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Author SHA1 Message Date
Marco Costalba
c1ea5ed6f7 Do not prune the move if we are still under mate
If after the first tried 2 + int(depth) moves we still
have no any move that takes us out of a mate then do
not prune the following move, it is more important to
escape mate then speed up search.

This fixes an odd behaviour regarding mates, as example
the following diagram is a mate in 4, not in 3 as bogusly
reported before this patch.

1B2n3/8/2R5/5p2/3kp1n1/4p3/B3K3/8 w - - bm #4;

The performance impact should be minimal, the increment
in searched nodes is less then 0.1 %%

Idea and patch by Joona

After 999 games at 1+0
Mod vs Orig +193 =604 -202  -3 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-15 18:52:21 +01:00
Marco Costalba
d8e7ce1863 Fix a crash when reaching PLY_MAX in a check position
In this case we call evaluate() being in check and this
is not allowed.

Bug found testing with reduced PLY_MAX value as suggested
by Miguel A. Ballicora on talkchess.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-12 15:32:50 +01:00
Marco Costalba
5a5dc6fa10 Restore development version
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-08 15:16:47 +01:00
Marco Costalba
8ee0842c81 Stockfish 1.5.1
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-08 15:16:34 +01:00
Marco Costalba
e59ff49a55 Fix the polling frequency when pondering
When pondering InfiniteSearch == false but myTime == 0 so that
NodesBetweenPolls = 1000 instead of the standard.

The patch fixes the bug and is more robust because checks
directly myTime for a non-zero value, without relying on
an indirect test (InfiniteSearch in this case).

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-08 09:09:19 +01:00
Tord Romstad
225dcfeeb7 Use slightly lower polling frequency in the last few seconds.
Instead of checking the time every 100 nodes in the last second,
and every 1000 nodes in the last five seconds, Stockfish now checks
every 1000 nodes in the last second and every 5000 nodes in the last
five seconds.  This was tested in 1036 games at a time control of
40 moves/10 seconds, and no losses on time occured.

Also fixed a bug pointed out by Marco:  In infinite mode, myTime
is actually 0, but of course we still don't want to check the time
more frequently than the standard once per 30000 nodes in this
case.
2009-10-08 08:55:25 +02:00
Tord Romstad
8dd01fda12 Minor change to time management code, to make sure we don't lose on
time at the last move before the time control when there is very
little time left.
2009-10-07 18:27:00 +02:00
Tord Romstad
18cd83a380 Display fail high/fail low in search log file. 2009-10-06 12:51:15 +02:00
Marco Costalba
da948cc94e Fix use of an initialized SearchStack
In RootMoveList c'tor we allocate a search stack and then
call directly qsearch.

There is called init_node() that clears all the fields of the search
stack array that refers to current ply but not the the killer moves.

The killer moves cleared correspond to ply+2.

In id_loop() this is not a problem because killer moves of
corresponding ply are cleared anyway few instructions later,
but in RootMoveList c'tor we leave them uninitialized.

This patch fixes this very old bug. It comes direclty
from Glaurung age.

Bug spotted by Valgrind.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 11:12:41 +01:00
Marco Costalba
60bc30275d Small code reformat in TranspositionTable::extract_pv()
In particular don't use an array of StateInfo, this
avoids a possible overflow and is in any case redundant.

Also pass as argument the pv[] array size to avoid a second
possible overflow on this one.

Fix suggested by Joona.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 07:14:12 +01:00
Marco Costalba
3701a8e57d Restore development version
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-05 07:15:13 +01:00
Marco Costalba
aaa07fb161 Stockfish 1.5
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-04 07:09:12 +01:00
Marco Costalba
a6c6037813 Optimize futilityValue calculation
Avoid calling evaluate() if we already have the score in TT

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-30 16:11:41 +01:00
Marco Costalba
98c8a83bb8 Fix a MSVC warning in search.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-29 16:48:50 +01:00
Tord Romstad
73be819426 Temporarily removed the unfinished UCI_Elo code in preparation for
the release of the public Stockfish 1.5.
2009-09-29 13:40:00 +02:00
Marco Costalba
2940abdac8 Print RootMoveList startup scoring
This satisfies a specific user request of 28/8/2009

"The only issue I have is that during multiPV analysis, the depth 1
best move score is not reported by the engine (reporting for the best
move begins at depth 2).  I need it at depth 1 also. Would it be
possible to make this modification in future versions? This would be
of great help as otherwise I will have to use a lesser engine.

The goal of my project is to calculate the ELO performance in a game
and also the ELO rating of individual moves. For this I need depth 1
scores for lower rated performances. I intend to distribute the program
for free upon completion.

Thanks, Jack Welbourne"

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-29 10:14:43 +01:00
Marco Costalba
8487069058 Simplify move legality check for uncommon cases
Remove a bunch of difficult and tricky code to test
legality of castle and ep moves and instead use a slower
but simpler check against the list of generated legal moves.

Because these moves are very rare the performance impact
is small but code semplification is ver big: almost 100 lines
of difficult code removed !

