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BadFish/src/search.cpp
Marco Costalba e508494a99 Fix a crash introduced few days ago
Crash is due to uninitialized ss->futilityMoveCount that
when happens to be negative, yields to an out of range
access in futility_margin().

Bug is subtle because it shows itself only in SMP case.
Indeed in single thread mode we only use the

Stack ss[MAX_PLY_PLUS_2];

Allocated at the begin of id_loop() and due to pure
(bad) luck, it happens that for all the MAX_PLY_PLUS_2
elements, ss[i].futilityMoveCount >= 0

Note that the patch does not prevent futilityMoveCount
to be overwritten after, for instance singular search
or null verification, but to keep things readable and
because the effect is almost unmeasurable, we here
prefer a slightly incorrect but simpler patch.

bench: 4311634
2013-04-26 12:14:01 +02:00

1801 lines
63 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2013 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 <iostream>
#include <sstream>
#include "book.h"
#include "evaluate.h"
#include "movegen.h"
#include "movepick.h"
#include "notation.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 RootPos;
Color RootColor;
Time::point SearchTime;
StateStackPtr SetupStates;
}
using std::string;
using Eval::evaluate;
using namespace Search;
namespace {
// Set to true to force running with one thread. Used for debugging
const bool FakeSplit = false;
// This is the minimum interval in msec between two check_time() calls
const int TimerResolution = 5;
// Different node types, used as template parameter
enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
// Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
// 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;
}
// 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)];
}
size_t PVSize, PVIdx;
TimeManager TimeMgr;
int BestMoveChanges;
Value DrawValue[COLOR_NB];
History Hist;
Gains Gain;
template <NodeType NT>
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
template <NodeType NT, bool InCheck>
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
void id_loop(Position& pos);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool check_is_dangerous(const Position& pos, Move move, Value futilityBase, Value beta);
bool allows(const Position& pos, Move first, Move second);
bool refutes(const Position& pos, Move first, Move second);
string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
struct Skill {
Skill(int l) : level(l), best(MOVE_NONE) {}
~Skill() {
if (enabled()) // Swap best PV line with the sub-optimal one
std::swap(RootMoves[0], *std::find(RootMoves.begin(),
RootMoves.end(), best ? best : pick_move()));
}
bool enabled() const { return level < 20; }
bool time_to_pick(int depth) const { return depth == 1 + level; }
Move pick_move();
int level;
Move best;
};
} // 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(double(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.
size_t Search::perft(Position& pos, Depth depth) {
// At the last ply just return the number of legal moves (leaf nodes)
if (depth == ONE_PLY)
return MoveList<LEGAL>(pos).size();
StateInfo st;
size_t cnt = 0;
CheckInfo ci(pos);
for (MoveList<LEGAL> ml(pos); !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 RootPos and at the end prints the "bestmove" to output.
void Search::think() {
static PolyglotBook book; // Defined static to initialize the PRNG only once
RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
if (RootMoves.empty())
{
RootMoves.push_back(MOVE_NONE);
sync_cout << "info depth 0 score "
<< score_to_uci(RootPos.checkers() ? -VALUE_MATE : VALUE_DRAW)
<< sync_endl;
goto finalize;
}
if (Options["OwnBook"] && !Limits.infinite && !Limits.mate)
{
Move bookMove = book.probe(RootPos, Options["Book File"], Options["Best Book Move"]);
if (bookMove && std::count(RootMoves.begin(), RootMoves.end(), bookMove))
{
std::swap(RootMoves[0], *std::find(RootMoves.begin(), RootMoves.end(), bookMove));
goto finalize;
}
}
if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
{
int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
cf = cf * Material::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
}
else
DrawValue[WHITE] = DrawValue[BLACK] = VALUE_DRAW;
if (Options["Use Search Log"])
{
Log log(Options["Search Log Filename"]);
log << "\nSearching: " << RootPos.fen()
<< "\ninfinite: " << Limits.infinite
<< " ponder: " << Limits.ponder
<< " time: " << Limits.time[RootColor]
<< " increment: " << Limits.inc[RootColor]
<< " moves to go: " << Limits.movestogo
<< std::endl;
}
// Reset the threads, still sleeping: will be wake up at split time
for (size_t i = 0; i < Threads.size(); i++)
Threads[i]->maxPly = 0;
Threads.sleepWhileIdle = Options["Use Sleeping Threads"];
// Set best timer interval to avoid lagging under time pressure. Timer is
// used to check for remaining available thinking time.
