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BadFish/src/search.cpp
Marco Costalba cbcc581a86 Use past SE information also for success cases
If singular extension search was succesful in the past then
skip another the SE search and extend of one ply.

Another way to mitigate the cost of SE at the price of
some more spurious extension, but on 90% of cases info
is correct.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2010-08-02 18:47:27 +01:00

2853 lines
96 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include <cmath>
#include <cstring>
#include <fstream>
#include <iostream>
#include <sstream>
#include "book.h"
#include "evaluate.h"
#include "history.h"
#include "misc.h"
#include "movegen.h"
#include "movepick.h"
#include "lock.h"
#include "san.h"
#include "search.h"
#include "timeman.h"
#include "thread.h"
#include "tt.h"
#include "ucioption.h"
using std::cout;
using std::endl;
////
//// Local definitions
////
namespace {
/// Types
enum NodeType { NonPV, PV };
// Set to true to force running with one thread.
// Used for debugging SMP code.
const bool FakeSplit = false;
// ThreadsManager class is used to handle all the threads related stuff in search,
// init, starting, parking and, the most important, launching a slave thread at a
// split point are what this class does. All the access to shared thread data is
// done through this class, so that we avoid using global variables instead.
class ThreadsManager {
/* As long as the single ThreadsManager object is defined as a global we don't
need to explicitly initialize to zero its data members because variables with
static storage duration are automatically set to zero before enter main()
*/
public:
void init_threads();
void exit_threads();
int active_threads() const { return ActiveThreads; }
void set_active_threads(int newActiveThreads) { ActiveThreads = newActiveThreads; }
void incrementNodeCounter(int threadID) { threads[threadID].nodes++; }
void incrementBetaCounter(Color us, Depth d, int threadID) { threads[threadID].betaCutOffs[us] += unsigned(d); }
void resetNodeCounters();
void resetBetaCounters();
int64_t nodes_searched() const;
void get_beta_counters(Color us, int64_t& our, int64_t& their) const;
bool available_thread_exists(int master) const;
bool thread_is_available(int slave, int master) const;
bool thread_should_stop(int threadID) const;
void wake_sleeping_threads();
void put_threads_to_sleep();
void idle_loop(int threadID, SplitPoint* sp);
template <bool Fake>
void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
Depth depth, Move threatMove, bool mateThreat, int* moveCount, MovePicker* mp, bool pvNode);
private:
friend void poll();
int ActiveThreads;
volatile bool AllThreadsShouldExit, AllThreadsShouldSleep;
Thread threads[MAX_THREADS];
Lock MPLock, WaitLock;
#if !defined(_MSC_VER)
pthread_cond_t WaitCond;
#else
HANDLE SitIdleEvent[MAX_THREADS];
#endif
};
// RootMove struct is used for moves at the root at the tree. For each
// root move, we store a score, a node count, and a PV (really a refutation
// in the case of moves which fail low).
struct RootMove {
RootMove() { nodes = cumulativeNodes = ourBeta = theirBeta = 0ULL; }
// RootMove::operator<() is the comparison function used when
// sorting the moves. A move m1 is considered to be better
// than a move m2 if it has a higher score, or if the moves
// have equal score but m1 has the higher beta cut-off count.
bool operator<(const RootMove& m) const {
return score != m.score ? score < m.score : theirBeta <= m.theirBeta;
}
Move move;
Value score;
int64_t nodes, cumulativeNodes, ourBeta, theirBeta;
Move pv[PLY_MAX_PLUS_2];
};
// The RootMoveList class is essentially an array of RootMove objects, with
// a handful of methods for accessing the data in the individual moves.
class RootMoveList {
public:
RootMoveList(Position& pos, Move searchMoves[]);
int move_count() const { return count; }
Move get_move(int moveNum) const { return moves[moveNum].move; }
Value get_move_score(int moveNum) const { return moves[moveNum].score; }
void set_move_score(int moveNum, Value score) { moves[moveNum].score = score; }
Move get_move_pv(int moveNum, int i) const { return moves[moveNum].pv[i]; }
int64_t get_move_cumulative_nodes(int moveNum) const { return moves[moveNum].cumulativeNodes; }
void set_move_nodes(int moveNum, int64_t nodes);
void set_beta_counters(int moveNum, int64_t our, int64_t their);
void set_move_pv(int moveNum, const Move pv[]);
void sort();
void sort_multipv(int n);
private:
static const int MaxRootMoves = 500;
RootMove moves[MaxRootMoves];
int count;
};
/// Adjustments
// Step 6. Razoring
// Maximum depth for razoring
const Depth RazorDepth = 4 * OnePly;
// Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
// Step 8. Null move search with verification search
// Null move margin. A null move search will not be done if the static
// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x200);
// Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * OnePly;
// Step 9. Internal iterative deepening
// Minimum depth for use of internal iterative deepening
const Depth IIDDepth[2] = { 8 * OnePly /* non-PV */, 5 * OnePly /* PV */};
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
const Value IIDMargin = Value(0x100);
// Step 11. Decide the new search depth
// Extensions. Configurable UCI options
// Array index 0 is used at non-PV nodes, index 1 at PV nodes.
Depth CheckExtension[2], SingleEvasionExtension[2], PawnPushTo7thExtension[2];
Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
// Minimum depth for use of singular extension
const Depth SingularExtensionDepth[2] = { 7 * OnePly /* non-PV */, 6 * OnePly /* PV */};
// If the TT move is at least SingularExtensionMargin better then the
// remaining ones we will extend it.
const Value SingularExtensionMargin = Value(0x20);
// Step 12. Futility pruning
// Futility margin for quiescence search
const Value FutilityMarginQS = Value(0x80);
// Futility lookup tables (initialized at startup) and their getter functions
int32_t FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
int FutilityMoveCountArray[32]; // [depth]
inline Value futility_margin(Depth d, int mn) { return Value(d < 7 * OnePly ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
inline int futility_move_count(Depth d) { return d < 16 * OnePly ? FutilityMoveCountArray[d] : 512; }
// Step 14. Reduced search
// Reduction lookup tables (initialized at startup) and their getter functions
int8_t ReductionMatrix[2][64][64]; // [pv][depth][moveNumber]
template <NodeType PV>
inline Depth reduction(Depth d, int mn) { return (Depth) ReductionMatrix[PV][Min(d / 2, 63)][Min(mn, 63)]; }
// Common adjustments
// Search depth at iteration 1
const Depth InitialDepth = OnePly;
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
/// Global variables
// Iteration counter
int Iteration;
// Scores and number of times the best move changed for each iteration
Value ValueByIteration[PLY_MAX_PLUS_2];
int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
// Search window management
int AspirationDelta;
// MultiPV mode
int MultiPV;
// Time managment variables
int SearchStartTime, MaxNodes, MaxDepth, OptimumSearchTime;
int MaximumSearchTime, ExtraSearchTime, ExactMaxTime;
bool UseTimeManagement, InfiniteSearch, PonderSearch, StopOnPonderhit;
bool FirstRootMove, AbortSearch, Quit, AspirationFailLow;
// Log file
bool UseLogFile;
std::ofstream LogFile;
// Multi-threads related variables
Depth MinimumSplitDepth;
int MaxThreadsPerSplitPoint;
ThreadsManager TM;
// Node counters, used only by thread[0] but try to keep in different cache
// lines (64 bytes each) from the heavy multi-thread read accessed variables.
int NodesSincePoll;
int NodesBetweenPolls = 30000;
// History table
History H;
/// Local functions
Value id_loop(const Position& pos, Move searchMoves[]);
Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
template <NodeType PvNode>
void sp_search(SplitPoint* sp, int threadID);
template <NodeType PvNode>
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool move_is_killer(Move m, SearchStack* ss);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
void update_killers(Move m, SearchStack* ss);
void update_gains(const Position& pos, Move move, Value before, Value after);
int current_search_time();
std::string value_to_uci(Value v);
int nps();
void poll();
void ponderhit();
void wait_for_stop_or_ponderhit();
void init_ss_array(SearchStack* ss, int size);
void print_pv_info(const Position& pos, Move pv[], Value alpha, Value beta, Value value);
void insert_pv_in_tt(const Position& pos, Move pv[]);
void extract_pv_from_tt(const Position& pos, Move bestMove, Move pv[]);
#if !defined(_MSC_VER)
void *init_thread(void *threadID);
#else
DWORD WINAPI init_thread(LPVOID threadID);
#endif
}
////
//// Functions
////
/// init_threads(), exit_threads() and nodes_searched() are helpers to
/// give accessibility to some TM methods from outside of current file.
void init_threads() { TM.init_threads(); }
void exit_threads() { TM.exit_threads(); }
int64_t nodes_searched() { return TM.nodes_searched(); }
/// init_search() is called during startup. It initializes various lookup tables
void init_search() {
int d; // depth (OnePly == 2)
int hd; // half depth (OnePly == 1)
int mc; // moveCount
// Init reductions array
for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
{
double pvRed = 0.33 + log(double(hd)) * log(double(mc)) / 4.5;
double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(OnePly)) : 0);
ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(OnePly)) : 0);
}
// Init futility margins array
for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
FutilityMarginsMatrix[d][mc] = 112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45;
// Init futility move count array
for (d = 0; d < 32; d++)
FutilityMoveCountArray[d] = 3 + (1 << (3 * d / 8));
}
/// perft() is our utility to verify move generation is bug free. All the legal
/// moves up to given depth are generated and counted and the sum returned.