No functionality change. No performance change (strangely enough
there is no even minimal performance regression in pgo builds but
instead a slightly and unexpected increase).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:18 +01:00
Marco Costalba
9741694fca Save static evaluation also for failed low nodes
When a node fails low and bestValue is still equal to
the original static node evaluation, then save this
in TT along with usual info.

This will allow us to avoid a future costly evaluation() call.

This patch extends to failed low nodes what we already do
for failed high ones.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 20:05:40 +01:00
Marco Costalba
e145c0d3e2 Revert evaluation drift
Still not clear if it helps and, especially, how it
helps. So revert for now to avoid any influence on
future feature now under test.

With this patch we come back to be functional
equivalent to patch e33c94883 F_53.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 19:39:54 +01:00
Marco Costalba
24cc3a97a4 Evaluation drift: add always 7 instead of ply
After 828 games at 1+0

Mod vs Orig +191 =447 -190 50.06%  414.5/828

So almost no difference. Patch is committed more for
documentation purposes then for other reasons.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 19:32:53 +01:00
Marco Costalba
e4277c06bf Rename piece_attacks_from() in attacks_from()
It is in line with attackers_to() and is shorter and
piece is already redundant because is passed as template
parameter anyway.

Integrate also pawn_attacks_from() in the attacks_from()
family so to have an uniform attack info API.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 14:55:28 +01:00
Marco Costalba
6845397c5c Rename piece_attacks() in piece_attacks_from()
It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 10:26:54 +01:00
Marco Costalba
f74f42b298 Cleanup piece_attacks_square() functions
Most of them are not required to be public and are
used in one place only so remove them and use its
definitions.

Also rename piece_attacks_square() in piece_attacks()
to be aligned to the current naming policy.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 10:12:56 +01:00
Marco Costalba
0e0adfe2e1 Rename attacks_to() in attackers_to()
These functions return bitboard of attacking pieces,
not the attacks themselfs so reflect this in the name.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 09:31:48 +01:00
Marco Costalba
7c55b0e880 Don't compensate TT for evaluation drift
It seems that it works better without compensation
of drifted value when saving static evaluation in TT.

After 818 games at 1+0

Mod vs Orig +217 =429 -172 52.75%  431.5/818  +19 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-19 12:52:57 +01:00
Joona Kiiski
cddda7cd19 Make static value saved in TT independent from ply
After 963 games at 1+0

Mod vs Orig +246 =511 -206 52.08%  501.0/962  +14 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-17 14:16:16 +01:00
Marco Costalba
c81010a878 Evaluation drift
Increase evaluation score with ply.

After 940 games at 1+0

Mod vs Orig +247 =487 -206  +15 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-15 09:04:16 +01:00
Marco Costalba
e33c94883f Set LMRPVMoves to 10 instead of 14
After 934 games at 1+0

Mod vs Orig +228 =493 -213 50.80%  474.5/934   +6 ELO

So it seems not negative and there is also the added
benefit to unify LMRPVMoves use in search_pv() and in
root list.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-04 08:21:04 +01:00
Tord Romstad
03d6a86900 Bug fix for discovered checks in connected_moves().
Because of a hard-to-spot single-character bug in connected_moves(),
the discovered check code had no effect whatsoever. The condition
in the if (...) statement at the beginning of the code would always
return false.

Thanks to Edsel Apostol for pointing out this bug!
2009-09-02 09:58:15 +02:00
Marco Costalba
cf71efc34b MovePicker: rename number_of_moves() in number_of_evasions()
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>
2009-08-31 15:32:31 +02:00
Marco Costalba
af220cfd52 Workaround a bug in Position::has_mate_threat()
It seems that pos.has_mate_threat() changes the position !

So that calling MovePicker c'tor before or after the
has_mate_threat() call changes the things !

Bug was unhidden by previous patch that makes MovePicker c'tor
to generate, score and sort good captures under some circumstances.

Because scoring the captures is position dependent it seems that
the moves returned by MovePicker are different when c'tor is
called before has_mate_threat()

Of course this is only a workaround because the real bug is still
hidden :-(

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-30 20:10:09 +01:00
Marco Costalba
e9de96f0e4 Revert "null move reorder" series
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>
2009-08-30 20:09:58 +01:00
Marco Costalba
9e4befe3f1 Use pointers instead of array indices in MovePicker
This avoids calculating the array entry position
at each access and gives another boost of almost 1%.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-29 06:48:31 +01:00
Marco Costalba
129cde008c Disable again null move at depth == OnePly
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-26 16:59:58 +01:00
Joona Kiiski
b088f0aefd Use special null move technique in low depth.
Try good captures before null move when depth < 3 * OnePly.
Use this kind of null move also in Depth == OnePly.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-26 16:30:39 +01:00
Joona Kiiski
a5d699d62f Use nullMove only through MovePicker.
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-26 16:30:35 +01:00
Joona Kiiski
268c53ac51 Create useNullMove local variable
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-26 15:42:58 +01:00
Marco Costalba
e217407450 Micro-optimze extension()
Explicitly write the conditions for pawn to 7th
and passed pawn instead of wrapping in redundant
helpers.

