Handling of History and Gains is almost the same, with
the exception of the update logic, so unify both
classes under a single Stats struct.
No functional change.
Templetize MovePicker::next_move() member function instead. It
is easier and we also avoid the forwarding of MovePicker() c'tor
arguments in the common case.
Suggested by Rein Halbersma.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Instead of by SEE. Almost no ELO change but it is
a bit easier and is a more natural choice given
that good captures are ordered in the same way.
After 10424 games
Mod vs Orig 1639 - 1604 - 7181 ELO +1 (+-3.8)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Integrate TT_MOVE step into the first state. This allows to
avoid the first call to next_phase() in case of a TT move.
And use overflow detection instead of the bunch of STOP_XX
states to detect end of moves.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Follow the suggested Qt style:
http://doc.qt.nokia.com/qq/qq13-apis.html
It seems to me simpler and easier to read.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This avoids search explosion in qsearch for some
patological cases like:
r1n1n1b1/1P1P1P1P/1N1N1N2/2RnQrRq/2pKp3/3BNQbQ/k7/4Bq2 w - - 0 1
After 9078 games 20"+0.1 QUAD:
Mod vs Orig 1413 - 1319 - 6346 ELO +3 (+- 4)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It seems much worst in number of nodes seacrhed to reach
the depth and anyhow does not give any advantage to the
Onno's oroginal one.
So revert by now and perhaps readd when we find something
clearly better.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
After 12613 games at 20"+0.1 on QUAD
Mod vs Orig 1870 - 1863 - 8880 ELO +0 (+- 3.3)
So no performance change but it is a code semplification
and also is more easy to understand.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Here the idea is to test probcut not only after bad
captures, but after any bad move, i.e. any move that
leaves the opponent with a good capture.
Ported by a patch from Onno, the difference from
original version is that we have moved probcut after
null search.
After 7917 games 4 threads 20"+0.1
Mod vs Orig: 1261 - 1095 - 5561 ELO +7 (+- 4.2) LOS 96%
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This let us get rid of number_of_evasions()
After 5487 games
Mod- Orig: 851 - 852 - 3784 +0 ELO (+- 3.7)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
When we store this value in TT we cut this to 9 bits,
so we need a smaller variable otherwise comparisons
like:
replace->generation() == generation
Are always false if generation is bigger then the maximum
TT storable value.
This fixes a very nasty and difficult to spot bug (2 weeks for
regression hunting).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Mostly suggested by Justin (UncombedCoconut), the 0ULL -> 0 conversion
is mine.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use the tail of moves[] array to store bad captures.
No functional change but some move reorder. Verified with old perft.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is the world's fussiest compiler with +w1
Warnings reported by Richard Lloyd.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Consider sligtly negative captures as good if at low
depth and far from beta.
After 999 games at 1+0
Mod vs Orig +169 =694 -136 +11 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We can do this only when needed, if we get a cut-off
before we skip sorting entirely. This reduces sorting
time of about 20%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Avoid to take the lock two times in a tight sequence, the first
in get_next_move() and the second to update sp->moves.
Do all with one lock and so retire the now useless locked version
of get_next_move().
Also fix some theorical race due to comparison sp->bestValue < sp->beta
is done out of lock protection. Finally fix another (harmless but time
waster) race that coudl occur because thread_should_stop() is also
called outside of lock protection.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use the same scoring system used for evasions. Small if any
increase, but should be in at least for completeness.
After 999 games at 1+0
Mod vs Orig +208 =601 -190 +6 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is not useful becasue it is safe to call
get_next_move() multiple times when phase == PH_STOP
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is now no more needed to know dc candidates
inside MovePicker, so avoid calculating there.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is more clear that only in that case the move number is
correct, otherwise is only a partial quantity: the number of
moves of that phase.
In case of PH_EVASIONS instead we have only one phase.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Does not seem to improve on the standard, latest results
from Joona after 2040 games are negative:
Orig - Mod: 454 - 424 - 1162
And is more or less the same I got few days ago.
So revert for now.
Verified same functionality of 595a90dfd
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use the same way of loop along the move list used for
the others move kinds so to be consistent in get_next_move()
And a bit of the usual clean up too, but just a bit.
It is even a bit (+0.3%) faster now. ;-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>