int perft(Position& pos, Depth depth)
{
StateInfo st;
Move move;
int sum = 0;
MovePicker mp(pos, MOVE_NONE, depth, H);
// If we are at the last ply we don't need to do and undo
// the moves, just to count them.
if (depth <= OnePly) // Replace with '<' to test also qsearch
{
while (mp.get_next_move()) sum++;
return sum;
}
// Loop through all legal moves
CheckInfo ci(pos);
while ((move = mp.get_next_move()) != MOVE_NONE)
{
pos.do_move(move, st, ci, pos.move_is_check(move, ci));
sum += perft(pos, depth - OnePly);
pos.undo_move(move);
}
return sum;
}
/// think() is the external interface to Stockfish's search, and is called when
/// the program receives the UCI 'go' command. It initializes various
/// search-related global variables, and calls root_search(). It returns false
/// when a quit command is received during the search.
bool think(const Position& pos, bool infinite, bool ponder, int time[], int increment[],
int movesToGo, int maxDepth, int maxNodes, int maxTime, Move searchMoves[]) {
// Initialize global search variables
StopOnPonderhit = AbortSearch = Quit = AspirationFailLow = false;
OptimumSearchTime = MaximumSearchTime = ExtraSearchTime = 0;
NodesSincePoll = 0;
TM.resetNodeCounters();
SearchStartTime = get_system_time();
ExactMaxTime = maxTime;
MaxDepth = maxDepth;
MaxNodes = maxNodes;
InfiniteSearch = infinite;
PonderSearch = ponder;
UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
// Look for a book move, only during games, not tests
if (UseTimeManagement && get_option_value_bool("OwnBook"))
{
if (get_option_value_string("Book File") != OpeningBook.file_name())
OpeningBook.open(get_option_value_string("Book File"));
Move bookMove = OpeningBook.get_move(pos, get_option_value_bool("Best Book Move"));
if (bookMove != MOVE_NONE)
{
if (PonderSearch)
wait_for_stop_or_ponderhit();
cout << "bestmove " << bookMove << endl;
return true;
}
}
// Read UCI option values
TT.set_size(get_option_value_int("Hash"));
if (button_was_pressed("Clear Hash"))
TT.clear();
CheckExtension[1] = Depth(get_option_value_int("Check Extension (PV nodes)"));
CheckExtension[0] = Depth(get_option_value_int("Check Extension (non-PV nodes)"));
SingleEvasionExtension[1] = Depth(get_option_value_int("Single Evasion Extension (PV nodes)"));
SingleEvasionExtension[0] = Depth(get_option_value_int("Single Evasion Extension (non-PV nodes)"));
PawnPushTo7thExtension[1] = Depth(get_option_value_int("Pawn Push to 7th Extension (PV nodes)"));
PawnPushTo7thExtension[0] = Depth(get_option_value_int("Pawn Push to 7th Extension (non-PV nodes)"));
PassedPawnExtension[1] = Depth(get_option_value_int("Passed Pawn Extension (PV nodes)"));
PassedPawnExtension[0] = Depth(get_option_value_int("Passed Pawn Extension (non-PV nodes)"));
PawnEndgameExtension[1] = Depth(get_option_value_int("Pawn Endgame Extension (PV nodes)"));
PawnEndgameExtension[0] = Depth(get_option_value_int("Pawn Endgame Extension (non-PV nodes)"));
MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
MultiPV = get_option_value_int("MultiPV");
Chess960 = get_option_value_bool("UCI_Chess960");
UseLogFile = get_option_value_bool("Use Search Log");
if (UseLogFile)
LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
read_weights(pos.side_to_move());
// Set the number of active threads
int newActiveThreads = get_option_value_int("Threads");
if (newActiveThreads != TM.active_threads())
{
TM.set_active_threads(newActiveThreads);
init_eval(TM.active_threads());
}
// Wake up sleeping threads
TM.wake_sleeping_threads();
// Set thinking time
int myTime = time[pos.side_to_move()];
int myIncrement = increment[pos.side_to_move()];
if (UseTimeManagement)
{
get_search_times(myTime, myIncrement, movesToGo, pos.startpos_ply_counter(),
&OptimumSearchTime, &MaximumSearchTime);
if (get_option_value_bool("Ponder"))
{
OptimumSearchTime += OptimumSearchTime / 4;
OptimumSearchTime = Min(OptimumSearchTime, MaximumSearchTime);
}
}
// Set best NodesBetweenPolls interval to avoid lagging under
// heavy time pressure.
if (MaxNodes)
NodesBetweenPolls = Min(MaxNodes, 30000);
else if (myTime && myTime < 1000)
NodesBetweenPolls = 1000;
else if (myTime && myTime < 5000)
NodesBetweenPolls = 5000;
else
NodesBetweenPolls = 30000;
// Write search information to log file
if (UseLogFile)
LogFile << "Searching: " << pos.to_fen() << endl
<< "infinite: " << infinite
<< " ponder: " << ponder
<< " time: " << myTime
<< " increment: " << myIncrement
<< " moves to go: " << movesToGo << endl;
// We're ready to start thinking. Call the iterative deepening loop function
id_loop(pos, searchMoves);
if (UseLogFile)
LogFile.close();
TM.put_threads_to_sleep();
return !Quit;
}
namespace {
// id_loop() is the main iterative deepening loop. It calls root_search
// repeatedly with increasing depth until the allocated thinking time has
// been consumed, the user stops the search, or the maximum search depth is
// reached.
Value id_loop(const Position& pos, Move searchMoves[]) {
Position p(pos, pos.thread());
SearchStack ss[PLY_MAX_PLUS_2];
Move pv[PLY_MAX_PLUS_2];
Move EasyMove = MOVE_NONE;
Value value, alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
// Moves to search are verified, copied, scored and sorted
RootMoveList rml(p, searchMoves);
// Handle special case of searching on a mate/stale position
if (rml.move_count() == 0)
{
if (PonderSearch)
wait_for_stop_or_ponderhit();
return pos.is_check() ? -VALUE_MATE : VALUE_DRAW;
}
// Print RootMoveList startup scoring to the standard output,
// so to output information also for iteration 1.
cout << "info depth " << 1
<< "\ninfo depth " << 1
<< " score " << value_to_uci(rml.get_move_score(0))
<< " time " << current_search_time()
<< " nodes " << TM.nodes_searched()
<< " nps " << nps()
<< " pv " << rml.get_move(0) << "\n";
// Initialize
TT.new_search();
H.clear();
init_ss_array(ss, PLY_MAX_PLUS_2);
pv[0] = pv[1] = MOVE_NONE;
ValueByIteration[1] = rml.get_move_score(0);
Iteration = 1;
// Is one move significantly better than others after initial scoring ?
if ( rml.move_count() == 1
|| rml.get_move_score(0) > rml.get_move_score(1) + EasyMoveMargin)
EasyMove = rml.get_move(0);
// Iterative deepening loop
while (Iteration < PLY_MAX)
{
// Initialize iteration
Iteration++;
BestMoveChangesByIteration[Iteration] = 0;
cout << "info depth " << Iteration << endl;
// Calculate dynamic aspiration window based on previous iterations
if (MultiPV == 1 && Iteration >= 6 && abs(ValueByIteration[Iteration - 1]) < VALUE_KNOWN_WIN)
{
int prevDelta1 = ValueByIteration[Iteration - 1] - ValueByIteration[Iteration - 2];
int prevDelta2 = ValueByIteration[Iteration - 2] - ValueByIteration[Iteration - 3];
AspirationDelta = Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16);
AspirationDelta = (AspirationDelta + 7) / 8 * 8; // Round to match grainSize
alpha = Max(ValueByIteration[Iteration - 1] - AspirationDelta, -VALUE_INFINITE);
beta = Min(ValueByIteration[Iteration - 1] + AspirationDelta, VALUE_INFINITE);
}
// Search to the current depth, rml is updated and sorted, alpha and beta could change
value = root_search(p, ss, pv, rml, &alpha, &beta);
// Write PV to transposition table, in case the relevant entries have
// been overwritten during the search.
insert_pv_in_tt(p, pv);
if (AbortSearch)
break; // Value cannot be trusted. Break out immediately!
