/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad 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 { enum MovegenPhase { PH_TT_MOVES, // Transposition table move and mate killer PH_GOOD_CAPTURES, // Queen promotions and captures with SEE values >= 0 PH_KILLERS, // Killer moves from the current ply PH_NONCAPTURES, // Non-captures and underpromotions PH_BAD_CAPTURES, // Queen promotions and captures with SEE values < 0 PH_EVASIONS, // Check evasions PH_QCAPTURES, // Captures in quiescence search PH_QCHECKS, // Non-capture checks in quiescence search PH_STOP }; CACHE_LINE_ALIGNMENT const uint8_t MainSearchPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP}; const uint8_t EvasionsPhaseTable[] = { PH_TT_MOVES, PH_EVASIONS, PH_STOP}; const uint8_t QsearchWithChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP}; const uint8_t QsearchWithoutChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_STOP}; } //// //// 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, Move ttm, Depth d, const History& h, SearchStack* ss, Value beta) : pos(p), H(h) { int searchTT = ttm; ttMoves[0].move = ttm; badCaptureThreshold = 0; lastBadCapture = badCaptures; pinned = p.pinned_pieces(pos.side_to_move()); if (ss && !p.is_check()) { ttMoves[1].move = (ss->mateKiller == ttm) ? MOVE_NONE : ss->mateKiller; searchTT |= ttMoves[1].move; killers[0].move = ss->killers[0]; killers[1].move = ss->killers[1]; } else ttMoves[1].move = killers[0].move = killers[1].move = MOVE_NONE; if (p.is_check()) phasePtr = EvasionsPhaseTable; else if (d > Depth(0)) { // Consider sligtly negative captures as good if at low // depth and far from beta. if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * OnePly) badCaptureThreshold = -PawnValueMidgame; phasePtr = MainSearchPhaseTable; } else if (d == Depth(0)) phasePtr = QsearchWithChecksPhaseTable; else { phasePtr = QsearchWithoutChecksPhaseTable; // Skip TT move if is not a capture or a promotion, this avoids // qsearch tree explosion due to a possible perpetual check or // similar rare cases when TT table is full. if (ttm != MOVE_NONE && !pos.move_is_capture_or_promotion(ttm)) searchTT = ttMoves[0].move = MOVE_NONE; } phasePtr += int(!searchTT) - 1; go_next_phase(); } /// MovePicker::go_next_phase() generates, scores and sorts the next bunch /// of moves when there are no more moves to try for the current phase. void MovePicker::go_next_phase() { curMove = moves; phase = *(++phasePtr); switch (phase) { case PH_TT_MOVES: curMove = ttMoves; lastMove = curMove + 2; return; case PH_GOOD_CAPTURES: lastMove = generate_captures(pos, moves); score_captures(); return; case PH_KILLERS: curMove = killers; lastMove = curMove + 2; return; case PH_NONCAPTURES: lastMove = generate_noncaptures(pos, moves); score_noncaptures(); sort_moves(moves, lastMove, &lastGoodNonCapture); return; case PH_BAD_CAPTURES: // Bad captures SEE value is already calculated so just sort them // to get SEE move ordering. curMove = badCaptures; lastMove = lastBadCapture; return; case PH_EVASIONS: assert(pos.is_check()); lastMove = generate_evasions(pos, moves); score_evasions_or_checks(); return; case PH_QCAPTURES: lastMove = generate_captures(pos, moves); score_captures(); return; case PH_QCHECKS: lastMove = generate_non_capture_checks(pos, moves); score_evasions_or_checks(); return; case PH_STOP: lastMove = curMove + 1; // Avoids another go_next_phase() call return; default: assert(false); return; } } /// MovePicker::score_captures(), MovePicker::score_noncaptures() and /// MovePicker::score_evasions() assign a numerical move ordering score /// to each move in a move list. The moves with highest scores will be /// picked first by get_next_move(). 