mirror of
https://github.com/sockspls/badfish
synced 2025-05-03 01:59:36 +00:00

Unfortunatly accessing thread local variable is much slower than object data (see previous patch log msg), so we have to revert to old code to avoid speed regression. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
1895 lines
64 KiB
C++
1895 lines
64 KiB
C++
/*
|
|
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
|
|
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
|
|
Copyright (C) 2008-2012 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/>.
|
|
*/
|
|
|
|
#include <algorithm>
|
|
#include <cassert>
|
|
#include <cmath>
|
|
#include <cstring>
|
|
#include <iomanip>
|
|
#include <iostream>
|
|
#include <sstream>
|
|
|
|
#include "book.h"
|
|
#include "evaluate.h"
|
|
#include "history.h"
|
|
#include "movegen.h"
|
|
#include "movepick.h"
|
|
#include "search.h"
|
|
#include "timeman.h"
|
|
#include "thread.h"
|
|
#include "tt.h"
|
|
#include "ucioption.h"
|
|
|
|
namespace Search {
|
|
|
|
volatile SignalsType Signals;
|
|
LimitsType Limits;
|
|
std::vector<RootMove> RootMoves;
|
|
Position RootPosition;
|
|
Time SearchTime;
|
|
}
|
|
|
|
using std::string;
|
|
using std::cout;
|
|
using std::endl;
|
|
using Eval::evaluate;
|
|
using namespace Search;
|
|
|
|
namespace {
|
|
|
|
// Set to true to force running with one thread. Used for debugging
|
|
const bool FakeSplit = false;
|
|
|
|
// Different node types, used as template parameter
|
|
enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
|
|
|
|
// Lookup table to check if a Piece is a slider and its access function
|
|
const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
|
|
inline bool piece_is_slider(Piece p) { return Slidings[p]; }
|
|
|
|
// Maximum depth for razoring
|
|
const Depth RazorDepth = 4 * ONE_PLY;
|
|
|
|
// Dynamic razoring margin based on depth
|
|
inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
|
|
|
|
// Maximum depth for use of dynamic threat detection when null move fails low
|
|
const Depth ThreatDepth = 5 * ONE_PLY;
|
|
|
|
// Minimum depth for use of internal iterative deepening
|
|
const Depth IIDDepth[] = { 8 * ONE_PLY, 5 * ONE_PLY };
|
|
|
|
// 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);
|
|
|
|
// Minimum depth for use of singular extension
|
|
const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
|
|
|
|
// Futility margin for quiescence search
|
|
const Value FutilityMarginQS = Value(0x80);
|
|
|
|
// Futility lookup tables (initialized at startup) and their access functions
|
|
Value FutilityMargins[16][64]; // [depth][moveNumber]
|
|
int FutilityMoveCounts[32]; // [depth]
|
|
|
|
inline Value futility_margin(Depth d, int mn) {
|
|
|
|
return d < 7 * ONE_PLY ? FutilityMargins[std::max(int(d), 1)][std::min(mn, 63)]
|
|
: 2 * VALUE_INFINITE;
|
|
}
|
|
|
|
inline int futility_move_count(Depth d) {
|
|
|
|
return d < 16 * ONE_PLY ? FutilityMoveCounts[d] : MAX_MOVES;
|
|
}
|
|
|
|
// Reduction lookup tables (initialized at startup) and their access function
|
|
int8_t Reductions[2][64][64]; // [pv][depth][moveNumber]
|
|
|
|
template <bool PvNode> inline Depth reduction(Depth d, int mn) {
|
|
|
|
return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
|
|
}
|
|
|
|
// Easy move margin. An easy move candidate must be at least this much better
|
|
// than the second best move.
|
|
const Value EasyMoveMargin = Value(0x150);
|
|
|
|
// This is the minimum interval in msec between two check_time() calls
|
|
const int TimerResolution = 5;
|
|
|
|
|
|
size_t MultiPV, UCIMultiPV, PVIdx;
|
|
TimeManager TimeMgr;
|
|
int BestMoveChanges;
|
|
int SkillLevel;
|
|
bool SkillLevelEnabled, Chess960;
|
|
History H;
|
|
|
|
|
|
template <NodeType NT>
|
|
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
|
|
|
|
template <NodeType NT>
|
|
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
|
|
|
|
void id_loop(Position& pos);
|
|
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta);
|
|
bool connected_moves(const Position& pos, Move m1, Move m2);
|
|
Value value_to_tt(Value v, int ply);
|
|
Value value_from_tt(Value v, int ply);
|
|
bool can_return_tt(const TTEntry* tte, Depth depth, Value ttValue, Value beta);
|
|
bool connected_threat(const Position& pos, Move m, Move threat);
|
|
Value refine_eval(const TTEntry* tte, Value ttValue, Value defaultEval);
|
|
Move do_skill_level();
|
|
string score_to_uci(Value v, Value alpha = -VALUE_INFINITE, Value beta = VALUE_INFINITE);
|
|
void pv_info_to_log(Position& pos, int depth, Value score, int time, Move pv[]);
|
|
void pv_info_to_uci(const Position& pos, int depth, Value alpha, Value beta);
|
|
|
|
// MovePickerExt class template extends MovePicker and allows to choose at
|
|
// compile time the proper moves source according to the type of node. In the
|
|
// default case we simply create and use a standard MovePicker object.
|
|
template<bool SpNode> struct MovePickerExt : public MovePicker {
|
|
|
|
MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
|
|
: MovePicker(p, ttm, d, h, ss, b) {}
|
|
};
|
|
|
|
// In case of a SpNode we use split point's shared MovePicker object as moves source
|
|
template<> struct MovePickerExt<true> : public MovePicker {
|
|
|
|
MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, Stack* ss, Value b)
|
|
: MovePicker(p, ttm, d, h, ss, b), mp(ss->sp->mp) {}
|
|
|
|
Move next_move() { return mp->next_move(); }
|
|
MovePicker* mp;
|
|
};
|
|
|
|
// is_dangerous() checks whether a move belongs to some classes of known
|
|
// 'dangerous' moves so that we avoid to prune it.
|
|
FORCE_INLINE bool is_dangerous(const Position& pos, Move m, bool captureOrPromotion) {
|
|
|
|
// Test for a pawn pushed to 7th or a passed pawn move
|
|
if (type_of(pos.piece_moved(m)) == PAWN)
|
|
{
|
|
Color c = pos.side_to_move();
|
|
if ( relative_rank(c, to_sq(m)) == RANK_7
|
|
|| pos.pawn_is_passed(c, to_sq(m)))
|
|
return true;
|
|
}
|
|
|
|
// Test for a capture that triggers a pawn endgame
|
|
if ( captureOrPromotion
|
|
&& type_of(pos.piece_on(to_sq(m))) != PAWN
|
|
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
|
|
- PieceValueMidgame[pos.piece_on(to_sq(m))] == VALUE_ZERO)
|
|
&& !is_special(m))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
|
|
/// Search::init() is called during startup to initialize various lookup tables
|
|
|
|
void Search::init() {
|
|
|
|
int d; // depth (ONE_PLY == 2)
|
|
int hd; // half depth (ONE_PLY == 1)
|
|
int mc; // moveCount
|
|
|
|
// Init reductions array
|
|
for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
|
|
{
|
|
double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
|
|
double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
|
|
Reductions[1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
|
|
Reductions[0][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
|
|
}
|
|
|
|
// Init futility margins array
|
|
for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
|
|
FutilityMargins[d][mc] = Value(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++)
|
|
FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(d, 2.0));
|
|
}
|
|
|
|
|
|
/// Search::perft() is our utility to verify move generation. All the leaf nodes
|
|
/// up to the given depth are generated and counted and the sum returned.
|
|
|
|
int64_t Search::perft(Position& pos, Depth depth) {
|
|
|
|
StateInfo st;
|
|
int64_t cnt = 0;
|
|
|
|
MoveList<MV_LEGAL> ml(pos);
|
|
|
|
// At the last ply just return the number of moves (leaf nodes)
|
|
if (depth == ONE_PLY)
|
|
return ml.size();
|
|
|
|
CheckInfo ci(pos);
|
|
for ( ; !ml.end(); ++ml)
|
|
{
|
|
pos.do_move(ml.move(), st, ci, pos.move_gives_check(ml.move(), ci));
|
|
cnt += perft(pos, depth - ONE_PLY);
|
|
pos.undo_move(ml.move());
|
|
}
|
|
return cnt;
|
|
}
|
|
|
|
|
|
/// Search::think() is the external interface to Stockfish's search, and is
|
|
/// called by the main thread when the program receives the UCI 'go' command. It
|
|
/// searches from RootPosition and at the end prints the "bestmove" to output.