//Save info about search result
ValueByIteration[Iteration] = value;
// Drop the easy move if differs from the new best move
if (pv[0] != EasyMove)
EasyMove = MOVE_NONE;
if (UseTimeManagement)
{
// Time to stop?
bool stopSearch = false;
// Stop search early if there is only a single legal move,
// we search up to Iteration 6 anyway to get a proper score.
if (Iteration >= 6 && rml.move_count() == 1)
stopSearch = true;
// Stop search early when the last two iterations returned a mate score
if ( Iteration >= 6
&& abs(ValueByIteration[Iteration]) >= abs(VALUE_MATE) - 100
&& abs(ValueByIteration[Iteration-1]) >= abs(VALUE_MATE) - 100)
stopSearch = true;
// Stop search early if one move seems to be much better than the others
int64_t nodes = TM.nodes_searched();
if ( Iteration >= 8
&& EasyMove == pv[0]
&& ( ( rml.get_move_cumulative_nodes(0) > (nodes * 85) / 100
&& current_search_time() > OptimumSearchTime / 16)
||( rml.get_move_cumulative_nodes(0) > (nodes * 98) / 100
&& current_search_time() > OptimumSearchTime / 32)))
stopSearch = true;
// Add some extra time if the best move has changed during the last two iterations
if (Iteration > 5 && Iteration <= 50)
ExtraSearchTime = BestMoveChangesByIteration[Iteration] * (OptimumSearchTime / 2)
+ BestMoveChangesByIteration[Iteration-1] * (OptimumSearchTime / 3);
// Stop search if most of MaxSearchTime is consumed at the end of the
// iteration. We probably don't have enough time to search the first
// move at the next iteration anyway.
if (current_search_time() > ((OptimumSearchTime + ExtraSearchTime) * 80) / 128)
stopSearch = true;
if (stopSearch)
{
if (PonderSearch)
StopOnPonderhit = true;
else
break;
}
}
if (MaxDepth && Iteration >= MaxDepth)
break;
}
// If we are pondering or in infinite search, we shouldn't print the
// best move before we are told to do so.
if (!AbortSearch && (PonderSearch || InfiniteSearch))
wait_for_stop_or_ponderhit();
else
// Print final search statistics
cout << "info nodes " << TM.nodes_searched()
<< " nps " << nps()
<< " time " << current_search_time() << endl;
// Print the best move and the ponder move to the standard output
if (pv[0] == MOVE_NONE)
{
pv[0] = rml.get_move(0);
pv[1] = MOVE_NONE;
}
assert(pv[0] != MOVE_NONE);
cout << "bestmove " << pv[0];
if (pv[1] != MOVE_NONE)
cout << " ponder " << pv[1];
cout << endl;
if (UseLogFile)
{
if (dbg_show_mean)
dbg_print_mean(LogFile);
if (dbg_show_hit_rate)
dbg_print_hit_rate(LogFile);
LogFile << "\nNodes: " << TM.nodes_searched()
<< "\nNodes/second: " << nps()
<< "\nBest move: " << move_to_san(p, pv[0]);
StateInfo st;
p.do_move(pv[0], st);
LogFile << "\nPonder move: "
<< move_to_san(p, pv[1]) // Works also with MOVE_NONE
<< endl;
}
return rml.get_move_score(0);
}
// root_search() is the function which searches the root node. It is
// similar to search_pv except that it uses a different move ordering
// scheme, prints some information to the standard output and handles
// the fail low/high loops.
Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
EvalInfo ei;
StateInfo st;
CheckInfo ci(pos);
int64_t nodes;
Move move;
Depth depth, ext, newDepth;
Value value, alpha, beta;
bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
int researchCountFH, researchCountFL;
researchCountFH = researchCountFL = 0;
alpha = *alphaPtr;
beta = *betaPtr;
isCheck = pos.is_check();
// Step 1. Initialize node (polling is omitted at root)
ss->currentMove = ss->bestMove = MOVE_NONE;
// Step 2. Check for aborted search (omitted at root)
// Step 3. Mate distance pruning (omitted at root)
// Step 4. Transposition table lookup (omitted at root)
// Step 5. Evaluate the position statically
// At root we do this only to get reference value for child nodes
ss->eval = isCheck ? VALUE_NONE : evaluate(pos, ei);
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
// Step 8. Null move search with verification search (omitted at root)
// Step 9. Internal iterative deepening (omitted at root)
// Step extra. Fail low loop
// We start with small aspiration window and in case of fail low, we research
// with bigger window until we are not failing low anymore.
while (1)
{
// Sort the moves before to (re)search
rml.sort();
// Step 10. Loop through all moves in the root move list
for (int i = 0; i < rml.move_count() && !AbortSearch; i++)
{
// This is used by time management
FirstRootMove = (i == 0);
// Save the current node count before the move is searched
nodes = TM.nodes_searched();
// Reset beta cut-off counters
TM.resetBetaCounters();
// Pick the next root move, and print the move and the move number to
// the standard output.
move = ss->currentMove = rml.get_move(i);
if (current_search_time() >= 1000)
cout << "info currmove " << move
<< " currmovenumber " << i + 1 << endl;
moveIsCheck = pos.move_is_check(move);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
depth = (Iteration - 2) * OnePly + InitialDepth;
ext = extension<PV>(pos, move, captureOrPromotion, moveIsCheck, false, false, &dangerous);
newDepth = depth + ext;
// Step 12. Futility pruning (omitted at root)
// Step extra. Fail high loop
// If move fails high, we research with bigger window until we are not failing
// high anymore.
value = - VALUE_INFINITE;
while (1)
{
// Step 13. Make the move
pos.do_move(move, st, ci, moveIsCheck);
// Step extra. pv search
// We do pv search for first moves (i < MultiPV)
// and for fail high research (value > alpha)
if (i < MultiPV || value > alpha)
{
// Aspiration window is disabled in multi-pv case
if (MultiPV > 1)
alpha = -VALUE_INFINITE;
// Full depth PV search, done on first move or after a fail high
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
else
{
// Step 14. Reduced search
// if the move fails high will be re-searched at full depth
bool doFullDepthSearch = true;
if ( depth >= 3 * OnePly
&& !dangerous
&& !captureOrPromotion
&& !move_is_castle(move))
{
ss->reduction = reduction<PV>(depth, i - MultiPV + 2);
if (ss->reduction)
{
assert(newDepth-ss->reduction >= OnePly);
// Reduced depth non-pv search using alpha as upperbound
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
// The move failed high, but if reduction is very big we could
// face a false positive, retry with a less aggressive reduction,
// if the move fails high again then go with full depth search.
if (doFullDepthSearch && ss->reduction > 2 * OnePly)
{
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
doFullDepthSearch = (value > alpha);
}
ss->reduction = Depth(0); // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
// Full depth non-pv search using alpha as upperbound
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1);
// If we are above alpha then research at same depth but as PV
// to get a correct score or eventually a fail high above beta.
if (value > alpha)
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
}
}
// Step 16. Undo move
pos.undo_move(move);
// Can we exit fail high loop ?
if (AbortSearch || value < beta)
break;
// We are failing high and going to do a research. It's important to update
// the score before research in case we run out of time while researching.
rml.set_move_score(i, value);
ss->bestMove = move;
extract_pv_from_tt(pos, move, pv);
rml.set_move_pv(i, pv);
// Print information to the standard output
print_pv_info(pos, pv, alpha, beta, value);
// Prepare for a research after a fail high, each time with a wider window
*betaPtr = beta = Min(beta + AspirationDelta * (1 << researchCountFH), VALUE_INFINITE);
researchCountFH++;
} // End of fail high loop
// Finished searching the move. If AbortSearch is true, the search
// was aborted because the user interrupted the search or because we
// ran out of time. In this case, the return value of the search cannot
// be trusted, and we break out of the loop without updating the best
// move and/or PV.
if (AbortSearch)
break;
// Remember beta-cutoff and searched nodes counts for this move. The
// info is used to sort the root moves for the next iteration.
int64_t our, their;
TM.get_beta_counters(pos.side_to_move(), our, their);
rml.set_beta_counters(i, our, their);
rml.set_move_nodes(i, TM.nodes_searched() - nodes);
assert(value >= -VALUE_INFINITE && value <= VALUE_INFINITE);
assert(value < beta);
// Step 17. Check for new best move
if (value <= alpha && i >= MultiPV)
rml.set_move_score(i, -VALUE_INFINITE);
else
{
// PV move or new best move!
// Update PV
rml.set_move_score(i, value);
ss->bestMove = move;
extract_pv_from_tt(pos, move, pv);
rml.set_move_pv(i, pv);
if (MultiPV == 1)
{
// We record how often the best move has been changed in each
// iteration. This information is used for time managment: When
// the best move changes frequently, we allocate some more time.
if (i > 0)
BestMoveChangesByIteration[Iteration]++;
// Print information to the standard output
print_pv_info(pos, pv, alpha, beta, value);
// Raise alpha to setup proper non-pv search upper bound
if (value > alpha)
alpha = value;
}
else // MultiPV > 1
{
rml.sort_multipv(i);
for (int j = 0; j < Min(MultiPV, rml.move_count()); j++)
{
cout << "info multipv " << j + 1
<< " score " << value_to_uci(rml.get_move_score(j))
<< " depth " << (j <= i ? Iteration : Iteration - 1)
<< " time " << current_search_time()
<< " nodes " << TM.nodes_searched()
<< " nps " << nps()
<< " pv ";
for (int k = 0; rml.get_move_pv(j, k) != MOVE_NONE && k < PLY_MAX; k++)
cout << rml.get_move_pv(j, k) << " ";
cout << endl;
}
alpha = rml.get_move_score(Min(i, MultiPV - 1));
}
} // PV move or new best move
assert(alpha >= *alphaPtr);
AspirationFailLow = (alpha == *alphaPtr);
if (AspirationFailLow && StopOnPonderhit)
StopOnPonderhit = false;
}
// Can we exit fail low loop ?
