mirror of
https://github.com/sockspls/badfish
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Apply bonus for the prior CMH that caused a fail low. Balance Stats: CMH and History bonuses are updated differently. This eliminates the "fudge" factor weight when scoring moves. Also eliminated discontinuity in the gravity history stat formula. (i.e. stat scores will no longer inverse when depth exceeds 22) STC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 21802 W: 4107 L: 3887 D: 13808 LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 46036 W: 7046 L: 6756 D: 32234 Bench: 7677367
329 lines
9.6 KiB
C++
329 lines
9.6 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) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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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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#include <cassert>
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#include "movepick.h"
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#include "thread.h"
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namespace {
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enum Stages {
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MAIN_SEARCH, GOOD_CAPTURES, KILLERS, GOOD_QUIETS, BAD_QUIETS, BAD_CAPTURES,
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EVASION, ALL_EVASIONS,
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QSEARCH_WITH_CHECKS, QCAPTURES_1, CHECKS,
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QSEARCH_WITHOUT_CHECKS, QCAPTURES_2,
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PROBCUT, PROBCUT_CAPTURES,
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RECAPTURE, RECAPTURES,
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STOP
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};
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// Our insertion sort, which is guaranteed to be stable, as it should be
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void insertion_sort(ExtMove* begin, ExtMove* end)
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{
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ExtMove tmp, *p, *q;
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for (p = begin + 1; p < end; ++p)
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{
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tmp = *p;
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for (q = p; q != begin && *(q-1) < tmp; --q)
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*q = *(q-1);
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*q = tmp;
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}
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}
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// pick_best() finds the best move in the range (begin, end) and moves it to
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// the front. It's faster than sorting all the moves in advance when there
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// are few moves e.g. the possible captures.
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Move pick_best(ExtMove* begin, ExtMove* end)
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{
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std::swap(*begin, *std::max_element(begin, end));
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return *begin;
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}
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} // namespace
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/// Constructors of the MovePicker class. As arguments we pass 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 how important good move
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/// ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
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const CounterMovesHistoryStats& cmh, Move cm, Search::Stack* s)
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: pos(p), history(h), counterMovesHistory(cmh), ss(s), countermove(cm), depth(d) {
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assert(d > DEPTH_ZERO);
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stage = pos.checkers() ? EVASION : MAIN_SEARCH;
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ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
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endMoves += (ttMove != MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
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const CounterMovesHistoryStats& cmh, Square s)
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: pos(p), history(h), counterMovesHistory(cmh) {
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assert(d <= DEPTH_ZERO);
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if (pos.checkers())
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stage = EVASION;
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else if (d > DEPTH_QS_NO_CHECKS)
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stage = QSEARCH_WITH_CHECKS;
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else if (d > DEPTH_QS_RECAPTURES)
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stage = QSEARCH_WITHOUT_CHECKS;
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else
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{
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stage = RECAPTURE;
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recaptureSquare = s;
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ttm = MOVE_NONE;
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}
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ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
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endMoves += (ttMove != MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h,
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const CounterMovesHistoryStats& cmh, Value th)
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: pos(p), history(h), counterMovesHistory(cmh), threshold(th) {
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assert(!pos.checkers());
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stage = PROBCUT;
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// In ProbCut we generate captures with SEE higher than the given threshold
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ttMove = ttm
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&& pos.pseudo_legal(ttm)
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&& pos.capture(ttm)
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&& pos.see(ttm) > threshold ? ttm : MOVE_NONE;
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endMoves += (ttMove != MOVE_NONE);
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}
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/// score() assigns a numerical value to each move in a move list. The moves with
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/// highest values will be picked first.
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template<>
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void MovePicker::score<CAPTURES>() {
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// Winning and equal captures in the main search are ordered by MVV, preferring
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// captures near our home rank. Suprisingly, this appears to perform slightly
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// better than SEE based move ordering: exchanging big pieces before capturing
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// a hanging piece probably helps to reduce the subtree size.
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// In main search we want to push captures with negative SEE values to the
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// badCaptures[] array, but instead of doing it now we delay until the move
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// has been picked up, saving some SEE calls in case we get a cutoff.
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for (auto& m : *this)
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m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
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}
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template<>
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void MovePicker::score<QUIETS>() {
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Square prevSq = to_sq((ss-1)->currentMove);
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const HistoryStats& cmh = counterMovesHistory[pos.piece_on(prevSq)][prevSq];
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for (auto& m : *this)
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m.value = history[pos.moved_piece(m)][to_sq(m)]
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+ cmh[pos.moved_piece(m)][to_sq(m)];
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}
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template<>
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void MovePicker::score<EVASIONS>() {
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// Try winning and equal captures captures ordered by MVV/LVA, then non-captures
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// ordered by history value, then bad-captures and quiet moves with a negative
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// SEE ordered by SEE value.