|
|
|
|
void Search::think() {
|
|
|
|
static Book book; // Defined static to initialize the PRNG only once
|
|
|
|
Position& pos = RootPosition;
|
|
Chess960 = pos.is_chess960();
|
|
Eval::RootColor = pos.side_to_move();
|
|
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
|
|
TT.new_search();
|
|
H.clear();
|
|
|
|
if (RootMoves.empty())
|
|
{
|
|
cout << "info depth 0 score "
|
|
<< score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW) << endl;
|
|
|
|
RootMoves.push_back(MOVE_NONE);
|
|
goto finalize;
|
|
}
|
|
|
|
if (Options["OwnBook"])
|
|
{
|
|
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
|
|
|
|
if (bookMove && count(RootMoves.begin(), RootMoves.end(), bookMove))
|
|
{
|
|
std::swap(RootMoves[0], *find(RootMoves.begin(), RootMoves.end(), bookMove));
|
|
goto finalize;
|
|
}
|
|
}
|
|
|
|
UCIMultiPV = Options["MultiPV"];
|
|
SkillLevel = Options["Skill Level"];
|
|
|
|
// Do we have to play with skill handicap? In this case enable MultiPV that
|
|
// we will use behind the scenes to retrieve a set of possible moves.
|
|
SkillLevelEnabled = (SkillLevel < 20);
|
|
MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, (size_t)4) : UCIMultiPV);
|
|
|
|
if (Options["Use Search Log"])
|
|
{
|
|
Log log(Options["Search Log Filename"]);
|
|
log << "\nSearching: " << pos.to_fen()
|
|
<< "\ninfinite: " << Limits.infinite
|
|
<< " ponder: " << Limits.ponder
|
|
<< " time: " << Limits.time[pos.side_to_move()]
|
|
<< " increment: " << Limits.inc[pos.side_to_move()]
|
|
<< " moves to go: " << Limits.movestogo
|
|
<< endl;
|
|
}
|
|
|
|
Threads.wake_up();
|
|
|
|
// Set best timer interval to avoid lagging under time pressure. Timer is
|
|
// used to check for remaining available thinking time.
|
|
if (Limits.use_time_management())
|
|
Threads.set_timer(std::min(100, std::max(TimeMgr.available_time() / 16, TimerResolution)));
|
|
else
|
|
Threads.set_timer(100);
|
|
|
|
// We're ready to start searching. Call the iterative deepening loop function
|
|
id_loop(pos);
|
|
|
|
Threads.set_timer(0); // Stop timer
|
|
Threads.sleep();
|
|
|
|
if (Options["Use Search Log"])
|
|
{
|
|
int e = SearchTime.elapsed();
|
|
|
|
Log log(Options["Search Log Filename"]);
|
|
log << "Nodes: " << pos.nodes_searched()
|
|
<< "\nNodes/second: " << (e > 0 ? pos.nodes_searched() * 1000 / e : 0)
|
|
<< "\nBest move: " << move_to_san(pos, RootMoves[0].pv[0]);
|
|
|
|
StateInfo st;
|
|
pos.do_move(RootMoves[0].pv[0], st);
|
|
log << "\nPonder move: " << move_to_san(pos, RootMoves[0].pv[1]) << endl;
|
|
pos.undo_move(RootMoves[0].pv[0]);
|
|
}
|
|
|
|
finalize:
|
|
|
|
// When we reach max depth we arrive here even without Signals.stop is raised,
|
|
// but if we are pondering or in infinite search, we shouldn't print the best
|
|
// move before we are told to do so.
|
|
if (!Signals.stop && (Limits.ponder || Limits.infinite))
|
|
pos.this_thread()->wait_for_stop_or_ponderhit();
|
|
|
|
// Best move could be MOVE_NONE when searching on a stalemate position
|
|
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
|
|
<< " ponder " << move_to_uci(RootMoves[0].pv[1], Chess960) << endl;
|
|
}
|
|
|
|
|
|
namespace {
|
|
|
|
// id_loop() is the main iterative deepening loop. It calls search() repeatedly
|
|
// with increasing depth until the allocated thinking time has been consumed,
|
|
// user stops the search, or the maximum search depth is reached.
|
|
|
|
void id_loop(Position& pos) {
|
|
|
|
Stack ss[MAX_PLY_PLUS_2];
|
|
int depth, prevBestMoveChanges;
|
|
Value bestValue, alpha, beta, delta;
|
|
bool bestMoveNeverChanged = true;
|
|
Move skillBest = MOVE_NONE;
|
|
|
|
memset(ss, 0, 4 * sizeof(Stack));
|
|
depth = BestMoveChanges = 0;
|
|
bestValue = delta = -VALUE_INFINITE;
|
|
ss->currentMove = MOVE_NULL; // Hack to skip update gains
|
|
|
|
// Iterative deepening loop until requested to stop or target depth reached
|
|
while (!Signals.stop && ++depth <= MAX_PLY && (!Limits.depth || depth <= Limits.depth))
|
|
{
|
|
// Save last iteration's scores before first PV line is searched and all
|
|
// the move scores but the (new) PV are set to -VALUE_INFINITE.
|
|
for (size_t i = 0; i < RootMoves.size(); i++)
|
|
RootMoves[i].prevScore = RootMoves[i].score;
|
|
|
|
prevBestMoveChanges = BestMoveChanges;
|
|
BestMoveChanges = 0;
|
|
|
|
// MultiPV loop. We perform a full root search for each PV line
|
|
for (PVIdx = 0; PVIdx < std::min(MultiPV, RootMoves.size()); PVIdx++)
|
|
{
|
|
// Set aspiration window default width
|
|
if (depth >= 5 && abs(RootMoves[PVIdx].prevScore) < VALUE_KNOWN_WIN)
|
|
{
|
|
delta = Value(16);
|
|
alpha = RootMoves[PVIdx].prevScore - delta;
|
|
beta = RootMoves[PVIdx].prevScore + delta;
|
|
}
|
|
else
|
|
{
|
|
alpha = -VALUE_INFINITE;
|
|
beta = VALUE_INFINITE;
|
|
}
|
|
|
|
// Start with a small aspiration window and, in case of fail high/low,
|
|
// research with bigger window until not failing high/low anymore.
|
|
do {
|
|
// Search starts from ss+1 to allow referencing (ss-1). This is
|
|
// needed by update gains and ss copy when splitting at Root.
|
|
bestValue = search<Root>(pos, ss+1, alpha, beta, depth * ONE_PLY);
|
|
|
|
// Bring to front the best move. It is critical that sorting is
|
|
// done with a stable algorithm because all the values but the first
|
|
// and eventually the new best one are set to -VALUE_INFINITE and
|
|
// we want to keep the same order for all the moves but the new
|
|
// PV that goes to the front. Note that in case of MultiPV search
|
|
// the already searched PV lines are preserved.
|
|
sort<RootMove>(RootMoves.begin() + PVIdx, RootMoves.end());
|
|
|
|
// In case we have found an exact score and we are going to leave
|
|
// the fail high/low loop then reorder the PV moves, otherwise
|
|
// leave the last PV move in its position so to be searched again.
|
|
// Of course this is needed only in MultiPV search.
|
|
if (PVIdx && bestValue > alpha && bestValue < beta)
|
|
sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx);
|
|
|
|
// Write PV back to transposition table in case the relevant
|
|
// entries have been overwritten during the search.
|
|
for (size_t i = 0; i <= PVIdx; i++)
|
|
RootMoves[i].insert_pv_in_tt(pos);
|
|
|
|
// If search has been stopped exit the aspiration window loop.
|
|
// Sorting and writing PV back to TT is safe becuase RootMoves
|
|
// is still valid, although refers to previous iteration.
|
|
if (Signals.stop)
|
|
break;
|
|
|
|
// Send full PV info to GUI if we are going to leave the loop or
|
|
// if we have a fail high/low and we are deep in the search.
|
|
if ((bestValue > alpha && bestValue < beta) || SearchTime.elapsed() > 2000)
|
|
pv_info_to_uci(pos, depth, alpha, beta);
|
|
|
|
// In case of failing high/low increase aspiration window and
|
|
// research, otherwise exit the fail high/low loop.