if (AbortSearch || !AspirationFailLow)
break;
// Prepare for a research after a fail low, each time with a wider window
*alphaPtr = alpha = Max(alpha - AspirationDelta * (1 << researchCountFL), -VALUE_INFINITE);
researchCountFL++;
} // Fail low loop
// Sort the moves before to return
rml.sort();
return alpha;
}
// search<>() is the main search function for both PV and non-PV nodes
template <NodeType PvNode>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
Move movesSearched[256];
EvalInfo ei;
StateInfo st;
const TTEntry *tte, *ttx;
Key posKey;
Move ttMove, move, excludedMove, threatMove;
Depth ext, newDepth;
Value bestValue, value, oldAlpha;
Value refinedValue, nullValue, futilityValueScaled; // Non-PV specific
bool isCheck, singleEvasion, singularExtensionNode, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
int moveCount = 0;
int threadID = pos.thread();
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
// Step 1. Initialize node and poll. Polling can abort search
TM.incrementNodeCounter(threadID);
ss->currentMove = ss->bestMove = threatMove = MOVE_NONE;
(ss+2)->killers[0] = (ss+2)->killers[1] = (ss+2)->mateKiller = MOVE_NONE;
if (threadID == 0 && ++NodesSincePoll > NodesBetweenPolls)
{
NodesSincePoll = 0;
poll();
}
// Step 2. Check for aborted search and immediate draw
if (AbortSearch || TM.thread_should_stop(threadID))
return Value(0);
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
// Step 3. Mate distance pruning
alpha = Max(value_mated_in(ply), alpha);
beta = Min(value_mate_in(ply+1), beta);
if (alpha >= beta)
return alpha;
// Step 4. Transposition table lookup
// We don't want the score of a partial search to overwrite a previous full search
// TT value, so we use a different position key in case of an excluded move exists.
excludedMove = ss->excludedMove;
posKey = excludedMove ? pos.get_exclusion_key() : pos.get_key();
tte = TT.retrieve(posKey);
ttMove = (tte ? tte->move() : MOVE_NONE);
// At PV nodes, we don't use the TT for pruning, but only for move ordering.
// This is to avoid problems in the following areas:
//
// * Repetition draw detection
// * Fifty move rule detection
// * Searching for a mate
// * Printing of full PV line
if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
{
// Refresh tte entry to avoid aging
TT.store(posKey, tte->value(), tte->type(), tte->depth(), ttMove, tte->static_value(), tte->king_danger());
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
// Step 5. Evaluate the position statically
// At PV nodes we do this only to update gain statistics
isCheck = pos.is_check();
if (!isCheck)
{
if (tte)
{
assert(tte->static_value() != VALUE_NONE);
ss->eval = tte->static_value();
ei.kingDanger[pos.side_to_move()] = tte->king_danger();
}
else
{
ss->eval = evaluate(pos, ei);
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
}
refinedValue = refine_eval(tte, ss->eval, ply); // Enhance accuracy with TT value if possible
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
}
else
ss->eval = VALUE_NONE;
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
&& depth < RazorDepth
&& !isCheck
&& refinedValue < beta - razor_margin(depth)
&& ttMove == MOVE_NONE
&& (ss-1)->currentMove != MOVE_NULL
&& !value_is_mate(beta)
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply);
if (v < rbeta)
// Logically we should return (v + razor_margin(depth)), but
// surprisingly this did slightly weaker in tests.
return v;
}
// Step 7. Static null move pruning (is omitted in PV nodes)
// We're betting that the opponent doesn't have a move that will reduce
// the score by more than futility_margin(depth) if we do a null move.
if ( !PvNode
&& !ss->skipNullMove
&& depth < RazorDepth
&& refinedValue >= beta + futility_margin(depth, 0)
&& !isCheck
&& !value_is_mate(beta)
&& pos.non_pawn_material(pos.side_to_move()))
return refinedValue - futility_margin(depth, 0);
// Step 8. Null move search with verification search (is omitted in PV nodes)
// When we jump directly to qsearch() we do a null move only if static value is
// at least beta. Otherwise we do a null move if static value is not more than
// NullMoveMargin under beta.
if ( !PvNode
&& !ss->skipNullMove
&& depth > OnePly
&& refinedValue >= beta - (depth >= 4 * OnePly ? NullMoveMargin : 0)
&& !isCheck
&& !value_is_mate(beta)
&& pos.non_pawn_material(pos.side_to_move()))
{
ss->currentMove = MOVE_NULL;
// Null move dynamic reduction based on depth
int R = 3 + (depth >= 5 * OnePly ? depth / 8 : 0);
// Null move dynamic reduction based on value
if (refinedValue - beta > PawnValueMidgame)
R++;
pos.do_null_move(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1);
(ss+1)->skipNullMove = false;
pos.undo_null_move();
if (nullValue >= beta)
{
// Do not return unproven mate scores
if (nullValue >= value_mate_in(PLY_MAX))
nullValue = beta;
if (depth < 6 * OnePly)
return nullValue;
// Do verification search at high depths
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*OnePly, ply);
ss->skipNullMove = false;
if (v >= beta)
return nullValue;
}
else
{
// The null move failed low, which means that we may be faced with
// some kind of threat. If the previous move was reduced, check if
// the move that refuted the null move was somehow connected to the
// move which was reduced. If a connection is found, return a fail
// low score (which will cause the reduced move to fail high in the
// parent node, which will trigger a re-search with full depth).
if (nullValue == value_mated_in(ply + 2))
mateThreat = true;
threatMove = (ss+1)->bestMove;
if ( depth < ThreatDepth
&& (ss-1)->reduction
&& connected_moves(pos, (ss-1)->currentMove, threatMove))
return beta - 1;
}
}
// Step 9. Internal iterative deepening
if ( depth >= IIDDepth[PvNode]
&& ttMove == MOVE_NONE
&& (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
{
Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
ss->skipNullMove = true;
search<PvNode>(pos, ss, alpha, beta, d, ply);
ss->skipNullMove = false;
ttMove = ss->bestMove;
tte = TT.retrieve(posKey);
}
// Expensive mate threat detection (only for PV nodes)
if (PvNode)
mateThreat = pos.has_mate_threat(opposite_color(pos.side_to_move()));
// Initialize a MovePicker object for the current position
MovePicker mp = MovePicker(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
CheckInfo ci(pos);
singleEvasion = isCheck && mp.number_of_evasions() == 1;
singularExtensionNode = depth >= SingularExtensionDepth[PvNode]
&& tte && tte->move()
&& !excludedMove // Do not allow recursive singular extension search
&& is_lower_bound(tte->type())
&& tte->depth() >= depth - 3 * OnePly;
// Step 10. Loop through moves
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !TM.thread_should_stop(threadID))
{
assert(move_is_ok(move));
if (move == excludedMove)
continue;
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, singleEvasion, mateThreat, &dangerous);
// Singular extension search. If all moves but one fail low on a search of (alpha-s, beta-s),
// and just one fails high on (alpha, beta), then that move is singular and should be extended.
// To verify this we do a reduced search on all the other moves but the ttMove, if result is
// lower then ttValue minus a margin then we extend ttMove.
if ( singularExtensionNode
&& move == tte->move()
&& ext < OnePly)
{
// Avoid to do an expensive singular extension search on nodes where
// such search have already been done in the past, so assume the last
// singular extension search result is still valid.
if ( !PvNode
&& depth < SingularExtensionDepth[PvNode] + 5 * OnePly
&& ((ttx = TT.retrieve(pos.get_exclusion_key())) != NULL))
{
if (is_upper_bound(ttx->type()))
ext = OnePly;
singularExtensionNode = false;
}
Value ttValue = value_from_tt(tte->value(), ply);
if (singularExtensionNode && abs(ttValue) < VALUE_KNOWN_WIN)
{
Value b = ttValue - SingularExtensionMargin;
ss->excludedMove = move;
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
ss->skipNullMove = false;
ss->excludedMove = MOVE_NONE;
if (v < b)
ext = OnePly;
}
}
newDepth = depth - OnePly + ext;
// Update current move (this must be done after singular extension search)
movesSearched[moveCount++] = ss->currentMove = move;
// Step 12. Futility pruning (is omitted in PV nodes)
if ( !PvNode
&& !captureOrPromotion
&& !isCheck
&& !dangerous
&& move != ttMove
&& !move_is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(depth)
&& !(threatMove && connected_threat(pos, move, threatMove))
&& bestValue > value_mated_in(PLY_MAX))
continue;
// Value based pruning
// We illogically ignore reduction condition depth >= 3*OnePly for predicted depth,
// but fixing this made program slightly weaker.
Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
futilityValueScaled = ss->eval + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < beta)
{
if (futilityValueScaled > bestValue)
bestValue = futilityValueScaled;
continue;
}
}
// Step 13. Make the move
pos.do_move(move, st, ci, moveIsCheck);
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (PvNode && moveCount == 1)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
else
{
// Step 14. Reduced depth search
// If the move fails high will be re-searched at full depth.
bool doFullDepthSearch = true;
if ( depth >= 3 * OnePly
&& !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
&& !move_is_killer(move, ss))
{
ss->reduction = reduction<PvNode>(depth, moveCount);
if (ss->reduction)
{
Depth d = newDepth - ss->reduction;
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
doFullDepthSearch = (value > alpha);
}
// The move failed high, but if reduction is very big we could
// face a false positive, retry with a less aggressive reduction,
// if the move fails high again then go with full depth search.
if (doFullDepthSearch && ss->reduction > 2 * OnePly)
{
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
doFullDepthSearch = (value > alpha);
}
ss->reduction = Depth(0); // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > alpha && value < beta)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
}
}
// Step 16. Undo move
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 17. Check for new best move
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
if (PvNode && value < beta) // This guarantees that always: alpha < beta
alpha = value;
if (value == value_mate_in(ply + 1))
ss->mateKiller = move;
ss->bestMove = move;
}
}
// Step 18. Check for split
if ( depth >= MinimumSplitDepth
&& TM.active_threads() > 1
&& bestValue < beta
&& TM.available_thread_exists(threadID)
&& !AbortSearch
&& !TM.thread_should_stop(threadID)
&& Iteration <= 99)
TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
threatMove, mateThreat, &moveCount, &mp, PvNode);
}
// Step 19. Check for mate and stalemate
// All legal moves have been searched and if there are
// no legal moves, it must be mate or stalemate.