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. // In main search we want to push captures with negative SEE values to // badCaptures[] array, but instead of doing it now we delay till when // the move has been picked up in pick_move_from_list(), this way we save // some SEE calls in case we get a cutoff (idea from Pablo Vazquez). Move m; // Use MVV/LVA ordering for (MoveStack* cur = moves; cur != lastMove; cur++) { m = cur->move; if (move_is_promotion(m)) cur->score = QueenValueMidgame; else cur->score = pos.midgame_value_of_piece_on(move_to(m)) - pos.type_of_piece_on(move_from(m)); } } 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; Piece piece; Square from, to; for (MoveStack* cur = moves; cur != lastMove; cur++) { m = cur->move; from = move_from(m); to = move_to(m); piece = pos.piece_on(from); cur->score = H.value(piece, to); } } void MovePicker::score_evasions_or_checks() { // Try good captures ordered by MVV/LVA, then non-captures if // destination square is not under attack, ordered by history // value, and at the end bad-captures and non-captures with a // negative SEE. This last group is ordered by the SEE score. Move m; int seeScore; // Skip if we don't have at least two moves to order if (lastMove < moves + 2) return; for (MoveStack* cur = moves; cur != lastMove; cur++) { m = cur->move; if ((seeScore = pos.see_sign(m)) < 0) cur->score = seeScore - HistoryMax; // Be sure are at the bottom else if (pos.move_is_capture(m)) cur->score = pos.midgame_value_of_piece_on(move_to(m)) - pos.type_of_piece_on(move_from(m)) + HistoryMax; else cur->score = H.value(pos.piece_on(move_from(m)), move_to(m)); } } /// 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. /// It picks the move with the biggest score from a list of generated moves taking /// care not to return the tt move if has already been searched previously. /// Note that this function is not thread safe so should be lock protected by /// caller when accessed through a shared MovePicker object. Move MovePicker::get_next_move() { Move move; while (true) { while (curMove != lastMove) { switch (phase) { case PH_TT_MOVES: move = (curMove++)->move; if ( move != MOVE_NONE && move_is_legal(pos, move, pinned)) return move; break; case PH_GOOD_CAPTURES: move = pick_best(curMove++, lastMove).move; if ( move != ttMoves[0].move && move != ttMoves[1].move && pos.pl_move_is_legal(move, pinned)) { // Check for a non negative SEE now int seeValue = pos.see_sign(move); if (seeValue >= badCaptureThreshold) return move; // Losing capture, move it to the badCaptures[] array, note // that move has now been already checked for legality. assert(int(lastBadCapture - badCaptures) < 63); lastBadCapture->move = move; lastBadCapture->score = seeValue; lastBadCapture++; } break; case PH_KILLERS: move = (curMove++)->move; if ( move != MOVE_NONE && move_is_legal(pos, move, pinned) && move != ttMoves[0].move && move != ttMoves[1].move && !pos.move_is_capture(move)) return move; break; case PH_NONCAPTURES: // Sort negative scored moves only when we get there if (curMove == lastGoodNonCapture) insertion_sort(lastGoodNonCapture, lastMove); move = (curMove++)->move; if ( move != ttMoves[0].move && move != ttMoves[1].move && move != killers[0].move && move != killers[1].move && pos.pl_move_is_legal(move, pinned)) return move; break; case PH_BAD_CAPTURES: move = pick_best(curMove++, lastMove).move; return move; case PH_EVASIONS: case PH_QCAPTURES: move = pick_best(curMove++, lastMove).move; if ( move != ttMoves[0].move && pos.pl_move_is_legal(move, pinned)) return move; break; case PH_QCHECKS: move = (curMove++)->move; if ( move != ttMoves[0].move && pos.pl_move_is_legal(move, pinned)) return move; break; case PH_STOP: return MOVE_NONE; default: assert(false); break; } } go_next_phase(); } }