? ss->sp->alpha : alpha;
alpha = SpNode ? sp->alpha : alpha;
value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO, ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
@ -1365,20 +1367,20 @@ split_point_start: // At split points actual search starts from here
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 17. Check for new best move
if (SplitPoint)
if (SpNode)
{
lock_grab(&(ss->sp->lock));
bestValue = ss->sp->bestValue;
alpha = ss->sp->alpha;
lock_grab(&(sp->lock));
bestValue = sp->bestValue;
alpha = sp->alpha;
}
if (value > bestValue && !(SplitPoint && ThreadsMgr.thread_should_stop(threadID)))
if (value > bestValue && !(SpNode && ThreadsMgr.thread_should_stop(threadID)))
{
bestValue = value;
if (value > alpha)
{
if (SplitPoint && (!PvNode || value >= beta))
ss->sp->stopRequest = true;
if (SpNode && (!PvNode || value >= beta))
sp->stopRequest = true;
if (PvNode && value < beta) // We want always alpha < beta
alpha = value;
@ -1388,16 +1390,16 @@ split_point_start: // At split points actual search starts from here
ss->bestMove = move;
}
if (SplitPoint)
if (SpNode)
{
ss->sp->bestValue = bestValue;
ss->sp->alpha = alpha;
ss->sp->parentSstack->bestMove = ss->bestMove;
sp->bestValue = bestValue;
sp->alpha = alpha;
sp->parentSstack->bestMove = ss->bestMove;
}
}
// Step 18. Check for split
if ( !SplitPoint
if ( !SpNode
&& depth >= MinimumSplitDepth
&& ThreadsMgr.active_threads() > 1
&& bestValue < beta
@ -1409,11 +1411,11 @@ split_point_start: // At split points actual search starts from here
threatMove, mateThreat, moveCount, &mp, PvNode);
}
if (SplitPoint)
if (SpNode)
{
/* Here we have the lock still grabbed */
ss->sp->slaves[threadID] = 0;
lock_release(&(ss->sp->lock));
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
return bestValue;
}
@ -1717,17 +1719,6 @@ split_point_start: // At split points actual search starts from here
}
// move_is_killer() checks if the given move is among the killer moves
bool move_is_killer(Move m, SearchStack* ss) {
if (ss->killers[0] == m || ss->killers[1] == m)
return true;
return false;
}
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
// particular) are searched with bigger depth than ordinary moves and in
@ -1873,7 +1864,6 @@ split_point_start: // At split points actual search starts from here
void update_history(const Position& pos, Move move, Depth depth,
Move movesSearched[], int moveCount) {
Move m;
H.success(pos.piece_on(move_from(move)), move_to(move), depth);