|
|
if (bestValue >= beta)
|
|
{
|
|
beta += delta;
|
|
delta += delta / 2;
|
|
}
|
|
else if (bestValue <= alpha)
|
|
{
|
|
Signals.failedLowAtRoot = true;
|
|
Signals.stopOnPonderhit = false;
|
|
|
|
alpha -= delta;
|
|
delta += delta / 2;
|
|
}
|
|
else
|
|
break;
|
|
|
|
assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
|
|
|
|
} while (abs(bestValue) < VALUE_KNOWN_WIN);
|
|
}
|
|
|
|
// Skills: Do we need to pick now the best move ?
|
|
if (SkillLevelEnabled && depth == 1 + SkillLevel)
|
|
skillBest = do_skill_level();
|
|
|
|
if (!Signals.stop && Options["Use Search Log"])
|
|
pv_info_to_log(pos, depth, bestValue, SearchTime.elapsed(), &RootMoves[0].pv[0]);
|
|
|
|
// Filter out startup noise when monitoring best move stability
|
|
if (depth > 2 && BestMoveChanges)
|
|
bestMoveNeverChanged = false;
|
|
|
|
// Do we have time for the next iteration? Can we stop searching now?
|
|
if (!Signals.stop && !Signals.stopOnPonderhit && Limits.use_time_management())
|
|
{
|
|
bool stop = false; // Local variable, not the volatile Signals.stop
|
|
|
|
// Take in account some extra time if the best move has changed
|
|
if (depth > 4 && depth < 50)
|
|
TimeMgr.pv_instability(BestMoveChanges, prevBestMoveChanges);
|
|
|
|
// Stop search if most of available time is already consumed. We
|
|
// probably don't have enough time to search the first move at the
|
|
// next iteration anyway.
|
|
if (SearchTime.elapsed() > (TimeMgr.available_time() * 62) / 100)
|
|
stop = true;
|
|
|
|
// Stop search early if one move seems to be much better than others
|
|
if ( depth >= 12
|
|
&& !stop
|
|
&& ( (bestMoveNeverChanged && pos.captured_piece_type())
|
|
|| SearchTime.elapsed() > (TimeMgr.available_time() * 40) / 100))
|
|
{
|
|
Value rBeta = bestValue - EasyMoveMargin;
|
|
(ss+1)->excludedMove = RootMoves[0].pv[0];
|
|
(ss+1)->skipNullMove = true;
|
|
Value v = search<NonPV>(pos, ss+1, rBeta - 1, rBeta, (depth - 3) * ONE_PLY);
|
|
(ss+1)->skipNullMove = false;
|
|
(ss+1)->excludedMove = MOVE_NONE;
|
|
|
|
if (v < rBeta)
|
|
stop = true;
|
|
}
|
|
|
|
if (stop)
|
|
{
|
|
// If we are allowed to ponder do not stop the search now but
|
|
// keep pondering until GUI sends "ponderhit" or "stop".
|
|
if (Limits.ponder)
|
|
Signals.stopOnPonderhit = true;
|
|
else
|
|
Signals.stop = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// When using skills swap best PV line with the sub-optimal one
|
|
if (SkillLevelEnabled)
|
|
{
|
|
if (skillBest == MOVE_NONE) // Still unassigned ?
|
|
skillBest = do_skill_level();
|
|
|
|
std::swap(RootMoves[0], *find(RootMoves.begin(), RootMoves.end(), skillBest));
|
|
}
|
|
}
|
|
|
|
|
|
// search<>() is the main search function for both PV and non-PV nodes and for
|
|
// normal and SplitPoint nodes. When called just after a split point the search
|
|
// is 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 again. 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 NT>
|
|
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
|
|
|
|
const bool PvNode = (NT == PV || NT == Root || NT == SplitPointPV || NT == SplitPointRoot);
|
|
const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV || NT == SplitPointRoot);
|
|
const bool RootNode = (NT == Root || NT == SplitPointRoot);
|
|
|
|
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
|
|
assert((alpha == beta - 1) || PvNode);
|
|
assert(depth > DEPTH_ZERO);
|
|
|
|
Move movesSearched[MAX_MOVES];
|
|
StateInfo st;
|
|
const TTEntry *tte;
|
|
Key posKey;
|
|
Move ttMove, move, excludedMove, bestMove, threatMove;
|
|
Depth ext, newDepth;
|
|
Bound bt;
|
|
Value bestValue, value, oldAlpha, ttValue;
|
|
Value refinedValue, nullValue, futilityBase, futilityValue;
|
|
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
|
|
bool captureOrPromotion, dangerous, doFullDepthSearch;
|
|
int moveCount = 0, playedMoveCount = 0;
|
|
Thread* thisThread = pos.this_thread();
|
|
SplitPoint* sp = NULL;
|
|
|
|
refinedValue = bestValue = value = -VALUE_INFINITE;
|
|
oldAlpha = alpha;
|
|
inCheck = pos.in_check();
|
|
ss->ply = (ss-1)->ply + 1;
|
|
|
|
// Used to send selDepth info to GUI
|
|
if (PvNode && thisThread->maxPly < ss->ply)
|
|
thisThread->maxPly = ss->ply;
|
|
|
|
// Step 1. Initialize node
|
|
if (SpNode)
|
|
{
|
|
tte = NULL;
|
|
ttMove = excludedMove = MOVE_NONE;
|
|
ttValue = VALUE_ZERO;
|
|
sp = ss->sp;
|
|
bestMove = sp->bestMove;
|
|
threatMove = sp->threatMove;
|
|
bestValue = sp->bestValue;
|
|
moveCount = sp->moveCount; // Lock must be held here
|
|
|
|
assert(bestValue > -VALUE_INFINITE && moveCount > 0);
|
|
|
|
goto split_point_start;
|
|
}
|
|
else
|
|
{
|
|
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
|
|
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
|
|
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
|
|
|
|
}
|
|
|
|
// Step 2. Check for aborted search and immediate draw
|
|
// Enforce node limit here. FIXME: This only works with 1 search thread.
|
|
if (Limits.nodes && pos.nodes_searched() >= Limits.nodes)
|
|
Signals.stop = true;
|
|
|
|
if (( Signals.stop
|
|
|| pos.is_draw<false>()
|
|
|| ss->ply > MAX_PLY) && !RootNode)
|
|
return VALUE_DRAW;
|
|
|
|
// Step 3. Mate distance pruning. Even if we mate at the next move our score
|
|
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
|
|
// a shorter mate was found upward in the tree then there is no need to search
|
|
// further, we will never beat current alpha. Same logic but with reversed signs
|
|
// applies also in the opposite condition of being mated instead of giving mate,
|
|
// in this case return a fail-high score.
|
|
if (!RootNode)
|
|
{
|
|
alpha = std::max(mated_in(ss->ply), alpha);
|
|
beta = std::min(mate_in(ss->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.
|
|
excludedMove = ss->excludedMove;
|
|
posKey = excludedMove ? pos.exclusion_key() : pos.key();
|
|
tte = TT.probe(posKey);
|
|
ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
|
|
ttValue = tte ? value_from_tt(tte->value(), ss->ply) : VALUE_ZERO;
|
|
|
|
// At PV nodes we check for exact scores, while at non-PV nodes we check for
|
|
// a fail high/low. Biggest advantage at probing at PV nodes is to have a
|
|
// smooth experience in analysis mode. We don't probe at Root nodes otherwise
|
|
// we should also update RootMoveList to avoid bogus output.
|
|
if (!RootNode && tte && (PvNode ? tte->depth() >= depth && tte->type() == BOUND_EXACT
|
|
: can_return_tt(tte, depth, ttValue, beta)))
|
|
{
|
|
TT.refresh(tte);
|
|
ss->currentMove = ttMove; // Can be MOVE_NONE
|
|
|
|
if ( ttValue >= beta
|
|
&& ttMove
|
|
&& !pos.is_capture_or_promotion(ttMove)
|
|
&& ttMove != ss->killers[0])
|
|
{
|
|
ss->killers[1] = ss->killers[0];
|
|
ss->killers[0] = ttMove;
|
|
}
|
|
return ttValue;
|
|
}
|
|
|
|
// Step 5. Evaluate the position statically and update parent's gain statistics
|
|
if (inCheck)
|
|
ss->eval = ss->evalMargin = VALUE_NONE;
|
|
else if (tte)
|
|
{
|
|
assert(tte->static_value() != VALUE_NONE);
|
|
|
|
ss->eval = tte->static_value();
|
|
ss->evalMargin = tte->static_value_margin();
|
|
refinedValue = refine_eval(tte, ttValue, ss->eval);
|
|
}
|
|
else
|
|
{
|
|
refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
|
|
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
|
|
}
|
|
|
|
// Update gain for the parent non-capture move given the static position
|
|
// evaluation before and after the move.