// If one move was excluded return fail low score.
if (!moveCount)
return excludedMove ? oldAlpha : (isCheck ? value_mated_in(ply) : VALUE_DRAW);
// Step 20. Update tables
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
if (AbortSearch || TM.thread_should_stop(threadID))
return bestValue;
ValueType f = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
move = (bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove);
TT.store(posKey, value_to_tt(bestValue, ply), f, depth, move, ss->eval, ei.kingDanger[pos.side_to_move()]);
// Update killers and history only for non capture moves that fails high
if (bestValue >= beta)
{
TM.incrementBetaCounter(pos.side_to_move(), depth, threadID);
if (!pos.move_is_capture_or_promotion(move))
{
update_history(pos, move, depth, movesSearched, moveCount);
update_killers(move, ss);
}
}
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
return bestValue;
}
// qsearch() is the quiescence search function, which is called by the main
// search function when the remaining depth is zero (or, to be more precise,
// less than OnePly).
template <NodeType PvNode>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(depth <= 0);
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
EvalInfo ei;
StateInfo st;
Move ttMove, move;
Value bestValue, value, futilityValue, futilityBase;
bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
Value oldAlpha = alpha;
TM.incrementNodeCounter(pos.thread());
ss->bestMove = ss->currentMove = MOVE_NONE;
// Check for an instant draw or maximum ply reached
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
tte = TT.retrieve(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
{
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ply);
}
isCheck = pos.is_check();
// Evaluate the position statically
if (isCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = VALUE_NONE;
deepChecks = enoughMaterial = false;
}
else
{
if (tte)
{
assert(tte->static_value() != VALUE_NONE);
ei.kingDanger[pos.side_to_move()] = tte->king_danger();
bestValue = tte->static_value();
}
else
bestValue = evaluate(pos, ei);
ss->eval = bestValue;
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)
{
if (!tte)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
return bestValue;
}
if (PvNode && bestValue > alpha)
alpha = bestValue;
// If we are near beta then try to get a cutoff pushing checks a bit further
deepChecks = (depth == -OnePly && bestValue >= beta - PawnValueMidgame / 8);
// Futility pruning parameters, not needed when in check
futilityBase = bestValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
}
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth == 0 or depth == -OnePly
// and we are near beta) will be generated.
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
while ( alpha < beta
&& (move = mp.get_next_move()) != MOVE_NONE)
{
assert(move_is_ok(move));
moveIsCheck = pos.move_is_check(move, ci);
// Futility pruning
if ( !PvNode
&& !isCheck
&& !moveIsCheck
&& move != ttMove
&& enoughMaterial
&& !move_is_promotion(move)
&& !pos.move_is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ pos.endgame_value_of_piece_on(move_to(move))
+ (move_is_ep(move) ? PawnValueEndgame : Value(0));
if (futilityValue < alpha)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
}
}
// Detect blocking evasions that are candidate to be pruned
evasionPrunable = isCheck
&& bestValue > value_mated_in(PLY_MAX)
&& !pos.move_is_capture(move)
&& pos.type_of_piece_on(move_from(move)) != KING
&& !pos.can_castle(pos.side_to_move());
// Don't search moves with negative SEE values
if ( !PvNode
&& (!isCheck || evasionPrunable)
&& move != ttMove
&& !move_is_promotion(move)
&& pos.see_sign(move) < 0)
continue;
// Update current move
ss->currentMove = move;
// Make and search the move
pos.do_move(move, st, ci, moveIsCheck);
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
alpha = value;
ss->bestMove = move;
}
}
}
// All legal moves have been searched. A special case: If we're in check
// and no legal moves were found, it is checkmate.
if (isCheck && bestValue == -VALUE_INFINITE)
return value_mated_in(ply);
// Update transposition table
Depth d = (depth == Depth(0) ? Depth(0) : Depth(-1));
ValueType f = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), f, d, ss->bestMove, ss->eval, ei.kingDanger[pos.side_to_move()]);
// Update killers only for checking moves that fails high
if ( bestValue >= beta
&& !pos.move_is_capture_or_promotion(ss->bestMove))
update_killers(ss->bestMove, ss);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
return bestValue;
}
// sp_search() is used to search from a split point. This function is called
// by each thread working at the split point. It is similar to the normal
// search() function, but simpler. Because we have already probed the hash
// table, done a null move search, and searched the first move before
// splitting, we don't have to repeat all this work in sp_search(). We
// also don't need to store anything to the hash table here: This is taken
// care of after we return from the split point.
template <NodeType PvNode>
void sp_search(SplitPoint* sp, int threadID) {
assert(threadID >= 0 && threadID < TM.active_threads());
assert(TM.active_threads() > 1);
StateInfo st;
Move move;
Depth ext, newDepth;
Value value;
Value futilityValueScaled; // NonPV specific
bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
int moveCount;
value = -VALUE_INFINITE;
Position pos(*sp->pos, threadID);
CheckInfo ci(pos);
SearchStack* ss = sp->sstack[threadID] + 1;
isCheck = pos.is_check();
// Step 10. Loop through moves
// Loop through all legal moves until no moves remain or a beta cutoff occurs
lock_grab(&(sp->lock));
while ( sp->bestValue < sp->beta
&& (move = sp->mp->get_next_move()) != MOVE_NONE
&& !TM.thread_should_stop(threadID))
{
moveCount = ++sp->moveCount;
lock_release(&(sp->lock));
assert(move_is_ok(move));
moveIsCheck = pos.move_is_check(move, ci);
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
newDepth = sp->depth - OnePly + ext;
// Update current move
ss->currentMove = move;
// Step 12. Futility pruning (is omitted in PV nodes)
if ( !PvNode
&& !captureOrPromotion
&& !isCheck
&& !dangerous
&& !move_is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(sp->depth)
&& !(sp->threatMove && connected_threat(pos, move, sp->threatMove))
&& sp->bestValue > value_mated_in(PLY_MAX))
{
lock_grab(&(sp->lock));
continue;
}
// Value based pruning
Depth predictedDepth = newDepth - reduction<NonPV>(sp->depth, moveCount);
futilityValueScaled = ss->eval + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < sp->beta)
{
lock_grab(&(sp->lock));
if (futilityValueScaled > sp->bestValue)
sp->bestValue = futilityValueScaled;
continue;
}
}
// Step 13. Make the move
pos.do_move(move, st, ci, moveIsCheck);
// Step 14. Reduced search
// If the move fails high will be re-searched at full depth.
bool doFullDepthSearch = true;
if ( !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
&& !move_is_killer(move, ss))
{
ss->reduction = reduction<PvNode>(sp->depth, moveCount);
if (ss->reduction)
{
Value localAlpha = sp->alpha;
Depth d = newDepth - ss->reduction;
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, sp->ply+1);
doFullDepthSearch = (value > localAlpha);
}
// The move failed high, but if reduction is very big we could
// face a false positive, retry with a less aggressive reduction,
// if the move fails high again then go with full depth search.
if (doFullDepthSearch && ss->reduction > 2 * OnePly)
{
assert(newDepth - OnePly >= OnePly);
ss->reduction = OnePly;
Value localAlpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1);
doFullDepthSearch = (value > localAlpha);
}
ss->reduction = Depth(0); // Restore original reduction
}
// Step 15. Full depth search
if (doFullDepthSearch)
{
Value localAlpha = sp->alpha;
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->ply+1);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > localAlpha && value < sp->beta)
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1);
}
// Step 16. Undo move
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 17. Check for new best move
lock_grab(&(sp->lock));
if (value > sp->bestValue && !TM.thread_should_stop(threadID))
{
sp->bestValue = value;
if (sp->bestValue > sp->alpha)
{
if (!PvNode || value >= sp->beta)
sp->stopRequest = true;
if (PvNode && value < sp->beta) // This guarantees that always: sp->alpha < sp->beta
sp->alpha = value;
sp->parentSstack->bestMove = ss->bestMove = move;
}
}
}
/* Here we have the lock still grabbed */
sp->slaves[threadID] = 0;
lock_release(&(sp->lock));
}
// connected_moves() tests whether two moves are 'connected' in the sense
// that the first move somehow made the second move possible (for instance
// if the moving piece is the same in both moves). The first move is assumed
// to be the move that was made to reach the current position, while the
// second move is assumed to be a move from the current position.
bool connected_moves(const Position& pos, Move m1, Move m2) {
Square f1, t1, f2, t2;
Piece p;
assert(move_is_ok(m1));
assert(move_is_ok(m2));
if (m2 == MOVE_NONE)
return false;
// Case 1: The moving piece is the same in both moves
f2 = move_from(m2);
t1 = move_to(m1);
if (f2 == t1)
return true;
// Case 2: The destination square for m2 was vacated by m1
t2 = move_to(m2);
f1 = move_from(m1);
if (t2 == f1)
return true;
// Case 3: Moving through the vacated square
if ( piece_is_slider(pos.piece_on(f2))
&& bit_is_set(squares_between(f2, t2), f1))
return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
p = pos.piece_on(t1);
if (bit_is_set(pos.attacks_from(p, t1), t2))
return true;
// Case 5: Discovered check, checking piece is the piece moved in m1
if ( piece_is_slider(p)
&& bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), f2)
&& !bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), t2))
{
// discovered_check_candidates() works also if the Position's side to
// move is the opposite of the checking piece.