Threads.timer->msec =
Limits.use_time_management() ? std::min(100, std::max(TimeMgr.available_time() / 16, TimerResolution)) :
Limits.nodes ? 2 * TimerResolution
: 100;
Threads.timer->notify_one(); // Wake up the recurring timer
id_loop(RootPos); // Let's start searching !
Threads.timer->msec = 0; // Stop the timer
Threads.sleepWhileIdle = true; // Send idle threads to sleep
if (Options["Use Search Log"])
{
Time::point elapsed = Time::now() - SearchTime + 1;
Log log(Options["Search Log Filename"]);
log << "Nodes: " << RootPos.nodes_searched()
<< "\nNodes/second: " << RootPos.nodes_searched() * 1000 / elapsed
<< "\nBest move: " << move_to_san(RootPos, RootMoves[0].pv[0]);
StateInfo st;
RootPos.do_move(RootMoves[0].pv[0], st);
log << "\nPonder move: " << move_to_san(RootPos, RootMoves[0].pv[1]) << std::endl;
RootPos.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, according to UCI protocol,
// we shouldn't print the best move before the GUI sends a "stop" or "ponderhit"
// command. We simply wait here until GUI sends one of those commands (that
// raise Signals.stop).
if (!Signals.stop && (Limits.ponder || Limits.infinite))
{
Signals.stopOnPonderhit = true;
RootPos.this_thread()->wait_for(Signals.stop);
}
// Best move could be MOVE_NONE when searching on a stalemate position
sync_cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], RootPos.is_chess960())
<< " ponder " << move_to_uci(RootMoves[0].pv[1], RootPos.is_chess960())
<< sync_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;
memset(ss, 0, 4 * sizeof(Stack));
depth = BestMoveChanges = 0;
bestValue = delta = -VALUE_INFINITE;
ss->currentMove = MOVE_NULL; // Hack to skip update gains
TT.new_search();
Hist.clear();
Gain.clear();
PVSize = Options["MultiPV"];
Skill skill(Options["Skill Level"]);
// Do we have to play with skill handicap? In this case enable MultiPV search
// that we will use behind the scenes to retrieve a set of possible moves.
if (skill.enabled() && PVSize < 4)
PVSize = 4;
PVSize = std::min(PVSize, RootMoves.size());
// Iterative deepening loop until requested to stop or target depth reached
while (++depth <= MAX_PLY && !Signals.stop && (!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; // Only sensible when PVSize == 1
BestMoveChanges = 0;
// MultiPV loop. We perform a full root search for each PV line
for (PVIdx = 0; PVIdx < PVSize; 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.
while (true)
{
// 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.
std::stable_sort(RootMoves.begin() + PVIdx, RootMoves.end());
// 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 return immediately. Sorting and
// writing PV back to TT is safe becuase RootMoves is still
// valid, although refers to previous iteration.
if (Signals.stop)
return;
// In case of failing high/low increase aspiration window and
// research, otherwise exit the loop.
if (bestValue > alpha && bestValue < beta)
break;
// Give some update (without cluttering the UI) before to research
if (Time::now() - SearchTime > 3000)
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
if (abs(bestValue) >= VALUE_KNOWN_WIN)
{
alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
}
else if (bestValue >= beta)
{
beta += delta;
delta += delta / 2;
}
else
{
Signals.failedLowAtRoot = true;
Signals.stopOnPonderhit = false;
alpha -= delta;
delta += delta / 2;
}
assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
}
// Sort the PV lines searched so far and update the GUI
std::stable_sort(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
if (PVIdx + 1 == PVSize || Time::now() - SearchTime > 3000)
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
// Do we need to pick now the sub-optimal best move ?
if (skill.enabled() && skill.time_to_pick(depth))
skill.pick_move();
if (Options["Use Search Log"])
{
Log log(Options["Search Log Filename"]);
log << pretty_pv(pos, depth, bestValue, Time::now() - SearchTime, &RootMoves[0].pv[0])
<< std::endl;
}
// Do we have found a "mate in x"?
if ( Limits.mate
&& bestValue >= VALUE_MATE_IN_MAX_PLY
&& VALUE_MATE - bestValue <= 2 * Limits.mate)
Signals.stop = true;
// Do we have time for the next iteration? Can we stop searching now?