|
|
if ( (move = (ss-1)->currentMove) != MOVE_NULL
|
|
&& (ss-1)->eval != VALUE_NONE
|
|
&& ss->eval != VALUE_NONE
|
|
&& !pos.captured_piece_type()
|
|
&& !is_special(move))
|
|
{
|
|
Square to = to_sq(move);
|
|
H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
|
|
}
|
|
|
|
// Step 6. Razoring (is omitted in PV nodes)
|
|
if ( !PvNode
|
|
&& depth < RazorDepth
|
|
&& !inCheck
|
|
&& refinedValue + razor_margin(depth) < beta
|
|
&& ttMove == MOVE_NONE
|
|
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
|
|
&& !pos.pawn_on_7th(pos.side_to_move()))
|
|
{
|
|
Value rbeta = beta - razor_margin(depth);
|
|
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
|
|
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
|
|
&& !inCheck
|
|
&& refinedValue - futility_margin(depth, 0) >= beta
|
|
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
|
|
&& 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)
|
|
if ( !PvNode
|
|
&& !ss->skipNullMove
|
|
&& depth > ONE_PLY
|
|
&& !inCheck
|
|
&& refinedValue >= beta
|
|
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
|
|
&& pos.non_pawn_material(pos.side_to_move()))
|
|
{
|
|
ss->currentMove = MOVE_NULL;
|
|
|
|
// Null move dynamic reduction based on depth
|
|
int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
|
|
|
|
// Null move dynamic reduction based on value
|
|
if (refinedValue - PawnValueMidgame > beta)
|
|
R++;
|
|
|
|
pos.do_null_move<true>(st);
|
|
(ss+1)->skipNullMove = true;
|
|
nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
|
|
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY);
|
|
(ss+1)->skipNullMove = false;
|
|
pos.do_null_move<false>(st);
|
|
|
|
if (nullValue >= beta)
|
|
{
|
|
// Do not return unproven mate scores
|
|
if (nullValue >= VALUE_MATE_IN_MAX_PLY)
|
|
nullValue = beta;
|
|
|
|
if (depth < 6 * ONE_PLY)
|
|
return nullValue;
|
|
|
|
// Do verification search at high depths
|
|
ss->skipNullMove = true;
|
|
Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_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).
|
|
threatMove = (ss+1)->currentMove;
|
|
|
|
if ( depth < ThreatDepth
|
|
&& (ss-1)->reduction
|
|
&& threatMove != MOVE_NONE
|
|
&& connected_moves(pos, (ss-1)->currentMove, threatMove))
|
|
return beta - 1;
|
|
}
|
|
}
|
|
|
|
// Step 9. ProbCut (is omitted in PV nodes)
|
|
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
|
|
// and a reduced search returns a value much above beta, we can (almost) safely
|
|
// prune the previous move.
|
|
if ( !PvNode
|
|
&& depth >= RazorDepth + ONE_PLY
|
|
&& !inCheck
|
|
&& !ss->skipNullMove
|
|
&& excludedMove == MOVE_NONE
|
|
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
|
|
{
|
|
Value rbeta = beta + 200;
|
|
Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
|
|
|
|
assert(rdepth >= ONE_PLY);
|
|
assert((ss-1)->currentMove != MOVE_NONE);
|
|
assert((ss-1)->currentMove != MOVE_NULL);
|
|
|
|
MovePicker mp(pos, ttMove, H, pos.captured_piece_type());
|
|
CheckInfo ci(pos);
|
|
|
|
while ((move = mp.next_move()) != MOVE_NONE)
|
|
if (pos.pl_move_is_legal(move, ci.pinned))
|
|
{
|
|
ss->currentMove = move;
|
|
pos.do_move(move, st, ci, pos.move_gives_check(move, ci));
|
|
value = -search<NonPV>(pos, ss+1, -rbeta, -rbeta+1, rdepth);
|
|
pos.undo_move(move);
|
|
if (value >= rbeta)
|
|
return value;
|
|
}
|
|
}
|
|
|
|
// Step 10. Internal iterative deepening
|
|
if ( depth >= IIDDepth[PvNode]
|
|
&& ttMove == MOVE_NONE
|
|
&& (PvNode || (!inCheck && ss->eval + IIDMargin >= beta)))
|
|
{
|
|
Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
|
|
|
|
ss->skipNullMove = true;
|
|
search<PvNode ? PV : NonPV>(pos, ss, alpha, beta, d);
|
|
ss->skipNullMove = false;
|
|
|
|
tte = TT.probe(posKey);
|
|
ttMove = tte ? tte->move() : MOVE_NONE;
|
|
}
|
|
|
|
split_point_start: // At split points actual search starts from here
|
|
|
|
MovePickerExt<SpNode> mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
|
|
CheckInfo ci(pos);
|
|
futilityBase = ss->eval + ss->evalMargin;
|
|
singularExtensionNode = !RootNode
|
|
&& !SpNode
|
|
&& depth >= SingularExtensionDepth[PvNode]
|
|
&& ttMove != MOVE_NONE
|
|
&& !excludedMove // Recursive singular search is not allowed
|
|
&& (tte->type() & BOUND_LOWER)
|
|
&& tte->depth() >= depth - 3 * ONE_PLY;
|
|
|
|
// Step 11. Loop through moves
|
|
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
|
|
while ( bestValue < beta
|
|
&& (move = mp.next_move()) != MOVE_NONE
|
|
&& !thisThread->cutoff_occurred()
|
|
&& !Signals.stop)
|
|
{
|
|
assert(is_ok(move));
|
|
|
|
if (move == excludedMove)
|
|
continue;
|
|
|
|
// At root obey the "searchmoves" option and skip moves not listed in Root
|
|
// Move List, as a consequence any illegal move is also skipped. In MultiPV
|
|
// mode we also skip PV moves which have been already searched.
|
|
if (RootNode && !count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
|
|
continue;
|
|
|
|
// At PV and SpNode nodes we want all moves to be legal since the beginning
|
|
if ((PvNode || SpNode) && !pos.pl_move_is_legal(move, ci.pinned))
|
|
continue;
|
|
|
|
if (SpNode)
|
|
{
|
|
moveCount = ++sp->moveCount;
|
|
lock_release(sp->lock);
|
|
}
|
|
else
|
|
moveCount++;
|
|
|
|
if (RootNode)
|
|
{
|
|
Signals.firstRootMove = (moveCount == 1);
|
|
|
|
if (thisThread == Threads.main_thread() && SearchTime.elapsed() > 2000)
|
|
cout << "info depth " << depth / ONE_PLY
|
|
<< " currmove " << move_to_uci(move, Chess960)
|
|
<< " currmovenumber " << moveCount + PVIdx << endl;
|
|
}
|
|
|
|
isPvMove = (PvNode && moveCount <= 1);
|
|
captureOrPromotion = pos.is_capture_or_promotion(move);
|
|
givesCheck = pos.move_gives_check(move, ci);
|
|
dangerous = givesCheck || is_dangerous(pos, move, captureOrPromotion);
|
|
ext = DEPTH_ZERO;
|
|
|
|
// Step 12. Extend checks and, in PV nodes, also dangerous moves
|
|
if (PvNode && dangerous)
|
|
ext = ONE_PLY;
|
|
|
|
else if (givesCheck && pos.see_sign(move) >= 0)
|
|
ext = PvNode ? ONE_PLY : ONE_PLY / 2;
|
|
|
|
// 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 than ttValue minus
|
|
// a margin then we extend ttMove.
|
|
if ( singularExtensionNode
|
|
&& !ext
|
|
&& move == ttMove
|
|
&& pos.pl_move_is_legal(move, ci.pinned))
|
|
{
|
|
if (abs(ttValue) < VALUE_KNOWN_WIN)
|
|
{
|
|
Value rBeta = ttValue - int(depth);
|
|
ss->excludedMove = move;
|
|
ss->skipNullMove = true;
|
|
value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
|
|
ss->skipNullMove = false;
|
|
ss->excludedMove = MOVE_NONE;
|
|
if (value < rBeta)
|
|
ext = ONE_PLY;
|
|
}
|
|
}
|
|
|
|
// Update current move (this must be done after singular extension search)
|
|
newDepth = depth - ONE_PLY + ext;
|
|
|
|
// Step 13. Futility pruning (is omitted in PV nodes)
|
|
if ( !PvNode
|
|
&& !captureOrPromotion
|
|
&& !inCheck
|
|
&& !dangerous
|
|
&& move != ttMove
|
|
&& !is_castle(move)
|
|
&& (bestValue > VALUE_MATED_IN_MAX_PLY || bestValue == -VALUE_INFINITE))
|
|
{
|
|
// Move count based pruning
|
|
if ( moveCount >= futility_move_count(depth)
|
|
&& (!threatMove || !connected_threat(pos, move, threatMove)))
|
|
{
|
|
if (SpNode)
|
|
lock_grab(sp->lock);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Value based pruning
|
|
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
|
|
// but fixing this made program slightly weaker.
