/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ //// //// Includes //// #include #include "history.h" #include "movegen.h" #include "movepick.h" #include "search.h" #include "value.h" //// //// Local definitions //// namespace { /// Variables MovePicker::MovegenPhase PhaseTable[32]; int MainSearchPhaseIndex; int EvasionsPhaseIndex; int QsearchWithChecksPhaseIndex; int QsearchWithoutChecksPhaseIndex; } //// //// Functions //// /// Constructor for the MovePicker class. Apart from the position for which /// it is asked to pick legal moves, MovePicker also wants some information /// to help it to return the presumably good moves first, to decide which /// moves to return (in the quiescence search, for instance, we only want to /// search captures, promotions and some checks) and about how important good /// move ordering is at the current node. MovePicker::MovePicker(const Position& p, bool pvnode, Move ttm, Move mk, Move k1, Move k2, Depth d) : pos(p) { pvNode = pvnode; ttMove = ttm; mateKiller = (mk == ttm)? MOVE_NONE : mk; killer1 = k1; killer2 = k2; depth = d; movesPicked = 0; numOfMoves = 0; numOfBadCaptures = 0; dc = p.discovered_check_candidates(p.side_to_move()); if (p.is_check()) phaseIndex = EvasionsPhaseIndex; else if (depth > Depth(0)) phaseIndex = MainSearchPhaseIndex; else if (depth == Depth(0)) phaseIndex = QsearchWithChecksPhaseIndex; else phaseIndex = QsearchWithoutChecksPhaseIndex; pinned = p.pinned_pieces(p.side_to_move()); finished = false; } /// MovePicker::get_next_move() is the most important method of the MovePicker /// class. It returns a new legal move every time it is called, until there /// are no more moves left of the types we are interested in. Move MovePicker::get_next_move() { Move move; while (true) { // If we already have a list of generated moves, pick the best move from // the list, and return it. move = pick_move_from_list(); if (move != MOVE_NONE) { assert(move_is_ok(move)); return move; } // Next phase phaseIndex++; switch (PhaseTable[phaseIndex]) { case PH_TT_MOVE: if (ttMove != MOVE_NONE) { assert(move_is_ok(ttMove)); if (move_is_legal(pos, ttMove, pinned)) return ttMove; } break; case PH_MATE_KILLER: if (mateKiller != MOVE_NONE) { assert(move_is_ok(mateKiller)); if (move_is_legal(pos, mateKiller, pinned)) return mateKiller; } break; case PH_GOOD_CAPTURES: numOfMoves = generate_captures(pos, moves); score_captures(); movesPicked = 0; break; case PH_BAD_CAPTURES: badCapturesPicked = 0; break; case PH_NONCAPTURES: numOfMoves = generate_noncaptures(pos, moves); score_noncaptures(); movesPicked = 0; break; case PH_EVASIONS: assert(pos.is_check()); numOfMoves = generate_evasions(pos, moves); score_evasions(); movesPicked = 0; break; case PH_QCAPTURES: numOfMoves = generate_captures(pos, moves); score_qcaptures(); movesPicked = 0; break; case PH_QCHECKS: numOfMoves = generate_checks(pos, moves, dc); movesPicked = 0; break; case PH_STOP: return MOVE_NONE; default: assert(false); return MOVE_NONE; } } } /// A variant of get_next_move() which takes a lock as a parameter, used to /// prevent multiple threads from picking the same move at a split point. Move MovePicker::get_next_move(Lock &lock) { lock_grab(&lock); if (finished) { lock_release(&lock); return MOVE_NONE; } Move m = get_next_move(); if (m == MOVE_NONE) finished = true; lock_release(&lock); return m; } /// MovePicker::score_captures(), MovePicker::score_noncaptures(), /// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a /// numerical move ordering score to each move in a move list. The moves /// with highest scores will be picked first by pick_move_from_list(). void MovePicker::score_captures() { // Winning and equal captures in the main search are ordered by MVV/LVA. // Suprisingly, this appears to perform slightly better than SEE based // move ordering. The reason is probably that in a position with a winning // capture, capturing a more valuable (but sufficiently defended) piece // first usually doesn't hurt. The opponent will have to recapture, and // the hanging piece will still be hanging (except in the unusual cases // where it is possible to recapture with the hanging piece). Exchanging // big pieces before capturing a hanging piece probably helps to reduce // the subtree size. Move m; int seeValue; for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; seeValue = pos.see(m); if (seeValue >= 0) { if (move_promotion(m)) moves[i].score = QueenValueMidgame; else moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) -int(pos.type_of_piece_on(move_from(m))); } else moves[i].score = seeValue; } } void MovePicker::score_noncaptures() { // First score by history, when no history is available then use // piece/square tables values. This seems to be better then a // random choice when we don't have an history for any move. Move m; int hs; for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; if (m == killer1) hs = HistoryMax + 2; else if (m == killer2) hs = HistoryMax + 1; else hs = H.move_ordering_score(pos.piece_on(move_from(m)), m); // Ensure moves in history are always sorted as first if (hs > 0) hs += 1000; moves[i].score = hs + pos.mg_pst_delta(m); } } void MovePicker::score_evasions() { for (int i = 0; i < numOfMoves; i++) { Move m = moves[i].move; if (m == ttMove) moves[i].score = 2*HistoryMax; else if (!pos.square_is_empty(move_to(m))) { int seeScore = pos.see(m); moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore; } else moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m); } // FIXME try psqt also here } void MovePicker::score_qcaptures() { // Use MVV/LVA ordering for (int i = 0; i < numOfMoves; i++) { Move m = moves[i].move; if (move_promotion(m)) moves[i].score = QueenValueMidgame; else moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) -int(pos.type_of_piece_on(move_from(m))); } } /// find_best_index() loops across the moves and returns index of /// the highest scored one. int MovePicker::find_best_index() { int bestScore = -10000000, bestIndex = -1; for (int i = movesPicked; i < numOfMoves; i++) if (moves[i].score > bestScore) { bestIndex = i; bestScore = moves[i].score; } return bestIndex; } /// MovePicker::pick_move_from_list() picks the move with the biggest score /// from a list of generated moves (moves[] or badCaptures[], depending on /// the current move generation phase). It takes care not to return the /// transposition table move if that has already been serched previously. /// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking /// non-losing captures in the main search), it moves all captures with /// negative SEE values to the badCaptures[] array. Move MovePicker::pick_move_from_list() { int bestIndex; Move move; switch (PhaseTable[phaseIndex]) { case PH_GOOD_CAPTURES: assert(!pos.is_check()); assert(movesPicked >= 0); while (movesPicked < numOfMoves) { int bestScore = -10000000; bestIndex = -1; for (int i = movesPicked; i < numOfMoves; i++) { if (moves[i].score < 0) { // Losing capture, move it to the badCaptures[] array assert(numOfBadCaptures < 63); badCaptures[numOfBadCaptures++] = moves[i]; moves[i--] = moves[--numOfMoves]; } else if (moves[i].score > bestScore) { bestIndex = i; bestScore = moves[i].score; } } if (bestIndex != -1) // Found a good capture { move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; if ( move != ttMove && move != mateKiller && pos.pl_move_is_legal(move, pinned)) return move; } } break; case PH_NONCAPTURES: assert(!pos.is_check()); assert(movesPicked >= 0); while (movesPicked < numOfMoves) { // If this is a PV node or we have only picked a few moves, scan // the entire move list for the best move. If many moves have already // been searched and it is not a PV node, we are probably failing low // anyway, so we just pick the first move from the list. bestIndex = (pvNode || movesPicked < 12) ? find_best_index() : movesPicked; if (bestIndex != -1) { move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; if ( move != ttMove && move != mateKiller && pos.pl_move_is_legal(move, pinned)) return move; } } break; case PH_EVASIONS: assert(pos.is_check()); assert(movesPicked >= 0); while (movesPicked < numOfMoves) { bestIndex = find_best_index(); if (bestIndex != -1) { move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; return move; } } break; case PH_BAD_CAPTURES: assert(!pos.is_check()); assert(badCapturesPicked >= 0); // It's probably a good idea to use SEE move ordering here, instead // of just picking the first move. FIXME while (badCapturesPicked < numOfBadCaptures) { move = badCaptures[badCapturesPicked++].move; if ( move != ttMove && move != mateKiller && pos.pl_move_is_legal(move, pinned)) return move; } break; case PH_QCAPTURES: assert(!pos.is_check()); assert(movesPicked >= 0); while (movesPicked < numOfMoves) { bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked); if (bestIndex != -1) { move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; // Remember to change the line below if we decide to hash the qsearch! // Maybe also postpone the legality check until after futility pruning? if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned)) return move; } } break; case PH_QCHECKS: assert(!pos.is_check()); assert(movesPicked >= 0); // Perhaps we should do something better than just picking the first // move here? FIXME while (movesPicked < numOfMoves) { move = moves[movesPicked++].move; // Remember to change the line below if we decide to hash the qsearch! if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned)) return move; } break; default: break; } return MOVE_NONE; } /// MovePicker::current_move_type() returns the type of the just /// picked next move. It can be used in search to further differentiate /// according to the current move type: capture, non capture, escape, etc. MovePicker::MovegenPhase MovePicker::current_move_type() const { return PhaseTable[phaseIndex]; } /// MovePicker::init_phase_table() initializes the PhaseTable[], /// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex /// and QsearchWithoutChecksPhaseIndex variables. It is only called once /// during program startup, and never again while the program is running. void MovePicker::init_phase_table() { int i = 0; // Main search MainSearchPhaseIndex = i - 1; PhaseTable[i++] = PH_TT_MOVE; PhaseTable[i++] = PH_MATE_KILLER; PhaseTable[i++] = PH_GOOD_CAPTURES; // PH_KILLER_1 and PH_KILLER_2 are not yet used. // PhaseTable[i++] = PH_KILLER_1; // PhaseTable[i++] = PH_KILLER_2; PhaseTable[i++] = PH_NONCAPTURES; PhaseTable[i++] = PH_BAD_CAPTURES; PhaseTable[i++] = PH_STOP; // Check evasions EvasionsPhaseIndex = i - 1; PhaseTable[i++] = PH_EVASIONS; PhaseTable[i++] = PH_STOP; // Quiescence search with checks QsearchWithChecksPhaseIndex = i - 1; PhaseTable[i++] = PH_QCAPTURES; PhaseTable[i++] = PH_QCHECKS; PhaseTable[i++] = PH_STOP; // Quiescence search without checks QsearchWithoutChecksPhaseIndex = i - 1; PhaseTable[i++] = PH_QCAPTURES; PhaseTable[i++] = PH_STOP; }