mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Restore original movepick modulo space inflation
We have a regression somewhere here so restart from zero and proceed one change at a time. With this modification we have the same strenght of "Introduce Stockfish" patch that is our strongest to date. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
5dd9159106
commit
f8bc38a006
2 changed files with 146 additions and 122 deletions
177
src/movepick.cpp
177
src/movepick.cpp
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@ -61,8 +61,9 @@ namespace {
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/// search captures, promotions and some checks) and about how important good
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, bool pvnode, Move ttm, Move mk,
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Move k1, Move k2, Depth d) : pos(p) {
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MovePicker::MovePicker(Position& p, bool pvnode, Move ttm, Move mk,
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Move k1, Move k2, Depth d) {
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pos = &p;
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pvNode = pvnode;
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ttMove = ttm;
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mateKiller = (mk == ttm)? MOVE_NONE : mk;
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@ -111,13 +112,16 @@ Move MovePicker::get_next_move() {
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// Next phase
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phaseIndex++;
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switch (PhaseTable[phaseIndex]) {
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case PH_TT_MOVE:
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if (ttMove != MOVE_NONE)
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{
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assert(move_is_ok(ttMove));
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if (generate_move_if_legal(pos, ttMove, pinned) != MOVE_NONE)
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return ttMove;
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Move m = generate_move_if_legal(*pos, ttMove, pinned);
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if (m != MOVE_NONE)
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{
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assert(m == ttMove);
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return m;
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}
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}
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break;
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@ -125,13 +129,17 @@ Move MovePicker::get_next_move() {
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if (mateKiller != MOVE_NONE)
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{
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assert(move_is_ok(mateKiller));
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if (generate_move_if_legal(pos, mateKiller, pinned) != MOVE_NONE)
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return mateKiller;
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Move m = generate_move_if_legal(*pos, mateKiller, pinned);
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if (m != MOVE_NONE)
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{
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assert(m == mateKiller);
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return m;
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}
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}
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break;
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case PH_GOOD_CAPTURES:
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numOfMoves = generate_captures(pos, moves);
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numOfMoves = generate_captures(*pos, moves);
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score_captures();
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movesPicked = 0;
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break;
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@ -141,26 +149,26 @@ Move MovePicker::get_next_move() {
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break;
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case PH_NONCAPTURES:
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numOfMoves = generate_noncaptures(pos, moves);
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numOfMoves = generate_noncaptures(*pos, moves);
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score_noncaptures();
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movesPicked = 0;
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break;
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case PH_EVASIONS:
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assert(pos.is_check());
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numOfMoves = generate_evasions(pos, moves);
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assert(pos->is_check());
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numOfMoves = generate_evasions(*pos, moves);
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score_evasions();
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movesPicked = 0;
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break;
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case PH_QCAPTURES:
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numOfMoves = generate_captures(pos, moves);
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numOfMoves = generate_captures(*pos, moves);
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score_qcaptures();
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movesPicked = 0;
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break;
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case PH_QCHECKS:
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numOfMoves = generate_checks(pos, moves, dc);
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numOfMoves = generate_checks(*pos, moves, dc);
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movesPicked = 0;
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break;
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@ -173,7 +181,6 @@ Move MovePicker::get_next_move() {
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}
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}
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assert(false);
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return MOVE_NONE;
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}
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@ -183,13 +190,15 @@ Move MovePicker::get_next_move() {
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Move MovePicker::get_next_move(Lock &lock) {
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Move m;
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lock_grab(&lock);
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if (finished)
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{
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lock_release(&lock);
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return MOVE_NONE;
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}
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Move m = get_next_move();
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m = get_next_move();
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if (m == MOVE_NONE)
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finished = true;
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@ -197,13 +206,14 @@ Move MovePicker::get_next_move(Lock &lock) {
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return m;
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
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/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
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/// numerical move ordering score to each move in a move list. The moves
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/// with highest scores will be picked first by pick_move_from_list().
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void MovePicker::score_captures() {
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// Winning and equal captures in the main search are ordered by MVV.
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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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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// capture, capturing a more valuable (but sufficiently defended) piece
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@ -214,11 +224,16 @@ void MovePicker::score_captures() {
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// the subtree size.
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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moves[i].score = pos.see(m);
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if (moves[i].score >= 0)
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moves[i].score = move_promotion(m) ? QueenValueMidgame
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: pos.midgame_value_of_piece_on(move_to(m));
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int seeValue = pos->see(moves[i].move);
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if (seeValue >= 0)
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{
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if (move_promotion(moves[i].move))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score = int(pos->midgame_value_of_piece_on(move_to(moves[i].move)))
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-int(pos->type_of_piece_on(move_from(moves[i].move)));
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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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@ -232,13 +247,7 @@ void MovePicker::score_noncaptures() {
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else if (m == killer2)
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moves[i].score = HistoryMax + 1;
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else
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moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
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// Ensure moves in history are always sorted as first
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if (moves[i].score > 0)
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moves[i].score += 1000;
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moves[i].score += pos.mg_pst_delta(moves[i].move);
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moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
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}
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}
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@ -249,47 +258,31 @@ void MovePicker::score_evasions() {
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Move m = moves[i].move;
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if (m == ttMove)
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moves[i].score = 2*HistoryMax;
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else if (!pos.square_is_empty(move_to(m)))
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else if(!pos->square_is_empty(move_to(m)))
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{
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moves[i].score = pos.see(m);
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if (moves[i].score >= 0)
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moves[i].score += HistoryMax;
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}
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else
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moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
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int seeScore = pos->see(m);
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moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
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} else
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moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
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}
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// FIXME try psqt also here
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}
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void MovePicker::score_qcaptures() {
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// Use MVV ordering
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// Use MVV/LVA ordering
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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moves[i].score = move_promotion(m) ? QueenValueMidgame
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: pos.midgame_value_of_piece_on(move_to(m));
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if (move_promotion(m))
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moves[i].score = QueenValueMidgame;
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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->midgame_value_of_piece_on(move_to(m))) / 64;
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}
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}
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/// find_best_index() loops across the moves and returns index of
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/// the highest scored one.