|
|
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
|
|
futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
|
|
+ H.gain(pos.piece_moved(move), to_sq(move));
|
|
|
|
if (futilityValue < beta)
|
|
{
|
|
if (SpNode)
|
|
lock_grab(sp->lock);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Prune moves with negative SEE at low depths
|
|
if ( predictedDepth < 2 * ONE_PLY
|
|
&& pos.see_sign(move) < 0)
|
|
{
|
|
if (SpNode)
|
|
lock_grab(sp->lock);
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Check for legality only before to do the move
|
|
if (!pos.pl_move_is_legal(move, ci.pinned))
|
|
{
|
|
moveCount--;
|
|
continue;
|
|
}
|
|
|
|
ss->currentMove = move;
|
|
if (!SpNode && !captureOrPromotion)
|
|
movesSearched[playedMoveCount++] = move;
|
|
|
|
// Step 14. Make the move
|
|
pos.do_move(move, st, ci, givesCheck);
|
|
|
|
// Step 15. Reduced depth search (LMR). If the move fails high will be
|
|
// re-searched at full depth.
|
|
if ( depth > 3 * ONE_PLY
|
|
&& !isPvMove
|
|
&& !captureOrPromotion
|
|
&& !dangerous
|
|
&& !is_castle(move)
|
|
&& ss->killers[0] != move
|
|
&& ss->killers[1] != move)
|
|
{
|
|
ss->reduction = reduction<PvNode>(depth, moveCount);
|
|
Depth d = std::max(newDepth - ss->reduction, ONE_PLY);
|
|
alpha = SpNode ? sp->alpha : alpha;
|
|
|
|
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
|
|
|
|
doFullDepthSearch = (value > alpha && ss->reduction != DEPTH_ZERO);
|
|
ss->reduction = DEPTH_ZERO;
|
|
}
|
|
else
|
|
doFullDepthSearch = !isPvMove;
|
|
|
|
// Step 16. Full depth search, when LMR is skipped or fails high
|
|
if (doFullDepthSearch)
|
|
{
|
|
alpha = SpNode ? sp->alpha : alpha;
|
|
value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
|
|
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
|
|
}
|
|
|
|
// Only for PV nodes do a full PV search on the first move or after a fail
|
|
// high, in the latter case search only if value < beta, otherwise let the
|
|
// parent node to fail low with value <= alpha and to try another move.
|
|
if (PvNode && (isPvMove || (value > alpha && (RootNode || value < beta))))
|
|
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
|
|
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
|
|
|
|
// Step 17. Undo move
|
|
pos.undo_move(move);
|
|
|
|
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
|
|
|
|
// Step 18. Check for new best move
|
|
if (SpNode)
|
|
{
|
|
lock_grab(sp->lock);
|
|
bestValue = sp->bestValue;
|
|
alpha = sp->alpha;
|
|
}
|
|
|
|
// Finished searching the move. If Signals.stop 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 don't update the best move and/or PV.
|
|
if (RootNode && !Signals.stop)
|
|
{
|
|
RootMove& rm = *find(RootMoves.begin(), RootMoves.end(), move);
|
|
|
|
// PV move or new best move ?
|
|
if (isPvMove || value > alpha)
|
|
{
|
|
rm.score = value;
|
|
rm.extract_pv_from_tt(pos);
|
|
|
|
// We record how often the best move has been changed in each
|
|
// iteration. This information is used for time management: When
|
|
// the best move changes frequently, we allocate some more time.
|
|
if (!isPvMove && MultiPV == 1)
|
|
BestMoveChanges++;
|
|
}
|
|
else
|
|
// All other moves but the PV are set to the lowest value, this
|
|
// is not a problem when sorting becuase sort is stable and move
|
|
// position in the list is preserved, just the PV is pushed up.
|
|
rm.score = -VALUE_INFINITE;
|
|
|
|
}
|
|
|
|
if (value > bestValue)
|
|
{
|
|
bestValue = value;
|
|
bestMove = move;
|
|
|
|
if ( PvNode
|
|
&& value > alpha
|
|
&& value < beta) // We want always alpha < beta
|
|
alpha = value;
|
|
|
|
if (SpNode && !thisThread->cutoff_occurred())
|
|
{
|
|
sp->bestValue = value;
|
|
sp->bestMove = move;
|
|
sp->alpha = alpha;
|
|
|
|
if (value >= beta)
|
|
sp->cutoff = true;
|
|
}
|
|
}
|
|
|
|
// Step 19. Check for split
|
|
if ( !SpNode
|
|
&& depth >= Threads.min_split_depth()
|
|
&& bestValue < beta
|
|
&& Threads.available_slave_exists(thisThread)
|
|
&& !Signals.stop
|
|
&& !thisThread->cutoff_occurred())
|
|
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
|
|
depth, threatMove, moveCount, &mp, NT);
|
|
}
|
|
|
|
// Step 20. Check for mate and stalemate
|
|
// All legal moves have been searched and if there are no legal moves, it
|
|
// must be mate or stalemate. Note that we can have a false positive in
|
|
// case of Signals.stop or thread.cutoff_occurred() are set, but this is
|
|
// harmless because return value is discarded anyhow in the parent nodes.
|
|
// If we are in a singular extension search then return a fail low score.
|
|
if (!moveCount)
|
|
return excludedMove ? oldAlpha : inCheck ? mated_in(ss->ply) : VALUE_DRAW;
|
|
|
|
// If we have pruned all the moves without searching return a fail-low score
|
|
if (bestValue == -VALUE_INFINITE)
|
|
{
|
|
assert(!playedMoveCount);
|
|
|
|
bestValue = oldAlpha;
|
|
}
|
|
|
|
// Step 21. Update tables
|
|
// Update transposition table entry, killers and history
|
|
if (!SpNode && !Signals.stop && !thisThread->cutoff_occurred())
|
|
{
|
|
move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
|
|
bt = bestValue <= oldAlpha ? BOUND_UPPER
|
|
: bestValue >= beta ? BOUND_LOWER : BOUND_EXACT;
|
|
|
|
TT.store(posKey, value_to_tt(bestValue, ss->ply), bt, depth, move, ss->eval, ss->evalMargin);
|
|
|
|
// Update killers and history for non capture cut-off moves
|
|
if ( bestValue >= beta
|
|
&& !pos.is_capture_or_promotion(move)
|
|
&& !inCheck)
|
|
{
|
|
if (move != ss->killers[0])
|
|
{
|
|
ss->killers[1] = ss->killers[0];
|
|
ss->killers[0] = move;
|
|
}
|
|
|
|
// Increase history value of the cut-off move
|
|
Value bonus = Value(int(depth) * int(depth));
|
|
H.add(pos.piece_moved(move), to_sq(move), bonus);
|
|
|
|
// Decrease history of all the other played non-capture moves
|
|
for (int i = 0; i < playedMoveCount - 1; i++)
|
|
{
|
|
Move m = movesSearched[i];
|
|
H.add(pos.piece_moved(m), to_sq(m), -bonus);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 ONE_PLY).
|
|
|
|
template <NodeType NT>
|
|
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
|
|
|
|
const bool PvNode = (NT == PV);
|
|
|
|
assert(NT == PV || NT == NonPV);
|
|
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
|
|
assert((alpha == beta - 1) || PvNode);
|
|
assert(depth <= DEPTH_ZERO);
|
|
|
|
StateInfo st;
|
|
Move ttMove, move, bestMove;
|
|
Value ttValue, bestValue, value, evalMargin, futilityValue, futilityBase;
|
|
bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
|
|
const TTEntry* tte;
|
|
Depth ttDepth;
|
|
Bound bt;
|
|
Value oldAlpha = alpha;
|
|
|
|
ss->currentMove = bestMove = MOVE_NONE;
|
|
ss->ply = (ss-1)->ply + 1;
|
|
|
|
// Check for an instant draw or maximum ply reached
|
|
if (pos.is_draw<true>() || ss->ply > MAX_PLY)
|
|
return VALUE_DRAW;
|
|
|
|
// Decide whether or not to include checks, this fixes also the type of
|
|
// TT entry depth that we are going to use. Note that in qsearch we use
|
|
// only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
|
|
inCheck = pos.in_check();
|
|
ttDepth = (inCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS);
|
|
|
|
// Transposition table lookup. At PV nodes, we don't use the TT for
|
|
// pruning, but only for move ordering.