if (Limits.use_time_management() && !Signals.stopOnPonderhit)
{
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 && PVSize == 1)
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 (Time::now() - SearchTime > (TimeMgr.available_time() * 62) / 100)
stop = true;
// Stop search early if one move seems to be much better than others
if ( depth >= 12
&& !stop
&& PVSize == 1
&& bestValue > VALUE_MATED_IN_MAX_PLY
&& ( RootMoves.size() == 1
|| Time::now() - SearchTime > (TimeMgr.available_time() * 20) / 100))
{
Value rBeta = bestValue - 2 * PawnValueMg;
(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;
}
}
}
}
// 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(PvNode || (alpha == beta - 1));
assert(depth > DEPTH_ZERO);
Move movesSearched[64];
StateInfo st;
const TTEntry *tte;
SplitPoint* splitPoint;
Key posKey;
Move ttMove, move, excludedMove, bestMove, threatMove;
Depth ext, newDepth;
Value bestValue, value, ttValue;
Value eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount, playedMoveCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
moveCount = playedMoveCount = 0;
inCheck = pos.checkers();
if (SpNode)
{
splitPoint = ss->splitPoint;
bestMove = splitPoint->bestMove;
threatMove = splitPoint->threatMove;
bestValue = splitPoint->bestValue;
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
ttValue = VALUE_NONE;
assert(splitPoint->bestValue > -VALUE_INFINITE && splitPoint->moveCount > 0);
goto split_point_start;
}
bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
ss->futilityMoveCount = 0;
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
// Used to send selDepth info to GUI
if (PvNode && thisThread->maxPly < ss->ply)
thisThread->maxPly = ss->ply;
if (!RootNode)
{
// Step 2. Check for aborted search and immediate draw
if (Signals.stop || pos.is_draw() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// 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.
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_NONE;
// 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
&& tte->depth() >= depth
&& ttValue != VALUE_NONE // Only in case of TT access race
&& ( PvNode ? tte->type() == BOUND_EXACT
: ttValue >= beta ? (tte->type() & BOUND_LOWER)
: (tte->type() & BOUND_UPPER)))
{
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->staticEval = ss->evalMargin = eval = VALUE_NONE;
else if (tte)
{
// Never assume anything on values stored in TT
if ( (ss->staticEval = eval = tte->eval_value()) == VALUE_NONE
||(ss->evalMargin = tte->eval_margin()) == VALUE_NONE)
eval = ss->staticEval = evaluate(pos, ss->evalMargin, &ss->ei);
// Can ttValue be used as a better position evaluation?
if (ttValue != VALUE_NONE)
if ( ((tte->type() & BOUND_LOWER) && ttValue > eval)
|| ((tte->type() & BOUND_UPPER) && ttValue < eval))
eval = ttValue;
}
else
{
eval = ss->staticEval = evaluate(pos, ss->evalMargin, &ss->ei);
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
ss->staticEval, 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)->staticEval != VALUE_NONE
&& ss->staticEval != VALUE_NONE
&& !pos.captured_piece_type()
&& type_of(move) == NORMAL)
{
Square to = to_sq(move);
Gain.update(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
}
// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
&& depth < 4 * ONE_PLY
&& !inCheck
&& eval + 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, false>(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 < 4 * ONE_PLY
&& !inCheck
&& eval - futility_margin(depth, (ss-1)->futilityMoveCount) >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
return eval - futility_margin(depth, (ss-1)->futilityMoveCount);
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
&& !ss->skipNullMove
&& depth > ONE_PLY
&& !inCheck
&& eval >= 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
Depth R = 3 * ONE_PLY + depth / 4;
// Null move dynamic reduction based on value
if (eval - PawnValueMg > beta)
R += ONE_PLY;
pos.do_null_move(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R);
(ss+1)->skipNullMove = false;
pos.undo_null_move();
if (nullValue >= beta)
{
// Do not return unproven mate scores
if (nullValue >= VALUE_MATE_IN_MAX_PLY)
nullValue = beta;
if (depth < 12 * ONE_PLY)
return nullValue;
// Do verification search at high depths
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, alpha, beta, depth-R);
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 < 5 * ONE_PLY