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int MovePicker::find_best_index() {
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int bestScore = -10000000, bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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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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return bestIndex;
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}
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/// MovePicker::pick_move_from_list() picks the move with the biggest score
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/// from a list of generated moves (moves[] or badCaptures[], depending on
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/// the current move generation phase). It takes care not to return the
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@ -300,17 +293,18 @@ int MovePicker::find_best_index() {
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Move MovePicker::pick_move_from_list() {
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int bestScore = -10000000;
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int bestIndex;
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Move move;
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switch (PhaseTable[phaseIndex]) {
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case PH_GOOD_CAPTURES:
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assert(!pos.is_check());
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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int bestScore = -10000000;
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bestScore = -10000000;
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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{
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@ -333,22 +327,35 @@ Move MovePicker::pick_move_from_list() {
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moves[bestIndex] = moves[movesPicked++];
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if ( move != ttMove
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&& move != mateKiller
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&& pos.move_is_legal(move, pinned))
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&& pos->move_is_legal(move, pinned))
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return move;
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}
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}
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break;
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case PH_NONCAPTURES:
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assert(!pos.is_check());
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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bestScore = -10000000;
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// If this is a PV node or we have only picked a few moves, scan
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// the entire move list for the best move. If many moves have already
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// been searched and it is not a PV node, we are probably failing low
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// anyway, so we just pick the first move from the list.
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bestIndex = (movesPicked < 12 || pvNode ? find_best_index() : movesPicked);
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if (pvNode || movesPicked < 12)
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{
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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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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} else
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bestIndex = movesPicked;
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if (bestIndex != -1)
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{
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@ -356,18 +363,26 @@ Move MovePicker::pick_move_from_list() {
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moves[bestIndex] = moves[movesPicked++];
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if ( move != ttMove
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&& move != mateKiller
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&& pos.move_is_legal(move, pinned))
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&& pos->move_is_legal(move, pinned))
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return move;
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}
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}
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break;
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case PH_EVASIONS:
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assert(pos.is_check());
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assert(pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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bestIndex = find_best_index();
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bestScore = -10000000;
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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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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if (bestIndex != -1)
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{
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@ -379,7 +394,7 @@ Move MovePicker::pick_move_from_list() {
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break;
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case PH_BAD_CAPTURES:
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assert(!pos.is_check());
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assert(!pos->is_check());
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assert(badCapturesPicked >= 0);
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// It's probably a good idea to use SEE move ordering here, instead
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// of just picking the first move. FIXME
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@ -388,38 +403,51 @@ Move MovePicker::pick_move_from_list() {
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move = badCaptures[badCapturesPicked++].move;
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if ( move != ttMove
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&& move != mateKiller
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&& pos.move_is_legal(move, pinned))
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&& pos->move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_QCAPTURES:
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assert(!pos.is_check());
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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// FIXME makes sens to score qcaps?
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bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked);
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bestScore = -10000000;
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if (movesPicked < 4)
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{
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bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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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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} else
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bestIndex = movesPicked;
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if (bestIndex != -1)
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{
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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if (move != ttMove && pos.move_is_legal(move, pinned))
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// Remember to change the line below if we decide to hash the qsearch!
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// Maybe also postpone the legality check until after futility pruning?
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if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
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return move;
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}
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}
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break;
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case PH_QCHECKS:
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assert(!pos.is_check());
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assert(!pos->is_check());
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assert(movesPicked >= 0);
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// Perhaps we should do something better than just picking the first
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// move here? FIXME
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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if (move != ttMove && pos.move_is_legal(move, pinned))
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// Remember to change the line below if we decide to hash the qsearch!
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if (/* move != ttMove && */ pos->move_is_legal(move, pinned))
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return move;
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}
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break;
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@ -430,16 +458,11 @@ Move MovePicker::pick_move_from_list() {
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return MOVE_NONE;
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}
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/// MovePicker::current_move_type() returns the type of the just
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/// picked next move. It can be used in search to further differentiate
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/// according to the current move type: capture, non capture, escape, etc.
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MovePicker::MovegenPhase MovePicker::current_move_type() const {
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return PhaseTable[phaseIndex];
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}
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/// MovePicker::init_phase_table() initializes the PhaseTable[],
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/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
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/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
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@ -60,7 +60,8 @@ public:
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PH_STOP
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};
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MovePicker(const Position& p, bool pvnode, Move ttm, Move mk, Move k1, Move k2, Depth d);
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MovePicker(Position &p, bool pvnode, Move ttm, Move mk, Move k1, Move k2,
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Depth dpth);
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Move get_next_move();
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Move get_next_move(Lock &lock);
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int number_of_moves() const;
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@ -76,9 +77,8 @@ private:
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void score_evasions();
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void score_qcaptures();
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Move pick_move_from_list();
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int find_best_index();
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const Position& pos;
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Position *pos;
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Move ttMove, mateKiller, killer1, killer2;
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Bitboard pinned, dc;
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MoveStack moves[256], badCaptures[64];
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@ -101,6 +101,7 @@ private:
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/// a single reply to check.
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inline int MovePicker::number_of_moves() const {
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return numOfMoves;
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}
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