|
|
tte = TT.probe(pos.key());
|
|
ttMove = (tte ? tte->move() : MOVE_NONE);
|
|
ttValue = tte ? value_from_tt(tte->value(),ss->ply) : VALUE_ZERO;
|
|
|
|
if (!PvNode && tte && can_return_tt(tte, ttDepth, ttValue, beta))
|
|
{
|
|
ss->currentMove = ttMove; // Can be MOVE_NONE
|
|
return ttValue;
|
|
}
|
|
|
|
// Evaluate the position statically
|
|
if (inCheck)
|
|
{
|
|
bestValue = futilityBase = -VALUE_INFINITE;
|
|
ss->eval = evalMargin = VALUE_NONE;
|
|
enoughMaterial = false;
|
|
}
|
|
else
|
|
{
|
|
if (tte)
|
|
{
|
|
assert(tte->static_value() != VALUE_NONE);
|
|
|
|
evalMargin = tte->static_value_margin();
|
|
ss->eval = bestValue = tte->static_value();
|
|
}
|
|
else
|
|
ss->eval = bestValue = evaluate(pos, evalMargin);
|
|
|
|
// Stand pat. Return immediately if static value is at least beta
|
|
if (bestValue >= beta)
|
|
{
|
|
if (!tte)
|
|
TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
|
|
|
|
return bestValue;
|
|
}
|
|
|
|
if (PvNode && bestValue > alpha)
|
|
alpha = bestValue;
|
|
|
|
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
|
|
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 >= DEPTH_QS_CHECKS) will
|
|
// be generated.
|
|
MovePicker mp(pos, ttMove, depth, H, to_sq((ss-1)->currentMove));
|
|
CheckInfo ci(pos);
|
|
|
|
// Loop through the moves until no moves remain or a beta cutoff occurs
|
|
while ( bestValue < beta
|
|
&& (move = mp.next_move()) != MOVE_NONE)
|
|
{
|
|
assert(is_ok(move));
|
|
|
|
givesCheck = pos.move_gives_check(move, ci);
|
|
|
|
// Futility pruning
|
|
if ( !PvNode
|
|
&& !inCheck
|
|
&& !givesCheck
|
|
&& move != ttMove
|
|
&& enoughMaterial
|
|
&& !is_promotion(move)
|
|
&& !pos.is_passed_pawn_push(move))
|
|
{
|
|
futilityValue = futilityBase
|
|
+ PieceValueEndgame[pos.piece_on(to_sq(move))]
|
|
+ (is_enpassant(move) ? PawnValueEndgame : VALUE_ZERO);
|
|
|
|
if (futilityValue < beta)
|
|
{
|
|
if (futilityValue > bestValue)
|
|
bestValue = futilityValue;
|
|
|
|
continue;
|
|
}
|
|
|
|
// Prune moves with negative or equal SEE
|
|
if ( futilityBase < beta
|
|
&& depth < DEPTH_ZERO
|
|
&& pos.see(move) <= 0)
|
|
continue;
|
|
}
|
|
|
|
// Detect non-capture evasions that are candidate to be pruned
|
|
evasionPrunable = !PvNode
|
|
&& inCheck
|
|
&& bestValue > VALUE_MATED_IN_MAX_PLY
|
|
&& !pos.is_capture(move)
|
|
&& !pos.can_castle(pos.side_to_move());
|
|
|
|
// Don't search moves with negative SEE values
|
|
if ( !PvNode
|
|
&& (!inCheck || evasionPrunable)
|
|
&& move != ttMove
|
|
&& !is_promotion(move)
|
|
&& pos.see_sign(move) < 0)
|
|
continue;
|
|
|
|
// Don't search useless checks
|
|
if ( !PvNode
|
|
&& !inCheck
|
|
&& givesCheck
|
|
&& move != ttMove
|
|
&& !pos.is_capture_or_promotion(move)
|
|
&& ss->eval + PawnValueMidgame / 4 < beta
|
|
&& !check_is_dangerous(pos, move, futilityBase, beta))
|
|
continue;
|
|
|
|
// Check for legality only before to do the move
|
|
if (!pos.pl_move_is_legal(move, ci.pinned))
|
|
continue;
|
|
|
|
ss->currentMove = move;
|
|
|
|
// Make and search the move
|
|
pos.do_move(move, st, ci, givesCheck);
|
|
value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth-ONE_PLY);
|
|
pos.undo_move(move);
|
|
|
|
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
|
|
|
|
// New best move?
|
|
if (value > bestValue)
|
|
{
|
|
bestValue = value;
|
|
bestMove = move;
|
|
|
|
if ( PvNode
|
|
&& value > alpha
|
|
&& value < beta) // We want always alpha < beta
|
|
alpha = value;
|
|
}
|
|
}
|
|
|
|
// All legal moves have been searched. A special case: If we're in check
|
|
// and no legal moves were found, it is checkmate.
|
|
if (inCheck && bestValue == -VALUE_INFINITE)
|
|
return mated_in(ss->ply); // Plies to mate from the root
|
|
|
|
// Update transposition table
|
|
move = bestValue <= oldAlpha ? MOVE_NONE : bestMove;
|
|
bt = bestValue <= oldAlpha ? BOUND_UPPER
|
|
: bestValue >= beta ? BOUND_LOWER : BOUND_EXACT;
|
|
|
|
TT.store(pos.key(), value_to_tt(bestValue, ss->ply), bt, ttDepth, move, ss->eval, evalMargin);
|
|
|
|
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
|
|
|
|
return bestValue;
|
|
}
|
|
|
|
|
|
// check_is_dangerous() tests if a checking move can be pruned in qsearch().
|
|
// bestValue is updated only when returning false because in that case move
|
|
// will be pruned.
|
|
|
|
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta)
|
|
{
|
|
Bitboard b, occ, oldAtt, newAtt, kingAtt;
|
|
Square from, to, ksq;
|
|
Piece pc;
|
|
Color them;
|
|
|
|
from = from_sq(move);
|
|
to = to_sq(move);
|
|
them = ~pos.side_to_move();
|
|
ksq = pos.king_square(them);
|
|
kingAtt = pos.attacks_from<KING>(ksq);
|
|
pc = pos.piece_moved(move);
|
|
|
|
occ = pos.pieces() ^ from ^ ksq;
|
|
oldAtt = pos.attacks_from(pc, from, occ);
|
|
newAtt = pos.attacks_from(pc, to, occ);
|
|
|
|
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
|
|
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
|
|
|
|
if (single_bit(b)) // Catches also !b
|
|
return true;
|
|
|
|
// Rule 2. Queen contact check is very dangerous
|
|
if (type_of(pc) == QUEEN && (kingAtt & to))
|
|
return true;
|
|
|
|
// Rule 3. Creating new double threats with checks
|
|
b = pos.pieces(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
|
|
while (b)
|
|
{
|
|
// Note that here we generate illegal "double move"!
|
|
if (futilityBase + PieceValueEndgame[pos.piece_on(pop_1st_bit(&b))] >= beta)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// 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 p1, p2;
|
|
Square ksq;
|
|
|
|
assert(is_ok(m1));
|
|
assert(is_ok(m2));
|
|
|
|
// Case 1: The moving piece is the same in both moves
|
|
f2 = from_sq(m2);
|
|
t1 = to_sq(m1);
|
|
if (f2 == t1)
|
|
return true;
|
|
|
|
// Case 2: The destination square for m2 was vacated by m1
|
|
t2 = to_sq(m2);
|
|
f1 = from_sq(m1);
|
|
if (t2 == f1)
|
|
return true;
|
|
|
|
// Case 3: Moving through the vacated square
|
|
p2 = pos.piece_on(f2);
|
|
if (piece_is_slider(p2) && (squares_between(f2, t2) & f1))
|
|
return true;
|
|
|
|
// Case 4: The destination square for m2 is defended by the moving piece in m1
|
|
p1 = pos.piece_on(t1);
|
|
if (pos.attacks_from(p1, t1) & t2)
|
|
return true;
|
|
|
|
// Case 5: Discovered check, checking piece is the piece moved in m1
|
|
ksq = pos.king_square(pos.side_to_move());
|
|
if ( piece_is_slider(p1)
|
|
&& (squares_between(t1, ksq) & f2)
|
|
&& (pos.attacks_from(p1, t1, pos.pieces() ^ f2) & ksq))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// value_to_tt() adjusts a mate score from "plies to mate from the root" to
|
|
// "plies to mate from the current position". 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_MAX_PLY)
|
|
return v + ply;
|
|
|
|
if (v <= VALUE_MATED_IN_MAX_PLY)
|
|
return v - ply;
|
|
|
|
return v;
|
|
}
|
|
|
|
|
|
// value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score
|
|
// from the transposition table (where refers to the plies to mate/be mated
|
|
// from current position) to "plies to mate/be mated from the root".
