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BadFish/src/movepick.cpp
Marco Costalba 67535711e8 generate_evasions() avoid to calculate pinned pieces
Pass as function argument.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-11 19:00:52 +01:00

541 lines
15 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include "history.h"
#include "evaluate.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 QsearchNoCapturesPhaseIndex;
int QsearchWithoutChecksPhaseIndex;
int NoMovesPhaseIndex;
}
////
//// 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 pv, Move ttm,
const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
pvNode = pv;
ttMove = ttm;
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
// With EvalInfo we are able to know how many captures are possible before
// generating them. So avoid generating in case we know are zero.
Color us = pos.side_to_move();
Color them = opposite_color(us);
bool noCaptures = ei
&& (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0
&& !ei->mi->specialized_eval_exists()
&& (pos.ep_square() == SQ_NONE)
&& !pos.has_pawn_on_7th(us);
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
else if (depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if (depth == Depth(0))
phaseIndex = (noCaptures ? QsearchNoCapturesPhaseIndex : QsearchWithChecksPhaseIndex);
else
phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
dc = p.discovered_check_candidates(us);
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:
movesPicked = 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, pinned);
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.
// While scoring captures it moves all captures with negative SEE values
// to the badCaptures[] array.
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
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
moves[i].score = seeValue;
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
}
}
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 history is always preferred to pst
if (hs > 0)
hs += 1000;
// pst based scoring
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);
}
}
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. There is also a second version that
/// lowers the priority of moves that attack the same square,
/// so that if the best move that attack a square fails the next
/// move picked attacks a different square if any, not the same one.
int MovePicker::find_best_index() {
assert(movesPicked < numOfMoves);
int bestIndex = movesPicked, bestScore = moves[movesPicked].score;
for (int i = movesPicked + 1; i < numOfMoves; i++)
if (moves[i].score > bestScore)
{
bestIndex = i;
bestScore = moves[i].score;
}
return bestIndex;
}
int MovePicker::find_best_index(Bitboard* squares, int values[]) {
assert(movesPicked < numOfMoves);
int hs;
Move m;
Square to;
int bestScore = -10000000, bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
{
m = moves[i].move;
to = move_to(m);
if (!bit_is_set(*squares, to))
{
// Init at first use
set_bit(squares, to);
values[to] = 0;
}
hs = moves[i].score - values[to];
if (hs > bestScore)
{
bestIndex = i;
bestScore = hs;
}
}
if (bestIndex != -1)
{
// Raise value of the picked square, so next attack
// to the same square will get low priority.
to = move_to(moves[bestIndex].move);
values[to] += 0xB00;
}
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.
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)
{
bestIndex = find_best_index();
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;
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();
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
return move;
}
break;
case PH_BAD_CAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while (movesPicked < numOfBadCaptures)
{
move = badCaptures[movesPicked++].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);
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
/// QsearchNoCapturesPhaseIndex, QsearchWithoutChecksPhaseIndex and
/// NoMovesPhaseIndex 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 with checks only and no captures
QsearchNoCapturesPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
// Do not generate any move
NoMovesPhaseIndex = i - 1;
PhaseTable[i++] = PH_STOP;
}