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Value see;
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for (auto& m : *this)
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if ((see = pos.see_sign(m)) < VALUE_ZERO)
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m.value = see - HistoryStats::Max; // At the bottom
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else if (pos.capture(m))
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m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
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else
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m.value = history[pos.moved_piece(m)][to_sq(m)];
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}
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/// generate_next_stage() generates, scores and sorts the next bunch of moves,
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/// when there are no more moves to try for the current stage.
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void MovePicker::generate_next_stage() {
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assert(stage != STOP);
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cur = moves;
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switch (++stage) {
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case GOOD_CAPTURES: case QCAPTURES_1: case QCAPTURES_2:
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case PROBCUT_CAPTURES: case RECAPTURES:
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endMoves = generate<CAPTURES>(pos, moves);
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score<CAPTURES>();
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break;
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case KILLERS:
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killers[0] = ss->killers[0];
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killers[1] = ss->killers[1];
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killers[2] = countermove;
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cur = killers;
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endMoves = cur + 2 + (countermove != killers[0] && countermove != killers[1]);
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break;
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case GOOD_QUIETS:
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endQuiets = endMoves = generate<QUIETS>(pos, moves);
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score<QUIETS>();
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endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
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insertion_sort(cur, endMoves);
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break;
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case BAD_QUIETS:
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cur = endMoves;
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endMoves = endQuiets;
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if (depth >= 3 * ONE_PLY)
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insertion_sort(cur, endMoves);
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break;
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case BAD_CAPTURES:
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// Just pick them in reverse order to get correct ordering
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cur = moves + MAX_MOVES - 1;
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endMoves = endBadCaptures;
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break;
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case ALL_EVASIONS:
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endMoves = generate<EVASIONS>(pos, moves);
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if (endMoves - moves > 1)
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score<EVASIONS>();
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break;
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case CHECKS:
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endMoves = generate<QUIET_CHECKS>(pos, moves);
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break;
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case EVASION: case QSEARCH_WITH_CHECKS: case QSEARCH_WITHOUT_CHECKS:
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case PROBCUT: case RECAPTURE: case STOP:
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stage = STOP;
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break;
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default:
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assert(false);
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}
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}
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/// next_move() is the most important method of the MovePicker class. It returns
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/// a new pseudo legal move every time it is called, until there are no more moves
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/// left. It picks the move with the biggest value from a list of generated moves
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/// taking care not to return the ttMove if it has already been searched.
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template<>
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Move MovePicker::next_move<false>() {
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Move move;
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while (true)
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{
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while (cur == endMoves && stage != STOP)
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generate_next_stage();
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switch (stage) {
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case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS:
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case QSEARCH_WITHOUT_CHECKS: case PROBCUT:
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++cur;
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return ttMove;
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case GOOD_CAPTURES:
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move = pick_best(cur++, endMoves);
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if (move != ttMove)
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{
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if (pos.see_sign(move) >= VALUE_ZERO)
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return move;
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// Losing capture, move it to the tail of the array
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*endBadCaptures-- = move;
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}
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break;
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case KILLERS:
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move = *cur++;
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if ( move != MOVE_NONE
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&& move != ttMove
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&& pos.pseudo_legal(move)
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&& !pos.capture(move))
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return move;
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break;
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case GOOD_QUIETS: case BAD_QUIETS:
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move = *cur++;
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if ( move != ttMove
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&& move != killers[0]
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&& move != killers[1]
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&& move != killers[2])
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return move;
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break;
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case BAD_CAPTURES:
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return *cur--;
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case ALL_EVASIONS: case QCAPTURES_1: case QCAPTURES_2:
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move = pick_best(cur++, endMoves);
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if (move != ttMove)
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return move;
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break;
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case PROBCUT_CAPTURES:
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move = pick_best(cur++, endMoves);
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if (move != ttMove && pos.see(move) > threshold)
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return move;
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break;
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case RECAPTURES:
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move = pick_best(cur++, endMoves);
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if (to_sq(move) == recaptureSquare)
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return move;
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break;
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case CHECKS:
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move = *cur++;
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if (move != ttMove)
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return move;
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break;
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case STOP:
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return MOVE_NONE;
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default:
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assert(false);
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}
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}
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}
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/// Version of next_move() to use at split point nodes where the move is grabbed
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/// from the split point's shared MovePicker object. This function is not thread
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/// safe so must be lock protected by the caller.
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template<>
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Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }
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