|
|
|
|
Value value_from_tt(Value v, int ply) {
|
|
|
|
if (v >= VALUE_MATE_IN_MAX_PLY)
|
|
return v - ply;
|
|
|
|
if (v <= VALUE_MATED_IN_MAX_PLY)
|
|
return v + ply;
|
|
|
|
return v;
|
|
}
|
|
|
|
|
|
// connected_threat() tests whether it is safe to forward prune a move or if
|
|
// is somehow connected to the threat move returned by null search.
|
|
|
|
bool connected_threat(const Position& pos, Move m, Move threat) {
|
|
|
|
assert(is_ok(m));
|
|
assert(is_ok(threat));
|
|
assert(!pos.is_capture_or_promotion(m));
|
|
assert(!pos.is_passed_pawn_push(m));
|
|
|
|
Square mfrom, mto, tfrom, tto;
|
|
|
|
mfrom = from_sq(m);
|
|
mto = to_sq(m);
|
|
tfrom = from_sq(threat);
|
|
tto = to_sq(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 moves which defend it.
|
|
if ( pos.is_capture(threat)
|
|
&& ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)]
|
|
|| type_of(pos.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))
|
|
&& (squares_between(tfrom, tto) & mto)
|
|
&& pos.see_sign(m) >= 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// can_return_tt() returns true if a transposition table score can be used to
|
|
// cut-off at a given point in search.
|
|
|
|
bool can_return_tt(const TTEntry* tte, Depth depth, Value v, Value beta) {
|
|
|
|
return ( tte->depth() >= depth
|
|
|| v >= std::max(VALUE_MATE_IN_MAX_PLY, beta)
|
|
|| v < std::min(VALUE_MATED_IN_MAX_PLY, beta))
|
|
|
|
&& ( ((tte->type() & BOUND_LOWER) && v >= beta)
|
|
|| ((tte->type() & BOUND_UPPER) && 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 v, Value defaultEval) {
|
|
|
|
assert(tte);
|
|
|
|
if ( ((tte->type() & BOUND_LOWER) && v >= defaultEval)
|
|
|| ((tte->type() & BOUND_UPPER) && v < defaultEval))
|
|
return v;
|
|
|
|
return defaultEval;
|
|
}
|
|
|
|
|
|
// score_to_uci() converts a value to a string suitable for use with the UCI
|
|
// protocol specifications:
|
|
//
|
|
// cp <x> The score from the engine's point of view in centipawns.
|
|
// mate <y> Mate in y moves, not plies. If the engine is getting mated
|
|
// use negative values for y.
|
|
|
|
string score_to_uci(Value v, Value alpha, Value beta) {
|
|
|
|
std::stringstream s;
|
|
|
|
if (abs(v) < VALUE_MATE_IN_MAX_PLY)
|
|
s << "cp " << v * 100 / int(PawnValueMidgame);
|
|
else
|
|
s << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
|
|
|
|
s << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
|
|
|
|
return s.str();
|
|
}
|
|
|
|
|
|
// pv_info_to_uci() sends search info to GUI. UCI protocol requires to send all
|
|
// the PV lines also if are still to be searched and so refer to the previous
|
|
// search score.
|
|
|
|
void pv_info_to_uci(const Position& pos, int depth, Value alpha, Value beta) {
|
|
|
|
int t = SearchTime.elapsed();
|
|
int selDepth = 0;
|
|
|
|
for (int i = 0; i < Threads.size(); i++)
|
|
if (Threads[i].maxPly > selDepth)
|
|
selDepth = Threads[i].maxPly;
|
|
|
|
for (size_t i = 0; i < std::min(UCIMultiPV, RootMoves.size()); i++)
|
|
{
|
|
bool updated = (i <= PVIdx);
|
|
|
|
if (depth == 1 && !updated)
|
|
continue;
|
|
|
|
int d = (updated ? depth : depth - 1);
|
|
Value v = (updated ? RootMoves[i].score : RootMoves[i].prevScore);
|
|
std::stringstream s;
|
|
|
|
for (int j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
|
|
s << " " << move_to_uci(RootMoves[i].pv[j], Chess960);
|
|
|
|
cout << "info depth " << d
|
|
<< " seldepth " << selDepth
|
|
<< " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
|
|
<< " nodes " << pos.nodes_searched()
|
|
<< " nps " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
|
|
<< " time " << t
|
|
<< " multipv " << i + 1
|
|
<< " pv" << s.str() << endl;
|
|
}
|
|
}
|
|
|
|
|
|
// pv_info_to_log() writes human-readable search information to the log file
|
|
// (which is created when the UCI parameter "Use Search Log" is "true"). It
|
|
// uses the two below helpers to pretty format time and score respectively.
|
|
|
|
string time_to_string(int millisecs) {
|
|
|
|
const int MSecMinute = 1000 * 60;
|
|
const int MSecHour = 1000 * 60 * 60;
|
|
|
|
int hours = millisecs / MSecHour;
|
|
int minutes = (millisecs % MSecHour) / MSecMinute;
|
|
int seconds = ((millisecs % MSecHour) % MSecMinute) / 1000;
|
|
|
|
std::stringstream s;
|
|
|
|
if (hours)
|
|
s << hours << ':';
|
|
|
|
s << std::setfill('0') << std::setw(2) << minutes << ':'
|
|
<< std::setw(2) << seconds;
|
|
return s.str();
|
|
}
|
|
|
|
string score_to_string(Value v) {
|
|
|
|
std::stringstream s;
|
|
|
|
if (v >= VALUE_MATE_IN_MAX_PLY)
|
|
s << "#" << (VALUE_MATE - v + 1) / 2;
|
|
else if (v <= VALUE_MATED_IN_MAX_PLY)
|
|
s << "-#" << (VALUE_MATE + v) / 2;
|
|
else
|
|
s << std::setprecision(2) << std::fixed << std::showpos
|
|
<< float(v) / PawnValueMidgame;
|
|
|
|
return s.str();
|
|
}
|
|
|
|
void pv_info_to_log(Position& pos, int depth, Value value, int time, Move pv[]) {
|
|
|
|
const int64_t K = 1000;
|
|
const int64_t M = 1000000;
|
|
|
|
StateInfo state[MAX_PLY_PLUS_2], *st = state;
|
|
Move* m = pv;
|
|
string san, padding;
|
|
size_t length;
|
|
std::stringstream s;
|
|
|
|
s << std::setw(2) << depth
|
|
<< std::setw(8) << score_to_string(value)
|
|
<< std::setw(8) << time_to_string(time);
|
|
|
|
if (pos.nodes_searched() < M)
|
|
s << std::setw(8) << pos.nodes_searched() / 1 << " ";
|
|
|
|
else if (pos.nodes_searched() < K * M)
|
|
s << std::setw(7) << pos.nodes_searched() / K << "K ";
|
|
|
|
else
|
|
s << std::setw(7) << pos.nodes_searched() / M << "M ";
|
|
|
|
padding = string(s.str().length(), ' ');
|
|
length = padding.length();
|
|
|
|
while (*m != MOVE_NONE)
|
|
{
|
|
san = move_to_san(pos, *m);
|
|
|
|
if (length + san.length() > 80)
|
|
{
|
|
s << "\n" + padding;
|
|
length = padding.length();
|
|
}
|
|
|
|
s << san << ' ';
|
|
length += san.length() + 1;
|
|
|
|
pos.do_move(*m++, *st++);
|
|
}
|
|
|
|
while (m != pv)
|
|
pos.undo_move(*--m);
|
|
|
|
Log l(Options["Search Log Filename"]);
|
|
l << s.str() << endl;
|
|
}
|
|
|
|
|
|
// When playing with strength handicap choose best move among the MultiPV set
|
|
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
|
|
|
|
Move do_skill_level() {
|
|
|
|
assert(MultiPV > 1);
|
|
|
|
static RKISS rk;
|
|
|
|
// PRNG sequence should be not deterministic
|
|
for (int i = Time::current_time().msec() % 50; i > 0; i--)
|
|
rk.rand<unsigned>();
|
|
|
|
// RootMoves are already sorted by score in descending order
|
|
size_t size = std::min(MultiPV, RootMoves.size());
|
|
int variance = std::min(RootMoves[0].score - RootMoves[size - 1].score, PawnValueMidgame);
|
|
int weakness = 120 - 2 * SkillLevel;
|
|
int max_s = -VALUE_INFINITE;
|
|
Move best = MOVE_NONE;
|
|
|
|
// Choose best move. For each move score we add two terms both dependent on
|
|
// weakness, one deterministic and bigger for weaker moves, and one random,
|
|
// then we choose the move with the resulting highest score.