Color them = opposite_color(pos.side_to_move());
Bitboard dcCandidates = pos.discovered_check_candidates(them);
if (bit_is_set(dcCandidates, f2))
return true;
}
return false;
}
// value_is_mate() checks if the given value is a mate one eventually
// compensated for the ply.
bool value_is_mate(Value value) {
assert(abs(value) <= VALUE_INFINITE);
return value <= value_mated_in(PLY_MAX)
|| value >= value_mate_in(PLY_MAX);
}
// value_to_tt() adjusts a mate score from "plies to mate from the root" to
// "plies to mate from the current ply". Non-mate scores are unchanged.
// The function is called before storing a value to the transposition table.
Value value_to_tt(Value v, int ply) {
if (v >= value_mate_in(PLY_MAX))
return v + ply;
if (v <= value_mated_in(PLY_MAX))
return v - ply;
return v;
}
// value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score from
// the transposition table to a mate score corrected for the current ply.
Value value_from_tt(Value v, int ply) {
if (v >= value_mate_in(PLY_MAX))
return v - ply;
if (v <= value_mated_in(PLY_MAX))
return v + ply;
return v;
}
// move_is_killer() checks if the given move is among the killer moves
bool move_is_killer(Move m, SearchStack* ss) {
if (ss->killers[0] == m || ss->killers[1] == m)
return true;
return false;
}
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
// particular) are searched with bigger depth than ordinary moves and in
// any case are marked as 'dangerous'. Note that also if a move is not
// extended, as example because the corresponding UCI option is set to zero,
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
template <NodeType PvNode>
Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck,
bool singleEvasion, bool mateThreat, bool* dangerous) {
assert(m != MOVE_NONE);
Depth result = Depth(0);
*dangerous = moveIsCheck | singleEvasion | mateThreat;
if (*dangerous)
{
if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
if (singleEvasion)
result += SingleEvasionExtension[PvNode];
if (mateThreat)
result += MateThreatExtension[PvNode];
}
if (pos.type_of_piece_on(move_from(m)) == PAWN)
{
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
{
result += PawnPushTo7thExtension[PvNode];
*dangerous = true;
}
if (pos.pawn_is_passed(c, move_to(m)))
{
result += PassedPawnExtension[PvNode];
*dangerous = true;
}
}
if ( captureOrPromotion
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_is_promotion(m)
&& !move_is_ep(m))
{
result += PawnEndgameExtension[PvNode];
*dangerous = true;
}
if ( PvNode
&& captureOrPromotion
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see_sign(m) >= 0)
{
result += OnePly/2;
*dangerous = true;
}
return Min(result, OnePly);
}
// connected_threat() tests whether it is safe to forward prune a move or if
// is somehow coonected to the threat move returned by null search.
bool connected_threat(const Position& pos, Move m, Move threat) {
assert(move_is_ok(m));
assert(threat && move_is_ok(threat));
assert(!pos.move_is_check(m));
assert(!pos.move_is_capture_or_promotion(m));
assert(!pos.move_is_passed_pawn_push(m));
Square mfrom, mto, tfrom, tto;
mfrom = move_from(m);
mto = move_to(m);
tfrom = move_from(threat);
tto = move_to(threat);
// Case 1: Don't prune moves which move the threatened piece
if (mfrom == tto)
return true;
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune move which defend it.
if ( pos.move_is_capture(threat)
&& ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
|| pos.type_of_piece_on(tfrom) == KING)
&& pos.move_attacks_square(m, tto))
return true;
// Case 3: If the moving piece in the threatened move is a slider, don't
// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
&& pos.see_sign(m) >= 0)
return true;
return false;
}
// ok_to_use_TT() returns true if a transposition table score
// can be used at a given point in search.
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
Value v = value_from_tt(tte->value(), ply);
return ( tte->depth() >= depth
|| v >= Max(value_mate_in(PLY_MAX), beta)
|| v < Min(value_mated_in(PLY_MAX), beta))
&& ( (is_lower_bound(tte->type()) && v >= beta)
|| (is_upper_bound(tte->type()) && v < beta));
}
// refine_eval() returns the transposition table score if
// possible otherwise falls back on static position evaluation.
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply) {
if (!tte)
return defaultEval;
Value v = value_from_tt(tte->value(), ply);
if ( (is_lower_bound(tte->type()) && v >= defaultEval)
|| (is_upper_bound(tte->type()) && v < defaultEval))
return v;
return defaultEval;
}
// update_history() registers a good move that produced a beta-cutoff
// in history and marks as failures all the other moves of that ply.
void update_history(const Position& pos, Move move, Depth depth,
Move movesSearched[], int moveCount) {
Move m;
H.success(pos.piece_on(move_from(move)), move_to(move), depth);
for (int i = 0; i < moveCount - 1; i++)
{
m = movesSearched[i];
assert(m != move);
if (!pos.move_is_capture_or_promotion(m))
H.failure(pos.piece_on(move_from(m)), move_to(m), depth);
}
}
// update_killers() add a good move that produced a beta-cutoff
// among the killer moves of that ply.
void update_killers(Move m, SearchStack* ss) {
if (m == ss->killers[0])
return;
ss->killers[1] = ss->killers[0];
ss->killers[0] = m;
}
// update_gains() updates the gains table of a non-capture move given
// the static position evaluation before and after the move.
void update_gains(const Position& pos, Move m, Value before, Value after) {
if ( m != MOVE_NULL
&& before != VALUE_NONE
&& after != VALUE_NONE
&& pos.captured_piece() == NO_PIECE_TYPE
&& !move_is_castle(m)
&& !move_is_promotion(m))
H.set_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
}
// current_search_time() returns the number of milliseconds which have passed
// since the beginning of the current search.
int current_search_time() {
return get_system_time() - SearchStartTime;
}
// value_to_uci() converts a value to a string suitable for use with the UCI protocol
std::string value_to_uci(Value v) {
std::stringstream s;
if (abs(v) < VALUE_MATE - PLY_MAX * OnePly)
s << "cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to pawn = 100
else
s << "mate " << (v > 0 ? (VALUE_MATE - v + 1) / 2 : -(VALUE_MATE + v) / 2 );
return s.str();
}
// nps() computes the current nodes/second count.
int nps() {
int t = current_search_time();
return (t > 0 ? int((TM.nodes_searched() * 1000) / t) : 0);
}
// poll() performs two different functions: It polls for user input, and it
// looks at the time consumed so far and decides if it's time to abort the
// search.
void poll() {
static int lastInfoTime;
int t = current_search_time();
// Poll for input
if (Bioskey())
{
// We are line oriented, don't read single chars
std::string command;
if (!std::getline(std::cin, command))
command = "quit";
if (command == "quit")
{
AbortSearch = true;
PonderSearch = false;
Quit = true;
return;
}
else if (command == "stop")
{
AbortSearch = true;
PonderSearch = false;
}
else if (command == "ponderhit")
ponderhit();
}
// Print search information
if (t < 1000)
lastInfoTime = 0;
else if (lastInfoTime > t)
// HACK: Must be a new search where we searched less than
// NodesBetweenPolls nodes during the first second of search.
lastInfoTime = 0;
else if (t - lastInfoTime >= 1000)
{
lastInfoTime = t;
if (dbg_show_mean)
dbg_print_mean();
if (dbg_show_hit_rate)
dbg_print_hit_rate();
cout << "info nodes " << TM.nodes_searched() << " nps " << nps()
<< " time " << t << endl;
}
// Should we stop the search?
if (PonderSearch)
return;
bool stillAtFirstMove = FirstRootMove
&& !AspirationFailLow
&& t > OptimumSearchTime + ExtraSearchTime;
bool noMoreTime = t > MaximumSearchTime
|| stillAtFirstMove;
if ( (Iteration >= 3 && UseTimeManagement && noMoreTime)
|| (ExactMaxTime && t >= ExactMaxTime)
|| (Iteration >= 3 && MaxNodes && TM.nodes_searched() >= MaxNodes))
AbortSearch = true;
}
// ponderhit() is called when the program is pondering (i.e. thinking while
// it's the opponent's turn to move) in order to let the engine know that
// it correctly predicted the opponent's move.
void ponderhit() {
int t = current_search_time();
PonderSearch = false;
bool stillAtFirstMove = FirstRootMove
&& !AspirationFailLow
&& t > OptimumSearchTime + ExtraSearchTime;
bool noMoreTime = t > MaximumSearchTime
|| stillAtFirstMove;
if (Iteration >= 3 && UseTimeManagement && (noMoreTime || StopOnPonderhit))
AbortSearch = true;
}
// init_ss_array() does a fast reset of the first entries of a SearchStack
// array and of all the excludedMove and skipNullMove entries.