&& (ss-1)->reduction
&& threatMove != MOVE_NONE
&& allows(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 >= 5 * 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, Hist, pos.captured_piece_type());
CheckInfo ci(pos);
while ((move = mp.next_move<false>()) != 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 >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
&& ttMove == MOVE_NONE
&& (PvNode || (!inCheck && ss->staticEval + Value(256) >= beta)))
{
Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4);
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
MovePicker mp(pos, ttMove, depth, Hist, ss, PvNode ? -VALUE_INFINITE : beta);
CheckInfo ci(pos);
value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
singularExtensionNode = !RootNode
&& !SpNode
&& depth >= (PvNode ? 6 * ONE_PLY : 8 * ONE_PLY)
&& 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 ((move = mp.next_move<SpNode>()) != MOVE_NONE)
{
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 && !std::count(RootMoves.begin() + PVIdx, RootMoves.end(), move))
continue;
if (SpNode)
{
// Shared counter cannot be decremented later if move turns out to be illegal
if (!pos.pl_move_is_legal(move, ci.pinned))
continue;
moveCount = ++splitPoint->moveCount;
splitPoint->mutex.unlock();
}
else
moveCount++;
if (RootNode)
{
Signals.firstRootMove = (moveCount == 1);
if (thisThread == Threads.main_thread() && Time::now() - SearchTime > 3000)
sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, pos.is_chess960())
<< " currmovenumber " << moveCount + PVIdx << sync_endl;
}
ext = DEPTH_ZERO;
captureOrPromotion = pos.is_capture_or_promotion(move);
givesCheck = pos.move_gives_check(move, ci);
dangerous = givesCheck
|| pos.is_passed_pawn_push(move)
|| type_of(move) == CASTLE
|| ( captureOrPromotion // Entering a pawn endgame?
&& type_of(pos.piece_on(to_sq(move))) != PAWN
&& type_of(move) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- PieceValue[MG][pos.piece_on(to_sq(move))] == VALUE_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 = 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
&& move == ttMove
&& !ext
&& pos.pl_move_is_legal(move, ci.pinned)
&& abs(ttValue) < VALUE_KNOWN_WIN)
{
assert(ttValue != VALUE_NONE);
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 Already implicit in the next condition */
&& bestValue > VALUE_MATED_IN_MAX_PLY)
{
// Move count based pruning
if ( depth < 16 * ONE_PLY
&& moveCount >= FutilityMoveCounts[depth]
&& (!threatMove || !refutes(pos, move, threatMove)))
{
if (SpNode)
splitPoint->mutex.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 = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];
if (futilityValue < beta)
{
bestValue = std::max(bestValue, futilityValue);
if (SpNode)
{
splitPoint->mutex.lock();
if (bestValue > splitPoint->bestValue)
splitPoint->bestValue = bestValue;
}
continue;
}
// Prune moves with negative SEE at low depths
if ( predictedDepth < 4 * ONE_PLY
&& pos.see_sign(move) < 0)
{
if (SpNode)
splitPoint->mutex.lock();
continue;
}
// We have not pruned the move that will be searched, but remember how
// far in the move list we are to be more aggressive in the child node.
ss->futilityMoveCount = moveCount;
}
else
ss->futilityMoveCount = 0;
// Check for legality only before to do the move
if (!RootNode && !SpNode && !pos.pl_move_is_legal(move, ci.pinned))
{
moveCount--;
continue;
}
pvMove = PvNode && moveCount == 1;
ss->currentMove = move;
if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
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
&& !pvMove
&& !captureOrPromotion
&& !dangerous
&& move != ttMove
&& move != ss->killers[0]
&& move != ss->killers[1])
{
ss->reduction = reduction<PvNode>(depth, moveCount);
Depth d = std::max(newDepth - ss->reduction, ONE_PLY);
if (SpNode)
alpha = splitPoint->alpha;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
doFullDepthSearch = (value > alpha && ss->reduction != DEPTH_ZERO);
ss->reduction = DEPTH_ZERO;
}
else
doFullDepthSearch = !pvMove;
// Step 16. Full depth search, when LMR is skipped or fails high
if (doFullDepthSearch)
{
if (SpNode)
alpha = splitPoint->alpha;
value = newDepth < ONE_PLY ?
givesCheck ? -qsearch<NonPV, true>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
: -qsearch<NonPV, false>(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 && (pvMove || (value > alpha && (RootNode || value < beta))))
value = newDepth < ONE_PLY ?
