Is used only in weight_option() so inline there.
Unroll color loop also for evaluate_space() and
finally also some assorted code style fixes.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use templates to manually unroll the loops so that
many values could be calculated at compile time or at
runtime but with a fast direct memory access instead of
an indirect one.
This change gives a speed up of 3.5 % on pgo build !!! :-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Move to what we already do in generate_piece_moves()
This simple patch gives a spped up of 1.4% !!
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use equivalent Windows function _ftime() instead.
This patch also removes two long standing warnings
under MSVC.
No functional change and no change for non-Windows systems.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This patch make the piece list always terminated by SQ_NONE,
so that we can use a simpler and faster loop in move
generation.
Speedup is about 0.6%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
With this very simple patch we get a speed boost
of 0.8% on my PC !
Sometime we find the most complex tricks to increase speed
when instead the best results come from the simplest solutions.
No functional change of course ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A better and more specific name. Also a bit of code reshuffle.
Verified No functional change and No performance change
for the whole series.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Rewrite in the form normally used in other similar
functions like generate_pawn_noncaptures()
This allow an easier reading of the pawn moves generators
and simplify a bit the code.
No functional change (tested on more then 100M nodes).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A bunch of trivial code style and comment fixes.
Among them there is a real fix for a subtle case
involving promotion moves.
We currently check that a pawn push to 8/1th rank
must be a promotion, but we don't check the contary,
i.e. that a pawn push on a different rank must NOT be
a promotion. Note that, funny enough, we perform this
control for all the other pieces, but not for the pawns!
This patch fixes this really corner case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
In qsearch at depth 0 we generate only captures and checks.
Queen promotion moves are generated among the captures, but
under-promotion moves (both captures and non-captures) are
never generated even if they could give a discovery check.
This patch fixes this limitation extending generate_pawn_noncaptures()
to generate also check moves when required.
Apart for adding the (rare) case of an under-promotion that gives
discovery check, the patch is also a good cleanup because removes
generate_pawn_checks() altoghter.
This patch does the code clean-up but not enables the functional
change so to allow an easier debug.
No functional change and no performance change (actually a very
very small speed increase).
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We are generating also king moves that give check !
Of course these moves are illegal so are in any case
filtered out in MovePicker. Neverthless we should avoid
to generate them.
Also simplify a bit the code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Idea from Joona.
After 999 games at 1+0 on my Intel Core 2 Duo
Orig - Mod: +215 =538 -226 (+11 ELO)
On Joona QUAD after 845 games at 1+0
Orig - Mod: 151 - 181 - 513 (+13 elo)
So it seems a good change !
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
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>
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>
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>
Use the definition in the few places where is needed.
As a nice side effect there is also an optimization in
generate_evasions() where the bitboard of enemy pieces
is computed only once and out of a tight loop.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
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>
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>
Instead of pawn_attacks(Color c, Square s) define as
pawn_attacks(Square s, Color c) to be more aligned to
the others attack info functions.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Remove undefined functions sliding_attacks() and ray_attacks()
and retire square_is_attacked(), use the corresponding definition
instead. It is more clear that we are computing full attack
info for the given square.
Alos fix some obsolete comments in move generation functions.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
This avoids inclusion of a bunch of not very commonly
used headers from windows.h
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Return the bitboard with the pawn attacks for both colors
so to be aligned to the meaning of the others piece_attacks<Piece>
templates.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
One of the most time critical functions is move_is_check()
and in particular the call to type_of_piece_on(from) in the
switch statement.
This call lookups in board[] array and can be slow if board[from]
is not already cached. Few instructions before in the execution stream,
we check the move for legality with pl_move_is_legal().
This patch changes pl_move_is_legal() to use type_of_piece_on(from)
for checking for a king move so that board[from] is automatically
cached in L1 and ready to be used by the near follower move_is_check()
Another advantage is that the call to king_square(us) in pl_move_is_legal()
is avoided most of the times.
Speed up of this nice and tricky patch is 0.7% !
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This patch is built on Tord idea to use functions instead of
templates to access position's bitboards. This has the added advantage
that we don't need fallback functions for cases where the piece
type or the color is a variable and not a constant.
Also added Joona suggestion to workaround request for two types
of pieces like bishop_and_queens() and rook_and_queens().
No functionality or performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use a single template to get bitboard representation of
the position given the type of piece as a constant.
This removes almost 80 lines of code and introduces an
uniform notation to be used for querying for piece type.
No functional change and no performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
I managed to completely mismerge correct values
for QuadraticCoefficientsOppositeColor table :-(
Now it correspond to tuning branch for real.
After 999 games at 1+0
Mod vs Orig +247 =512 -240 50.35% 503.0/999 +2 ELO
So almost no change, but the new values comes from the
same tuning session of the others, so has more sense to
use these ones.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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!
It is used mainly in a bunch of inline oneliners
just below its definition. So substitute it with
the explicit definition and avoid information hiding.
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>
Array index[] and pieceList[] are not guaranteed to be
invariant to a do_move() + undo_move() sequence when a
capture move is involved.
The reason is that the captured piece is removed form
the list and substituted with the last one in do_move()
while in undo_move() is added again but at the end of
the list.
Because index[] and pieceList[] are used in move generation
to scan the pieces it means that moves will be generated
in a different order before and after a do_move() + undo_move()
sequence as, for instance, the one in Position::has_mate_threat()
After latest patches, move generation could now be invoked
also by MovePicker c'tor and this explains why order of
picked moves is different if MovePicker object is istantiated
before or after a Position::has_mate_threat() call.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>