|
|
for (size_t i = 0; i < size; i++)
|
|
{
|
|
int s = RootMoves[i].score;
|
|
|
|
// Don't allow crazy blunders even at very low skills
|
|
if (i > 0 && RootMoves[i-1].score > s + EasyMoveMargin)
|
|
break;
|
|
|
|
// This is our magic formula
|
|
s += ( weakness * int(RootMoves[0].score - s)
|
|
+ variance * (rk.rand<unsigned>() % weakness)) / 128;
|
|
|
|
if (s > max_s)
|
|
{
|
|
max_s = s;
|
|
best = RootMoves[i].pv[0];
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
|
|
/// RootMove::extract_pv_from_tt() builds a PV by adding moves from the TT table.
|
|
/// We consider also failing high nodes and not only BOUND_EXACT nodes so to
|
|
/// allow to always have a ponder move even when we fail high at root, and a
|
|
/// long PV to print that is important for position analysis.
|
|
|
|
void RootMove::extract_pv_from_tt(Position& pos) {
|
|
|
|
StateInfo state[MAX_PLY_PLUS_2], *st = state;
|
|
TTEntry* tte;
|
|
int ply = 1;
|
|
Move m = pv[0];
|
|
|
|
assert(m != MOVE_NONE && pos.is_pseudo_legal(m));
|
|
|
|
pv.clear();
|
|
pv.push_back(m);
|
|
pos.do_move(m, *st++);
|
|
|
|
while ( (tte = TT.probe(pos.key())) != NULL
|
|
&& (m = tte->move()) != MOVE_NONE // Local copy, TT entry could change
|
|
&& pos.is_pseudo_legal(m)
|
|
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
|
|
&& ply < MAX_PLY
|
|
&& (!pos.is_draw<false>() || ply < 2))
|
|
{
|
|
pv.push_back(m);
|
|
pos.do_move(m, *st++);
|
|
ply++;
|
|
}
|
|
pv.push_back(MOVE_NONE);
|
|
|
|
do pos.undo_move(pv[--ply]); while (ply);
|
|
}
|
|
|
|
|
|
/// RootMove::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 RootMove::insert_pv_in_tt(Position& pos) {
|
|
|
|
StateInfo state[MAX_PLY_PLUS_2], *st = state;
|
|
TTEntry* tte;
|
|
Key k;
|
|
Value v, m = VALUE_NONE;
|
|
int ply = 0;
|
|
|
|
assert(pv[ply] != MOVE_NONE && pos.is_pseudo_legal(pv[ply]));
|
|
|
|
do {
|
|
k = pos.key();
|
|
tte = TT.probe(k);
|
|
|
|
// Don't overwrite existing correct entries
|
|
if (!tte || tte->move() != pv[ply])
|
|
{
|
|
v = (pos.in_check() ? VALUE_NONE : evaluate(pos, m));
|
|
TT.store(k, VALUE_NONE, BOUND_NONE, DEPTH_NONE, pv[ply], v, m);
|
|
}
|
|
pos.do_move(pv[ply], *st++);
|
|
|
|
} while (pv[++ply] != MOVE_NONE);
|
|
|
|
do pos.undo_move(pv[--ply]); while (ply);
|
|
}
|
|
|
|
|
|
/// Thread::idle_loop() is where the thread is parked when it has no work to do.
|
|
/// The parameter 'master_sp', if non-NULL, is a pointer to an active SplitPoint
|
|
/// object for which the thread is the master.
|
|
|
|
void Thread::idle_loop(SplitPoint* sp_master) {
|
|
|
|
// 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.
|
|
while (!sp_master || sp_master->slavesMask)
|
|
{
|
|
// If we are not searching, wait for a condition to be signaled
|
|
// instead of wasting CPU time polling for work.
|
|
while ( do_sleep
|
|
|| do_exit
|
|
|| (!is_searching && Threads.use_sleeping_threads()))
|
|
{
|
|
if (do_exit)
|
|
{
|
|
assert(!sp_master);
|
|
return;
|
|
}
|
|
|
|
// Grab the lock to avoid races with Thread::wake_up()
|
|
lock_grab(sleepLock);
|
|
|
|
// If we are master and all slaves have finished don't go to sleep
|
|
if (sp_master && !sp_master->slavesMask)
|
|
{
|
|
lock_release(sleepLock);
|
|
break;
|
|
}
|
|
|
|
// Do sleep after retesting sleep conditions under lock protection, in
|
|
// particular we need to avoid a deadlock in case a master thread has,
|
|
// in the meanwhile, allocated us and sent the wake_up() call before we
|
|
// had the chance to grab the lock.
|
|
if (do_sleep || !is_searching)
|
|
cond_wait(sleepCond, sleepLock);
|
|
|
|
lock_release(sleepLock);
|
|
}
|
|
|
|
// If this thread has been assigned work, launch a search
|
|
if (is_searching)
|
|
{
|
|
assert(!do_sleep && !do_exit);
|
|
|
|
lock_grab(Threads.splitLock);
|
|
|
|
assert(is_searching);
|
|
SplitPoint* sp = curSplitPoint;
|
|
|
|
lock_release(Threads.splitLock);
|
|
|
|
Stack ss[MAX_PLY_PLUS_2];
|
|
Position pos(*sp->pos, this);
|
|
|
|
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
|
|
(ss+1)->sp = sp;
|
|
|
|
lock_grab(sp->lock);
|
|
|
|
if (sp->nodeType == Root)
|
|
search<SplitPointRoot>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
|
|
else if (sp->nodeType == PV)
|
|
search<SplitPointPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
|
|
else if (sp->nodeType == NonPV)
|
|
search<SplitPointNonPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
|
|
else
|
|
assert(false);
|
|
|
|
assert(is_searching);
|
|
|
|
is_searching = false;
|
|
sp->slavesMask &= ~(1ULL << idx);
|
|
sp->nodes += pos.nodes_searched();
|
|
|
|
// Wake up master thread so to allow it to return from the idle loop in
|
|
// case we are the last slave of the split point.
|
|
if ( Threads.use_sleeping_threads()
|
|
&& this != sp->master
|
|
&& !sp->master->is_searching)
|
|
sp->master->wake_up();
|
|
|
|
// After releasing the lock we cannot access anymore any SplitPoint
|
|
// related data in a safe way becuase it could have been released under
|
|
// our feet by the sp master. Also accessing other Thread objects is
|
|
// unsafe because if we are exiting there is a chance are already freed.
|
|
lock_release(sp->lock);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// check_time() is called by the timer thread when the timer triggers. It is
|
|
/// used to print debug info and, more important, to detect when we are out of
|
|
/// available time and so stop the search.
|
|
|
|
void check_time() {
|
|
|
|
static Time lastInfoTime = Time::current_time();
|
|
|
|
if (lastInfoTime.elapsed() >= 1000)
|
|
{
|
|
lastInfoTime.restart();
|
|
dbg_print();
|
|
}
|
|
|
|
if (Limits.ponder)
|
|
return;
|
|
|
|
int e = SearchTime.elapsed();
|
|
bool stillAtFirstMove = Signals.firstRootMove
|
|
&& !Signals.failedLowAtRoot
|
|
&& e > TimeMgr.available_time();
|
|
|
|
bool noMoreTime = e > TimeMgr.maximum_time() - 2 * TimerResolution
|
|
|| stillAtFirstMove;
|
|
|
|
if ( (Limits.use_time_management() && noMoreTime)
|
|
|| (Limits.movetime && e >= Limits.movetime))
|
|
Signals.stop = true;
|
|
}
|