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https://github.com/sockspls/badfish
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Instead of a delayed selection sort so that the highest score move is picked up from the list when needed, sort all the moves up front just after score them. Selection sort is O(n*n) while std::sort is O(n*log n), it is true that delayed selection allows us to just pick the move until a cut off occurs or up to a given limit (12), but with an average of 30 non capture-moves delayed pick become slower just after 5-6 moves and we now pick up to 12. Profiling seem to prove this idea and movepick.cpp is now 10% faster. Also tests seem to confirm this: After 700 games at 1+0: Mod vs Orig +178 -160 =362 +9 ELO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
445 lines
12 KiB
C++
445 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008 Marco Costalba
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////
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//// Includes
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////
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#include <algorithm>
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#include <cassert>
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#include "history.h"
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#include "evaluate.h"
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#include "movegen.h"
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#include "movepick.h"
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#include "search.h"
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#include "value.h"
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////
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//// Local definitions
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////
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namespace {
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/// Variables
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MovePicker::MovegenPhase PhaseTable[32];
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int MainSearchPhaseIndex;
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int EvasionsPhaseIndex;
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int QsearchWithChecksPhaseIndex;
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int QsearchWithoutChecksPhaseIndex;
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}
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////
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//// Functions
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////
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/// Constructor for the MovePicker class. Apart from the position for which
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/// it is asked to pick legal moves, MovePicker also wants some information
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/// to help it to return the presumably good moves first, to decide which
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/// moves to return (in the quiescence search, for instance, we only want to
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/// search captures, promotions and some checks) and about how important good
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
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const SearchStack& ss, Depth d) : pos(p) {
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pvNode = pv;
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ttMove = ttm;
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mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
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killer1 = ss.killers[0];
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killer2 = ss.killers[1];
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depth = d;
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movesPicked = 0;
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numOfMoves = 0;
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numOfBadCaptures = 0;
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if (p.is_check())
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phaseIndex = EvasionsPhaseIndex;
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else if (depth > Depth(0))
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phaseIndex = MainSearchPhaseIndex;
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else if (depth == Depth(0))
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phaseIndex = QsearchWithChecksPhaseIndex;
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else
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phaseIndex = QsearchWithoutChecksPhaseIndex;
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Color us = pos.side_to_move();
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dc = p.discovered_check_candidates(us);
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pinned = p.pinned_pieces(us);
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finished = false;
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}
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/// MovePicker::get_next_move() is the most important method of the MovePicker
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/// class. It returns a new legal move every time it is called, until there
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/// are no more moves left of the types we are interested in.
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Move MovePicker::get_next_move() {
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Move move;
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while (true)
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{
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// If we already have a list of generated moves, pick the best move from
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// the list, and return it.
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move = pick_move_from_list();
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if (move != MOVE_NONE)
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{
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assert(move_is_ok(move));
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return move;
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}
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// Next phase
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phaseIndex++;
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switch (PhaseTable[phaseIndex]) {
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case PH_TT_MOVE:
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if (ttMove != MOVE_NONE)
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{
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assert(move_is_ok(ttMove));
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if (move_is_legal(pos, ttMove, pinned))
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return ttMove;
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}
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break;
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case PH_MATE_KILLER:
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if (mateKiller != MOVE_NONE)
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{
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assert(move_is_ok(mateKiller));
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if (move_is_legal(pos, mateKiller, pinned))
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return mateKiller;
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}
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break;
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case PH_GOOD_CAPTURES:
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numOfMoves = generate_captures(pos, moves);
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score_captures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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case PH_BAD_CAPTURES:
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movesPicked = 0;
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break;
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case PH_NONCAPTURES:
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numOfMoves = generate_noncaptures(pos, moves);
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score_noncaptures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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case PH_EVASIONS:
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assert(pos.is_check());
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numOfMoves = generate_evasions(pos, moves, pinned);
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score_evasions();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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case PH_QCAPTURES:
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numOfMoves = generate_captures(pos, moves);
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score_qcaptures();
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std::sort(moves, moves + numOfMoves);
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movesPicked = 0;
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break;
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case PH_QCHECKS:
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numOfMoves = generate_non_capture_checks(pos, moves, dc);
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movesPicked = 0;
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break;
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case PH_STOP:
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return MOVE_NONE;
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default:
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assert(false);
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return MOVE_NONE;
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}
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}
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}
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/// A variant of get_next_move() which takes a lock as a parameter, used to
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/// prevent multiple threads from picking the same move at a split point.
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Move MovePicker::get_next_move(Lock &lock) {
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lock_grab(&lock);
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if (finished)
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{
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lock_release(&lock);
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return MOVE_NONE;
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}
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Move m = get_next_move();
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if (m == MOVE_NONE)
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finished = true;
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lock_release(&lock);
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return m;
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
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/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
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/// numerical move ordering score to each move in a move list. The moves
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/// with highest scores will be picked first by pick_move_from_list().
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void MovePicker::score_captures() {
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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// capture, capturing a more valuable (but sufficiently defended) piece
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// first usually doesn't hurt. The opponent will have to recapture, and
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// the hanging piece will still be hanging (except in the unusual cases
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// where it is possible to recapture with the hanging piece). Exchanging
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// big pieces before capturing a hanging piece probably helps to reduce
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// the subtree size.