givesCheck ? -qsearch<PV, true>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: -qsearch<PV, false>(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)
{
splitPoint->mutex.lock();
bestValue = splitPoint->bestValue;
alpha = splitPoint->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 (Signals.stop || thisThread->cutoff_occurred())
return value; // To avoid returning VALUE_INFINITE
if (RootNode)
{
RootMove& rm = *std::find(RootMoves.begin(), RootMoves.end(), move);
// PV move or new best move ?
if (pvMove || 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 (!pvMove)
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 = SpNode ? splitPoint->bestValue = value : value;
if (value > alpha)
{
bestMove = SpNode ? splitPoint->bestMove = move : move;
if (PvNode && value < beta) // Update alpha! Always alpha < beta
alpha = SpNode ? splitPoint->alpha = value : value;
else
{
assert(value >= beta); // Fail high
if (SpNode)
splitPoint->cutoff = true;
break;
}
}
}
// Step 19. Check for splitting the search
if ( !SpNode
&& depth >= Threads.minimumSplitDepth
&& Threads.available_slave(thisThread)
&& thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD)
{
assert(bestValue < beta);
thisThread->split<FakeSplit>(pos, ss, alpha, beta, &bestValue, &bestMove,
depth, threatMove, moveCount, &mp, NT);
if (bestValue >= beta)
break;
}
}
if (SpNode)
return bestValue;
// 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.
// A split node has at least one move, the one tried before to be splitted.
if (!moveCount)
return excludedMove ? alpha
: inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
// If we have pruned all the moves without searching return a fail-low score
if (bestValue == -VALUE_INFINITE)
{
assert(!playedMoveCount);
bestValue = alpha;
}
if (bestValue >= beta) // Failed high
{
TT.store(posKey, value_to_tt(bestValue, ss->ply), BOUND_LOWER, depth,
bestMove, ss->staticEval, ss->evalMargin);
if (!pos.is_capture_or_promotion(bestMove) && !inCheck)
{
if (bestMove != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = bestMove;
}
// Increase history value of the cut-off move
Value bonus = Value(int(depth) * int(depth));
Hist.update(pos.piece_moved(bestMove), to_sq(bestMove), bonus);
// Decrease history of all the other played non-capture moves
for (int i = 0; i < playedMoveCount - 1; i++)
{
Move m = movesSearched[i];
Hist.update(pos.piece_moved(m), to_sq(m), -bonus);
}
}
}
else // Failed low or PV search
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestMove != MOVE_NONE ? BOUND_EXACT : BOUND_UPPER,
depth, bestMove, ss->staticEval, ss->evalMargin);
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, bool InCheck>
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
const bool PvNode = (NT == PV);
assert(NT == PV || NT == NonPV);
assert(InCheck == !!pos.checkers());
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert(PvNode || (alpha == beta - 1));
assert(depth <= DEPTH_ZERO);
StateInfo st;
const TTEntry* tte;
Key posKey;
Move ttMove, move, bestMove;
Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
bool givesCheck, enoughMaterial, evasionPrunable;
Depth ttDepth;
// To flag BOUND_EXACT a node with eval above alpha and no available moves
if (PvNode)
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() || ss->ply > MAX_PLY)
return DrawValue[pos.side_to_move()];
// 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.
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.
posKey = pos.key();
tte = TT.probe(posKey);
ttMove = tte ? tte->move() : MOVE_NONE;
ttValue = tte ? value_from_tt(tte->value(),ss->ply) : VALUE_NONE;
if ( tte
&& tte->depth() >= ttDepth
&& ttValue != VALUE_NONE // Only in case of TT access race
&& ( PvNode ? tte->type() == BOUND_EXACT
: ttValue >= beta ? (tte->type() & BOUND_LOWER)
: (tte->type() & BOUND_UPPER)))
{
ss->currentMove = ttMove; // Can be MOVE_NONE
return ttValue;
}
// Evaluate the position statically
if (InCheck)
{
ss->staticEval = ss->evalMargin = VALUE_NONE;
bestValue = futilityBase = -VALUE_INFINITE;
enoughMaterial = false;
}
else
{
if (tte)
{
// Never assume anything on values stored in TT
if ( (ss->staticEval = bestValue = tte->eval_value()) == VALUE_NONE
||(ss->evalMargin = tte->eval_margin()) == VALUE_NONE)
ss->staticEval = bestValue = evaluate(pos, ss->evalMargin, &ss->ei);
}
else
ss->staticEval = bestValue = evaluate(pos, ss->evalMargin, &ss->ei);
// 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->staticEval, ss->evalMargin);
return bestValue;
}
if (PvNode && bestValue > alpha)
alpha = bestValue;
futilityBase = ss->staticEval + ss->evalMargin + Value(128);
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
// 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, Hist, to_sq((ss-1)->currentMove));
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
while ((move = mp.next_move<false>()) != MOVE_NONE)
{
assert(is_ok(move));
givesCheck = pos.move_gives_check(move, ci);
// Futility pruning
if ( !PvNode
&& !InCheck
&& !givesCheck
&& move != ttMove
&& enoughMaterial
&& type_of(move) != PROMOTION
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ PieceValue[EG][pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
{
bestValue = std::max(bestValue, futilityValue);
continue;
}
// Prune moves with negative or equal SEE and also moves with positive
// SEE where capturing piece loses a tempo and SEE < beta - futilityBase.