Also retire the now unused move_is_pawn_push_to_7th()
and the never used move_was_passed_pawn_push() and
move_is_deep_pawn_push()

Function extension() is so time critical that this
simple patch speeds up the pgo compile of 0.5% and
it is also more clear what actually happens there.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-25 15:11:05 +01:00
Marco Costalba
76ae0e36be Enable prefetch also for gcc
This fix a compile error under Linux with gcc when
there aren't the intel dev libraries.

Also simplify the previous patch moving TT definition
from search.cpp to tt.cpp so to avoid using passing a
pointer to TT to the current position.

Finally simplify do_move(), now we miss a prefetch in the
rare case of setting an en-passant square but code is
much cleaner and performance penalty is almost zero.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-10 01:42:35 +01:00
Marco Costalba
4251eac860 Try to prefetch as soon as position key is ready
Move prefetching code inside do_move() so to allow a
very early prefetching and to put as many instructions
as possible between prefetching and following retrieve().

With this patch retrieve() times are cutted of another 25%

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-09 16:45:37 +01:00
Marco Costalba
cd4604b05c Add TT prefetching support
TT.retrieve() is the most time consuming function
because almost always involves a very slow RAM access.

TT table is so big that is never cached. This patch
prefetches TT data just after a move is done, so that
subsequent TT.retrieve will be very  fast.

Profiling with VTune shows that TT:retrieve() times are
almost cutted in half !

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-09 14:18:15 +01:00
Marco Costalba
54382f8b07 Let LMR at root be independent of MultiPV value
Current formula enable LMR when

i + MultiPV >= LMRPVMoves

It means that, for instance, if MultiPV == 1 then LMR
will be started to be considered at move i = LMRPVMoves - 1,
while if MultiPV == 3 then it will start before,
at move i = LMRPVMoves - 3.

With this patch the formula becomes

i >= MultiPV + LMRPVMoves - 2

So that LMR will always start after LMRPVMoves - 1 moves
from the last PV move.

No functional change when MultiPV == 1

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-08-08 17:30:46 +01:00
Tord Romstad
977ca40d6d Supply the "upperbound" and "lowerbound" parameters in UCI search
output when the score is outside the root window.
2009-08-07 16:26:24 +02:00
Tord Romstad
2fff532f4e Moved the code for extracting the PV from the TT to tt.cpp, where
it belongs.
2009-08-06 14:02:53 +02:00
Tord Romstad
da854fe83a Added a new function build_pv(), which extends a PV by walking
down the transposition table.

When the search was stopped before a fail high at the root was
resolved, Stockfish would often print a very short PV, sometimes
consisting of just a single move. This was not only a little
user-unfriendly, but also harmed the strength a little in
ponder-on games: Single-move PVs mean that there is no ponder
move to search.

It is perhaps worth considering to remove the pv[][] array
entirely, and always build the entire PV from the transposition
table. This would simplify the source code somewhat and probably
make the program infinitesimally faster, at the expense of
sometimes getting shorter PVs or PVs with rubbish moves near
the end.
2009-08-06 13:27:49 +02:00
Tord Romstad
a1096e55cf Initial work towards adjustable playing strength.
Added the UCI_LimitStrength and the UCI_Elo options, with an Elo
range of 2100-2900. When UCI_LimitStrength is enabled, the number
of threads is set to 1, and the search speed is slowed down according
to the chosen Elo level.

Todo:

1. Implement Elo levels below 2100 by blundering on purpose and/or
   crippling the evaluation.
2. Automatically calibrate the maximum Elo by measuring the CPU speed
   during program initialization, perhaps by doing some bitboard
   computations and measuring the time taken.

No functional change when UCI_LimitStrength is false (the default).
2009-08-04 11:31:25 +02:00
Tord Romstad
dad632ce5b Added LMR at the root.
After 2000 games at 1+0

Mod vs Orig +534 =1033 -433 52.525%  1050.5/2000  +18 ELO
2009-08-03 09:08:59 +02:00
Joona Kiiski
2f7723fd44 Remove useless mate value special handling in null search
After 1200 games (1CPU), time control 1+0:

Mod vs Orig: +331 =564 -277  +16 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-07-26 18:55:17 +01:00
Marco Costalba
bdb586ac2b Micro optimize extension() in search.cpp
Small micro-optimization in this very
time critical function.

Use bitwise 'or' instead of logic 'or' to avoid branches
in the assembly and use the result to skip an handful of checks.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-07-25 16:48:28 +01:00
Marco Costalba
1cc44bcaae Correctly set mateThreat in search()
We do not accept null search returned mate values,
but we always do a full search in those cases.

So the variable mateThreat that is set only if null move
search returns a mate value is always false.

Restore the functionality of mateThreat moving the
assignement where it can be triggered.

After 999 games at 1+0

Mod vs Orig +253 =517 -229 51.20%  +8 ELO

Bug reported by xiaozhi

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-07-20 08:05:48 +01:00