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// While scoring captures it moves all captures with negative SEE values
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// to the badCaptures[] array.
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Move m;
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int seeValue;
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for (int i = 0; i < numOfMoves; i++)
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{
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m = moves[i].move;
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seeValue = pos.see(m);
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if (seeValue >= 0)
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{
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if (move_promotion(m))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
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-int(pos.type_of_piece_on(move_from(m)));
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}
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else
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{
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// Losing capture, move it to the badCaptures[] array
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assert(numOfBadCaptures < 63);
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moves[i].score = seeValue;
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badCaptures[numOfBadCaptures++] = moves[i];
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moves[i--] = moves[--numOfMoves];
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}
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}
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}
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void MovePicker::score_noncaptures() {
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// First score by history, when no history is available then use
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// piece/square tables values. This seems to be better then a
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// random choice when we don't have an history for any move.
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Move m;
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int hs;
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for (int i = 0; i < numOfMoves; i++)
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{
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m = moves[i].move;
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if (m == killer1)
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hs = HistoryMax + 2;
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else if (m == killer2)
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hs = HistoryMax + 1;
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else
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hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
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// Ensure history is always preferred to pst
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if (hs > 0)
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hs += 1000;
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// pst based scoring
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moves[i].score = hs + pos.mg_pst_delta(m);
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}
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}
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void MovePicker::score_evasions() {
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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if (m == ttMove)
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moves[i].score = 2*HistoryMax;
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else if (!pos.square_is_empty(move_to(m)))
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{
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int seeScore = pos.see(m);
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moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
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} else
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moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
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}
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}
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void MovePicker::score_qcaptures() {
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// Use MVV/LVA ordering
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for (int i = 0; i < numOfMoves; i++)
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{
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Move m = moves[i].move;
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if (move_promotion(m))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
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-int(pos.type_of_piece_on(move_from(m)));
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}
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}
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/// MovePicker::pick_move_from_list() picks the move with the biggest score
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/// from a list of generated moves (moves[] or badCaptures[], depending on
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/// the current move generation phase). It takes care not to return the
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/// transposition table move if that has already been serched previously.
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Move MovePicker::pick_move_from_list() {
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Move move;
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switch (PhaseTable[phaseIndex]) {
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case PH_GOOD_CAPTURES:
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assert(!pos.is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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if ( move != ttMove
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&& move != mateKiller
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_NONCAPTURES:
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assert(!pos.is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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if ( move != ttMove
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&& move != mateKiller
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_EVASIONS:
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assert(pos.is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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return move;
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}
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break;
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case PH_BAD_CAPTURES:
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assert(!pos.is_check());
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assert(movesPicked >= 0);
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// It's probably a good idea to use SEE move ordering here, instead
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// of just picking the first move. FIXME
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while (movesPicked < numOfBadCaptures)
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{
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move = badCaptures[movesPicked++].move;
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if ( move != ttMove
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&& move != mateKiller
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_QCAPTURES:
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assert(!pos.is_check());
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assert(movesPicked >= 0);
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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// Maybe postpone the legality check until after futility pruning?
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if ( move != ttMove
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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}
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break;
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case PH_QCHECKS:
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assert(!pos.is_check());
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assert(movesPicked >= 0);
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// Perhaps we should do something better than just picking the first
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// move here? FIXME
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while (movesPicked < numOfMoves)
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{
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move = moves[movesPicked++].move;
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if ( move != ttMove
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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}
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break;
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default:
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break;
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}
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return MOVE_NONE;
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}
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/// MovePicker::init_phase_table() initializes the PhaseTable[],
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/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
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/// and QsearchWithoutChecksPhaseIndex. It is only called once during
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/// program startup, and never again while the program is running.
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void MovePicker::init_phase_table() {
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int i = 0;
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// Main search
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MainSearchPhaseIndex = i - 1;
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PhaseTable[i++] = PH_TT_MOVE;
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PhaseTable[i++] = PH_MATE_KILLER;
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PhaseTable[i++] = PH_GOOD_CAPTURES;
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// PH_KILLER_1 and PH_KILLER_2 are not yet used.
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// PhaseTable[i++] = PH_KILLER_1;
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// PhaseTable[i++] = PH_KILLER_2;
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PhaseTable[i++] = PH_NONCAPTURES;
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PhaseTable[i++] = PH_BAD_CAPTURES;
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PhaseTable[i++] = PH_STOP;
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// Check evasions
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EvasionsPhaseIndex = i - 1;
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PhaseTable[i++] = PH_EVASIONS;
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PhaseTable[i++] = PH_STOP;
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// Quiescence search with checks
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QsearchWithChecksPhaseIndex = i - 1;
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PhaseTable[i++] = PH_TT_MOVE;
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PhaseTable[i++] = PH_QCAPTURES;
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PhaseTable[i++] = PH_QCHECKS;
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PhaseTable[i++] = PH_STOP;
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// Quiescence search without checks
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QsearchWithoutChecksPhaseIndex = i - 1;
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PhaseTable[i++] = PH_TT_MOVE;
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PhaseTable[i++] = PH_QCAPTURES;
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PhaseTable[i++] = PH_STOP;
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}
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