if ( futilityBase < beta
&& depth < DEPTH_ZERO
&& pos.see(move, beta - futilityBase) <= 0)
{
bestValue = std::max(bestValue, futilityBase);
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
&& type_of(move) != PROMOTION
&& pos.see_sign(move) < 0)
continue;
// Don't search useless checks
if ( !PvNode
&& !InCheck
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
&& ss->staticEval + PawnValueMg / 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 = givesCheck ? -qsearch<NT, true>(pos, ss+1, -beta, -alpha, depth - ONE_PLY)
: -qsearch<NT, false>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
pos.undo_move(move);
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Check for new best move
if (value > bestValue)
{
bestValue = value;
if (value > alpha)
{
if (PvNode && value < beta) // Update alpha here! Always alpha < beta
{
alpha = value;
bestMove = move;
}
else // Fail high
{
TT.store(posKey, value_to_tt(value, ss->ply), BOUND_LOWER,
ttDepth, move, ss->staticEval, ss->evalMargin);
return 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
TT.store(posKey, value_to_tt(bestValue, ss->ply),
PvNode && bestValue > oldAlpha ? BOUND_EXACT : BOUND_UPPER,
ttDepth, bestMove, ss->staticEval, ss->evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
return bestValue;
}
// 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) {
assert(v != VALUE_NONE);
return v >= VALUE_MATE_IN_MAX_PLY ? v + ply
: v <= VALUE_MATED_IN_MAX_PLY ? v - ply : 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) {
return v == VALUE_NONE ? VALUE_NONE
: v >= VALUE_MATE_IN_MAX_PLY ? v - ply
: v <= VALUE_MATED_IN_MAX_PLY ? v + ply : v;
}
// check_is_dangerous() tests if a checking move can be pruned in qsearch()
bool check_is_dangerous(const Position& pos, Move move, Value futilityBase, Value beta)
{
Piece pc = pos.piece_moved(move);
Square from = from_sq(move);
Square to = to_sq(move);
Color them = ~pos.side_to_move();
Square ksq = pos.king_square(them);
Bitboard enemies = pos.pieces(them);
Bitboard kingAtt = pos.attacks_from<KING>(ksq);
Bitboard occ = pos.pieces() ^ from ^ ksq;
Bitboard oldAtt = pos.attacks_from(pc, from, occ);
Bitboard newAtt = pos.attacks_from(pc, to, occ);
// Checks which give opponent's king at most one escape square are dangerous
if (!more_than_one(kingAtt & ~(enemies | newAtt | to)))
return true;
// Queen contact check is very dangerous
if (type_of(pc) == QUEEN && (kingAtt & to))
return true;
// Creating new double threats with checks is dangerous
Bitboard b = (enemies ^ ksq) & newAtt & ~oldAtt;
while (b)
{
// Note that here we generate illegal "double move"!
if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
return false;
}
// allows() tests whether the 'first' move at previous ply somehow makes the
// 'second' move possible, for instance if the moving piece is the same in
// both moves. Normally the second move is the threat (the best move returned
// from a null search that fails low).