void init_ss_array(SearchStack* ss, int size) {
for (int i = 0; i < size; i++, ss++)
{
ss->excludedMove = MOVE_NONE;
ss->skipNullMove = false;
ss->reduction = Depth(0);
if (i < 3)
ss->killers[0] = ss->killers[1] = ss->mateKiller = MOVE_NONE;
}
}
// wait_for_stop_or_ponderhit() is called when the maximum depth is reached
// while the program is pondering. The point is to work around a wrinkle in
// the UCI protocol: When pondering, the engine is not allowed to give a
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
// We simply wait here until one of these commands is sent, and return,
// after which the bestmove and pondermove will be printed (in id_loop()).
void wait_for_stop_or_ponderhit() {
std::string command;
while (true)
{
if (!std::getline(std::cin, command))
command = "quit";
if (command == "quit")
{
Quit = true;
break;
}
else if (command == "ponderhit" || command == "stop")
break;
}
}
// print_pv_info() prints to standard output and eventually to log file information on
// the current PV line. It is called at each iteration or after a new pv is found.
void print_pv_info(const Position& pos, Move pv[], Value alpha, Value beta, Value value) {
cout << "info depth " << Iteration
<< " score " << value_to_uci(value)
<< (value >= beta ? " lowerbound" : value <= alpha ? " upperbound" : "")
<< " time " << current_search_time()
<< " nodes " << TM.nodes_searched()
<< " nps " << nps()
<< " pv ";
for (Move* m = pv; *m != MOVE_NONE; m++)
cout << *m << " ";
cout << endl;
if (UseLogFile)
{
ValueType t = value >= beta ? VALUE_TYPE_LOWER :
value <= alpha ? VALUE_TYPE_UPPER : VALUE_TYPE_EXACT;
LogFile << pretty_pv(pos, current_search_time(), Iteration,
TM.nodes_searched(), value, t, pv) << endl;
}
}
// insert_pv_in_tt() is called at the end of a search iteration, and inserts
// the PV back into the TT. This makes sure the old PV moves are searched
// first, even if the old TT entries have been overwritten.
void insert_pv_in_tt(const Position& pos, Move pv[]) {
StateInfo st;
TTEntry* tte;
Position p(pos, pos.thread());
EvalInfo ei;
Value v;
for (int i = 0; pv[i] != MOVE_NONE; i++)
{
tte = TT.retrieve(p.get_key());
if (!tte || tte->move() != pv[i])
{
v = (p.is_check() ? VALUE_NONE : evaluate(p, ei));
TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, ei.kingDanger[pos.side_to_move()]);
}
p.do_move(pv[i], st);
}
}
// extract_pv_from_tt() builds a PV by adding moves from the transposition table.
// We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
// allow to always have a ponder move even when we fail high at root and also a
// long PV to print that is important for position analysis.
void extract_pv_from_tt(const Position& pos, Move bestMove, Move pv[]) {
StateInfo st;
TTEntry* tte;
Position p(pos, pos.thread());
int ply = 0;
assert(bestMove != MOVE_NONE);
pv[ply] = bestMove;
p.do_move(pv[ply++], st);
while ( (tte = TT.retrieve(p.get_key())) != NULL
&& tte->move() != MOVE_NONE
&& move_is_legal(p, tte->move())
&& ply < PLY_MAX
&& (!p.is_draw() || ply < 2))
{
pv[ply] = tte->move();
p.do_move(pv[ply++], st);
}
pv[ply] = MOVE_NONE;
}
// init_thread() is the function which is called when a new thread is
// launched. It simply calls the idle_loop() function with the supplied
// threadID. There are two versions of this function; one for POSIX
// threads and one for Windows threads.
#if !defined(_MSC_VER)
void* init_thread(void *threadID) {
TM.idle_loop(*(int*)threadID, NULL);
return NULL;
}
#else
DWORD WINAPI init_thread(LPVOID threadID) {
TM.idle_loop(*(int*)threadID, NULL);
return 0;
}
#endif
/// The ThreadsManager class
// resetNodeCounters(), resetBetaCounters(), searched_nodes() and
// get_beta_counters() are getters/setters for the per thread
// counters used to sort the moves at root.
void ThreadsManager::resetNodeCounters() {
for (int i = 0; i < MAX_THREADS; i++)
threads[i].nodes = 0ULL;
}
void ThreadsManager::resetBetaCounters() {
for (int i = 0; i < MAX_THREADS; i++)
threads[i].betaCutOffs[WHITE] = threads[i].betaCutOffs[BLACK] = 0ULL;
}
int64_t ThreadsManager::nodes_searched() const {
int64_t result = 0ULL;
for (int i = 0; i < ActiveThreads; i++)
result += threads[i].nodes;
return result;
}
void ThreadsManager::get_beta_counters(Color us, int64_t& our, int64_t& their) const {
our = their = 0UL;
for (int i = 0; i < MAX_THREADS; i++)
{
our += threads[i].betaCutOffs[us];
their += threads[i].betaCutOffs[opposite_color(us)];
}
}
// idle_loop() is where the threads are parked when they have no work to do.
// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
// object for which the current thread is the master.
void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
assert(threadID >= 0 && threadID < MAX_THREADS);
while (true)
{
// Slave threads can exit as soon as AllThreadsShouldExit raises,
// master should exit as last one.
if (AllThreadsShouldExit)
{
assert(!sp);
threads[threadID].state = THREAD_TERMINATED;
return;
}
// If we are not thinking, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
while (AllThreadsShouldSleep || threadID >= ActiveThreads)
{
assert(!sp);
assert(threadID != 0);
threads[threadID].state = THREAD_SLEEPING;
#if !defined(_MSC_VER)
lock_grab(&WaitLock);
if (AllThreadsShouldSleep || threadID >= ActiveThreads)
pthread_cond_wait(&WaitCond, &WaitLock);
lock_release(&WaitLock);
#else
WaitForSingleObject(SitIdleEvent[threadID], INFINITE);
#endif
}
// If thread has just woken up, mark it as available
if (threads[threadID].state == THREAD_SLEEPING)
threads[threadID].state = THREAD_AVAILABLE;
// If this thread has been assigned work, launch a search
if (threads[threadID].state == THREAD_WORKISWAITING)
{
assert(!AllThreadsShouldExit && !AllThreadsShouldSleep);
threads[threadID].state = THREAD_SEARCHING;
if (threads[threadID].splitPoint->pvNode)
sp_search<PV>(threads[threadID].splitPoint, threadID);
else
sp_search<NonPV>(threads[threadID].splitPoint, threadID);
assert(threads[threadID].state == THREAD_SEARCHING);
threads[threadID].state = THREAD_AVAILABLE;
}
// If this thread is the master of a split point and all slaves have
// finished their work at this split point, return from the idle loop.
int i = 0;
for ( ; sp && i < ActiveThreads && !sp->slaves[i]; i++) {}
if (i == ActiveThreads)
{
// Because sp->slaves[] is reset under lock protection,
// be sure sp->lock has been released before to return.
lock_grab(&(sp->lock));
lock_release(&(sp->lock));
assert(threads[threadID].state == THREAD_AVAILABLE);
threads[threadID].state = THREAD_SEARCHING;
return;
}
}
}
// init_threads() is called during startup. It launches all helper threads,
// and initializes the split point stack and the global locks and condition
// objects.
void ThreadsManager::init_threads() {
volatile int i;
bool ok;
#if !defined(_MSC_VER)
pthread_t pthread[1];
#endif
// Initialize global locks
lock_init(&MPLock);
lock_init(&WaitLock);
#if !defined(_MSC_VER)
pthread_cond_init(&WaitCond, NULL);
#else
for (i = 0; i < MAX_THREADS; i++)
SitIdleEvent[i] = CreateEvent(0, FALSE, FALSE, 0);
#endif
// Initialize splitPoints[] locks
for (i = 0; i < MAX_THREADS; i++)
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_init(&(threads[i].splitPoints[j].lock));
// Will be set just before program exits to properly end the threads
AllThreadsShouldExit = false;
// Threads will be put to sleep as soon as created
AllThreadsShouldSleep = true;
// All threads except the main thread should be initialized to THREAD_AVAILABLE
ActiveThreads = 1;
threads[0].state = THREAD_SEARCHING;
for (i = 1; i < MAX_THREADS; i++)
threads[i].state = THREAD_AVAILABLE;
// Launch the helper threads
for (i = 1; i < MAX_THREADS; i++)
{
#if !defined(_MSC_VER)
ok = (pthread_create(pthread, NULL, init_thread, (void*)(&i)) == 0);
#else
ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&i), 0, NULL) != NULL);
#endif
if (!ok)
{
cout << "Failed to create thread number " << i << endl;
Application::exit_with_failure();
}
// Wait until the thread has finished launching and is gone to sleep
while (threads[i].state != THREAD_SLEEPING) {}
}
}
// exit_threads() is called when the program exits. It makes all the
// helper threads exit cleanly.
void ThreadsManager::exit_threads() {
ActiveThreads = MAX_THREADS; // HACK
AllThreadsShouldSleep = true; // HACK
wake_sleeping_threads();
// This makes the threads to exit idle_loop()
AllThreadsShouldExit = true;
// Wait for thread termination
for (int i = 1; i < MAX_THREADS; i++)
while (threads[i].state != THREAD_TERMINATED) {}
// Now we can safely destroy the locks
for (int i = 0; i < MAX_THREADS; i++)
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
lock_destroy(&(threads[i].splitPoints[j].lock));
lock_destroy(&WaitLock);
lock_destroy(&MPLock);
}
// thread_should_stop() checks whether the thread should stop its search.
