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https://github.com/sockspls/badfish
synced 2025-04-30 16:53:09 +00:00
Skip some useless initializations in search()
And rearrange a bit the initialization code. Still some polishing to do, but it is a first step. No functional change.
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1 changed files with 24 additions and 27 deletions
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@ -516,25 +516,25 @@ namespace {
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const bool RootNode = (NT == Root || NT == SplitPointRoot);
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assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
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assert((alpha == beta - 1) || PvNode);
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assert(PvNode || (alpha == beta - 1));
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assert(depth > DEPTH_ZERO);
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Move movesSearched[64];
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StateInfo st;
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const TTEntry *tte;
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SplitPoint* sp;
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Key posKey;
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Move ttMove, move, excludedMove, bestMove, threatMove;
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Depth ext, newDepth;
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Bound bt;
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Value bestValue, value, oldAlpha, ttValue;
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Value refinedValue, nullValue, futilityBase, futilityValue;
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Value refinedValue, nullValue, futilityValue;
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bool pvMove, inCheck, singularExtensionNode, givesCheck;
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bool captureOrPromotion, dangerous, doFullDepthSearch;
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int moveCount = 0, playedMoveCount = 0;
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Thread* thisThread = pos.this_thread();
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SplitPoint* sp = NULL;
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int moveCount, playedMoveCount;
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refinedValue = bestValue = value = -VALUE_INFINITE;
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Thread* thisThread = pos.this_thread();
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moveCount = playedMoveCount = 0;
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oldAlpha = alpha;
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inCheck = pos.in_check();
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ss->ply = (ss-1)->ply + 1;
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@ -548,33 +548,32 @@ namespace {
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{
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tte = NULL;
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ttMove = excludedMove = MOVE_NONE;
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ttValue = VALUE_ZERO;
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ttValue = VALUE_NONE;
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sp = ss->sp;
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bestMove = sp->bestMove;
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threatMove = sp->threatMove;
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bestValue = sp->bestValue;
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moveCount = sp->moveCount; // Lock must be held here
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assert(bestValue > -VALUE_INFINITE && moveCount > 0);
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assert(bestValue > -VALUE_INFINITE && sp->moveCount > 0);
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goto split_point_start;
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}
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else
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{
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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+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
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(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
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}
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// Step 2. Check for aborted search and immediate draw
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// Enforce node limit here. FIXME: This only works with 1 search thread.
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if (Limits.nodes && pos.nodes_searched() >= Limits.nodes)
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Signals.stop = true;
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if (( Signals.stop
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|| pos.is_draw<false>()
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|| ss->ply > MAX_PLY) && !RootNode)
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if (!RootNode)
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{
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// Step 2. Check for aborted search and immediate draw
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if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
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return VALUE_DRAW;
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// Step 3. Mate distance pruning. Even if we mate at the next move our score
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@ -583,8 +582,6 @@ namespace {
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// further, we will never beat current alpha. Same logic but with reversed signs
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// applies also in the opposite condition of being mated instead of giving mate,
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// in this case return a fail-high score.
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if (!RootNode)
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{
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alpha = std::max(mated_in(ss->ply), alpha);
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beta = std::min(mate_in(ss->ply+1), beta);
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if (alpha >= beta)
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@ -598,7 +595,7 @@ namespace {
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posKey = excludedMove ? pos.exclusion_key() : pos.key();
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tte = TT.probe(posKey);
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ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
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ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_ZERO;
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ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_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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@ -623,7 +620,7 @@ namespace {
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// Step 5. Evaluate the position statically and update parent's gain statistics
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if (inCheck)
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ss->eval = ss->evalMargin = VALUE_NONE;
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ss->eval = ss->evalMargin = refinedValue = VALUE_NONE;
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else if (tte)
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{
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assert(tte->static_value() != VALUE_NONE);
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@ -791,7 +788,7 @@ split_point_start: // At split points actual search starts from here
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MovePicker mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
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CheckInfo ci(pos);
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futilityBase = ss->eval + ss->evalMargin;
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value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
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singularExtensionNode = !RootNode
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&& !SpNode
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&& depth >= SingularExtensionDepth[PvNode]
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@ -899,7 +896,7 @@ split_point_start: // At split points actual search starts from here
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// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
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// but fixing this made program slightly weaker.
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Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
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futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
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futilityValue = ss->eval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
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+ H.gain(pos.piece_moved(move), to_sq(move));
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if (futilityValue < beta)
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@ -928,7 +925,7 @@ split_point_start: // At split points actual search starts from here
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continue;
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}
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pvMove = PvNode ? moveCount <= 1 : false;
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pvMove = PvNode ? moveCount == 1 : false;
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ss->currentMove = move;
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if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
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movesSearched[playedMoveCount++] = move;
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