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https://github.com/sockspls/badfish
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Pass as function argument. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
541 lines
15 KiB
C++
541 lines
15 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 <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 QsearchNoCapturesPhaseIndex;
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int QsearchWithoutChecksPhaseIndex;
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int NoMovesPhaseIndex;
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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, EvalInfo* ei) : 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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// With EvalInfo we are able to know how many captures are possible before
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// generating them. So avoid generating in case we know are zero.
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Color us = pos.side_to_move();
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Color them = opposite_color(us);
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bool noCaptures = ei
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&& (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0
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&& !ei->mi->specialized_eval_exists()
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&& (pos.ep_square() == SQ_NONE)
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&& !pos.has_pawn_on_7th(us);
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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 = (noCaptures ? QsearchNoCapturesPhaseIndex : QsearchWithChecksPhaseIndex);
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else
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phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
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dc = p.discovered_check_candidates(us);
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pinned = p.pinned_pieces(p.side_to_move());
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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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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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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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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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movesPicked = 0;
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break;
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case PH_QCHECKS:
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numOfMoves = generate_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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/// find_best_index() loops across the moves and returns index of
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/// the highest scored one. There is also a second version that
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/// lowers the priority of moves that attack the same square,
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/// so that if the best move that attack a square fails the next
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/// move picked attacks a different square if any, not the same one.
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int MovePicker::find_best_index() {
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assert(movesPicked < numOfMoves);
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int bestIndex = movesPicked, bestScore = moves[movesPicked].score;
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for (int i = movesPicked + 1; i < numOfMoves; i++)
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if (moves[i].score > bestScore)
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{
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bestIndex = i;
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bestScore = moves[i].score;
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}
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return bestIndex;
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}
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int MovePicker::find_best_index(Bitboard* squares, int values[]) {
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assert(movesPicked < numOfMoves);
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int hs;
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Move m;
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Square to;
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int bestScore = -10000000, bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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{
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m = moves[i].move;
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to = move_to(m);
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if (!bit_is_set(*squares, to))
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{
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// Init at first use
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set_bit(squares, to);
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values[to] = 0;
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}
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hs = moves[i].score - values[to];
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if (hs > bestScore)
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{
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bestIndex = i;
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bestScore = hs;
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}
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}
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if (bestIndex != -1)
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{
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// Raise value of the picked square, so next attack
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// to the same square will get low priority.
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to = move_to(moves[bestIndex].move);
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values[to] += 0xB00;
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}
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return bestIndex;
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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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int bestIndex;
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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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bestIndex = find_best_index();
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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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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// If this is a PV node or we have only picked a few moves, scan
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// the entire move list for the best move. If many moves have already
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// been searched and it is not a PV node, we are probably failing low
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// anyway, so we just pick the first move from the list.
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bestIndex = (pvNode || movesPicked < 12) ? find_best_index() : movesPicked;
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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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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bestIndex = find_best_index();
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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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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bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked);
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move = moves[bestIndex].move;
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moves[bestIndex] = moves[movesPicked++];
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// Remember to change the line below if we decide to hash the qsearch!
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// Maybe also postpone the legality check until after futility pruning?
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if (/* move != ttMove && */ 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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// Remember to change the line below if we decide to hash the qsearch!
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if (/* move != ttMove && */ 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::current_move_type() returns the type of the just
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/// picked next move. It can be used in search to further differentiate
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/// according to the current move type: capture, non capture, escape, etc.
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MovePicker::MovegenPhase MovePicker::current_move_type() const {
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return PhaseTable[phaseIndex];
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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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/// QsearchNoCapturesPhaseIndex, QsearchWithoutChecksPhaseIndex and
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/// NoMovesPhaseIndex variables. It is only called once during program
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/// 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_QCAPTURES;
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PhaseTable[i++] = PH_QCHECKS;
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PhaseTable[i++] = PH_STOP;
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// Quiescence search with checks only and no captures
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QsearchNoCapturesPhaseIndex = i - 1;
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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_QCAPTURES;
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PhaseTable[i++] = PH_STOP;
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// Do not generate any move
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NoMovesPhaseIndex = i - 1;
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PhaseTable[i++] = PH_STOP;
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}
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