// This can happen if a beta cutoff has occurred in the thread's currently
// active split point, or in some ancestor of the current split point.
bool ThreadsManager::thread_should_stop(int threadID) const {
assert(threadID >= 0 && threadID < ActiveThreads);
SplitPoint* sp;
for (sp = threads[threadID].splitPoint; sp && !sp->stopRequest; sp = sp->parent) {}
return sp != NULL;
}
// thread_is_available() checks whether the thread with threadID "slave" is
// available to help the thread with threadID "master" at a split point. An
// obvious requirement is that "slave" must be idle. With more than two
// threads, this is not by itself sufficient: If "slave" is the master of
// some active split point, it is only available as a slave to the other
// threads which are busy searching the split point at the top of "slave"'s
// split point stack (the "helpful master concept" in YBWC terminology).
bool ThreadsManager::thread_is_available(int slave, int master) const {
assert(slave >= 0 && slave < ActiveThreads);
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
if (threads[slave].state != THREAD_AVAILABLE || slave == master)
return false;
// Make a local copy to be sure doesn't change under our feet
int localActiveSplitPoints = threads[slave].activeSplitPoints;
if (localActiveSplitPoints == 0)
// No active split points means that the thread is available as
// a slave for any other thread.
return true;
if (ActiveThreads == 2)
return true;
// Apply the "helpful master" concept if possible. Use localActiveSplitPoints
// that is known to be > 0, instead of threads[slave].activeSplitPoints that
// could have been set to 0 by another thread leading to an out of bound access.
if (threads[slave].splitPoints[localActiveSplitPoints - 1].slaves[master])
return true;
return false;
}
// available_thread_exists() tries to find an idle thread which is available as
// a slave for the thread with threadID "master".
bool ThreadsManager::available_thread_exists(int master) const {
assert(master >= 0 && master < ActiveThreads);
assert(ActiveThreads > 1);
for (int i = 0; i < ActiveThreads; i++)
if (thread_is_available(i, master))
return true;
return false;
}
// split() does the actual work of distributing the work at a node between
// several available threads. If it does not succeed in splitting the
// node (because no idle threads are available, or because we have no unused
// split point objects), the function immediately returns. If splitting is
// possible, a SplitPoint object is initialized with all the data that must be
// copied to the helper threads and we tell our helper threads that they have
// been assigned work. This will cause them to instantly leave their idle loops
// and call sp_search(). When all threads have returned from sp_search() then
// split() returns.
template <bool Fake>
void ThreadsManager::split(const Position& p, SearchStack* ss, int ply, Value* alpha,
const Value beta, Value* bestValue, Depth depth, Move threatMove,
bool mateThreat, int* moveCount, MovePicker* mp, bool pvNode) {
assert(p.is_ok());
assert(ply > 0 && ply < PLY_MAX);
assert(*bestValue >= -VALUE_INFINITE);
assert(*bestValue <= *alpha);
assert(*alpha < beta);
assert(beta <= VALUE_INFINITE);
assert(depth > Depth(0));
assert(p.thread() >= 0 && p.thread() < ActiveThreads);
assert(ActiveThreads > 1);
int i, master = p.thread();
Thread& masterThread = threads[master];
lock_grab(&MPLock);
// If no other thread is available to help us, or if we have too many
// active split points, don't split.
if ( !available_thread_exists(master)
|| masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
{
lock_release(&MPLock);
return;
}
// Pick the next available split point object from the split point stack
SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++];
// Initialize the split point object
splitPoint.parent = masterThread.splitPoint;
splitPoint.stopRequest = false;
splitPoint.ply = ply;
splitPoint.depth = depth;
splitPoint.threatMove = threatMove;
splitPoint.mateThreat = mateThreat;
splitPoint.alpha = *alpha;
splitPoint.beta = beta;
splitPoint.pvNode = pvNode;
splitPoint.bestValue = *bestValue;
splitPoint.mp = mp;
splitPoint.moveCount = *moveCount;
splitPoint.pos = &p;
splitPoint.parentSstack = ss;
for (i = 0; i < ActiveThreads; i++)
splitPoint.slaves[i] = 0;
masterThread.splitPoint = &splitPoint;
// If we are here it means we are not available
assert(masterThread.state != THREAD_AVAILABLE);
int workersCnt = 1; // At least the master is included
// Allocate available threads setting state to THREAD_BOOKED
for (i = 0; !Fake && i < ActiveThreads && workersCnt < MaxThreadsPerSplitPoint; i++)
if (thread_is_available(i, master))
{
threads[i].state = THREAD_BOOKED;
threads[i].splitPoint = &splitPoint;
splitPoint.slaves[i] = 1;
workersCnt++;
}
assert(Fake || workersCnt > 1);
// We can release the lock because slave threads are already booked and master is not available
lock_release(&MPLock);
// Tell the threads that they have work to do. This will make them leave
// their idle loop. But before copy search stack tail for each thread.
for (i = 0; i < ActiveThreads; i++)
if (i == master || splitPoint.slaves[i])
{
memcpy(splitPoint.sstack[i], ss - 1, 4 * sizeof(SearchStack));
assert(i == master || threads[i].state == THREAD_BOOKED);
threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop()
}
// Everything is set up. The master thread enters the idle loop, from
// which it will instantly launch a search, because its state is
// THREAD_WORKISWAITING. We send the split point as a second parameter to the
// idle loop, which means that the main thread will return from the idle
// loop when all threads have finished their work at this split point.
idle_loop(master, &splitPoint);
// We have returned from the idle loop, which means that all threads are
// finished. Update alpha and bestValue, and return.
lock_grab(&MPLock);
*alpha = splitPoint.alpha;
*bestValue = splitPoint.bestValue;
masterThread.activeSplitPoints--;
masterThread.splitPoint = splitPoint.parent;
lock_release(&MPLock);
}
// wake_sleeping_threads() wakes up all sleeping threads when it is time
// to start a new search from the root.
void ThreadsManager::wake_sleeping_threads() {
assert(AllThreadsShouldSleep);
assert(ActiveThreads > 0);
AllThreadsShouldSleep = false;
if (ActiveThreads == 1)
return;
#if !defined(_MSC_VER)
pthread_mutex_lock(&WaitLock);
pthread_cond_broadcast(&WaitCond);
pthread_mutex_unlock(&WaitLock);
#else
for (int i = 1; i < MAX_THREADS; i++)
SetEvent(SitIdleEvent[i]);
#endif
}
// put_threads_to_sleep() makes all the threads go to sleep just before
// to leave think(), at the end of the search. Threads should have already
// finished the job and should be idle.
void ThreadsManager::put_threads_to_sleep() {
assert(!AllThreadsShouldSleep);
// This makes the threads to go to sleep
AllThreadsShouldSleep = true;
}
/// The RootMoveList class
// RootMoveList c'tor
RootMoveList::RootMoveList(Position& pos, Move searchMoves[]) : count(0) {
SearchStack ss[PLY_MAX_PLUS_2];
MoveStack mlist[MaxRootMoves];
StateInfo st;
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Initialize search stack
init_ss_array(ss, PLY_MAX_PLUS_2);
ss[0].currentMove = ss[0].bestMove = MOVE_NONE;
ss[0].eval = VALUE_NONE;
// Generate all legal moves
MoveStack* last = generate_moves(pos, mlist);
// Add each move to the moves[] array
for (MoveStack* cur = mlist; cur != last; cur++)
{
bool includeMove = includeAllMoves;
for (int k = 0; !includeMove && searchMoves[k] != MOVE_NONE; k++)
includeMove = (searchMoves[k] == cur->move);
if (!includeMove)
continue;
// Find a quick score for the move
pos.do_move(cur->move, st);
ss[0].currentMove = cur->move;
moves[count].move = cur->move;
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1);
moves[count].pv[0] = cur->move;
moves[count].pv[1] = MOVE_NONE;
pos.undo_move(cur->move);
count++;
}
sort();
}
// RootMoveList simple methods definitions
void RootMoveList::set_move_nodes(int moveNum, int64_t nodes) {
moves[moveNum].nodes = nodes;
moves[moveNum].cumulativeNodes += nodes;
}
void RootMoveList::set_beta_counters(int moveNum, int64_t our, int64_t their) {
moves[moveNum].ourBeta = our;
moves[moveNum].theirBeta = their;
}
void RootMoveList::set_move_pv(int moveNum, const Move pv[]) {
int j;
for (j = 0; pv[j] != MOVE_NONE; j++)
moves[moveNum].pv[j] = pv[j];
moves[moveNum].pv[j] = MOVE_NONE;
}
// RootMoveList::sort() sorts the root move list at the beginning of a new
// iteration.
void RootMoveList::sort() {
sort_multipv(count - 1); // Sort all items
}
// RootMoveList::sort_multipv() sorts the first few moves in the root move
// list by their scores and depths. It is used to order the different PVs
// correctly in MultiPV mode.
void RootMoveList::sort_multipv(int n) {
int i,j;
for (i = 1; i <= n; i++)
{
RootMove rm = moves[i];
for (j = i; j > 0 && moves[j - 1] < rm; j--)
moves[j] = moves[j - 1];
moves[j] = rm;
}
}
} // namspace