bool allows(const Position& pos, Move first, Move second) {
assert(is_ok(first));
assert(is_ok(second));
assert(color_of(pos.piece_on(from_sq(second))) == ~pos.side_to_move());
assert(color_of(pos.piece_on(to_sq(first))) == ~pos.side_to_move());
Square m1from = from_sq(first);
Square m2from = from_sq(second);
Square m1to = to_sq(first);
Square m2to = to_sq(second);
// The piece is the same or second's destination was vacated by the first move
if (m1to == m2from || m2to == m1from)
return true;
// Second one moves through the square vacated by first one
if (between_bb(m2from, m2to) & m1from)
return true;
// Second's destination is defended by the first move's piece
Bitboard m1att = pos.attacks_from(pos.piece_on(m1to), m1to, pos.pieces() ^ m2from);
if (m1att & m2to)
return true;
// Second move gives a discovered check through the first's checking piece
if (m1att & pos.king_square(pos.side_to_move()))
{
assert(between_bb(m1to, pos.king_square(pos.side_to_move())) & m2from);
return true;
}
return false;
}
// refutes() tests whether a 'first' move is able to defend against a 'second'
// opponent's move. In this case will not be pruned. Normally the second move
// is the threat (the best move returned from a null search that fails low).
bool refutes(const Position& pos, Move first, Move second) {
assert(is_ok(first));
assert(is_ok(second));
Square m1from = from_sq(first);
Square m2from = from_sq(second);
Square m1to = to_sq(first);
Square m2to = to_sq(second);
// Don't prune moves of the threatened piece
if (m1from == m2to)
return true;
// If the threatened piece has value less than or equal to the value of the
// threat piece, don't prune moves which defend it.
if ( pos.is_capture(second)
&& ( PieceValue[MG][pos.piece_on(m2from)] >= PieceValue[MG][pos.piece_on(m2to)]
|| type_of(pos.piece_on(m2from)) == KING))
{
// Update occupancy as if the piece and the threat are moving
Bitboard occ = pos.pieces() ^ m1from ^ m1to ^ m2from;
Piece piece = pos.piece_on(m1from);
// The moved piece attacks the square 'tto' ?
if (pos.attacks_from(piece, m1to, occ) & m2to)
return true;
// Scan for possible X-ray attackers behind the moved piece
Bitboard xray = (attacks_bb< ROOK>(m2to, occ) & pos.pieces(color_of(piece), QUEEN, ROOK))
| (attacks_bb<BISHOP>(m2to, occ) & pos.pieces(color_of(piece), QUEEN, BISHOP));
// Verify attackers are triggered by our move and not already existing
if (xray && (xray ^ (xray & pos.attacks_from<QUEEN>(m2to))))
return true;
}
// Don't prune safe moves which block the threat path
if ((between_bb(m2from, m2to) & m1to) && pos.see_sign(first) >= 0)
return true;
return false;
}
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
Move Skill::pick_move() {
static RKISS rk;
// PRNG sequence should be not deterministic
for (int i = Time::now() % 50; i > 0; i--)
rk.rand<unsigned>();
// RootMoves are already sorted by score in descending order
int variance = std::min(RootMoves[0].score - RootMoves[PVSize - 1].score, PawnValueMg);
int weakness = 120 - 2 * level;
int max_s = -VALUE_INFINITE;
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 < PVSize; i++)
{
int s = RootMoves[i].score;
// Don't allow crazy blunders even at very low skills
if (i > 0 && RootMoves[i-1].score > s + 2 * PawnValueMg)
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;
}
// uci_pv() formats PV information according to UCI protocol. UCI requires
// to send all the PV lines also if are still to be searched and so refer to
// the previous search score.
string uci_pv(const Position& pos, int depth, Value alpha, Value beta) {
std::stringstream s;
Time::point elaspsed = Time::now() - SearchTime + 1;
size_t uciPVSize = std::min((size_t)Options["MultiPV"], RootMoves.size());
int selDepth = 0;
for (size_t i = 0; i < Threads.size(); i++)
if (Threads[i]->maxPly > selDepth)
selDepth = Threads[i]->maxPly;
for (size_t i = 0; i < uciPVSize; 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;
if (s.rdbuf()->in_avail()) // Not at first line
s << "\n";
s << "info depth " << d
<< " seldepth " << selDepth
<< " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
<< " nodes " << pos.nodes_searched()
<< " nps " << pos.nodes_searched() * 1000 / elaspsed
<< " time " << elaspsed
<< " multipv " << i + 1
<< " pv";
for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; j++)
s << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
}
return s.str();
}
} // 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 = 0;
Move m = pv[0];
pv.clear();
do {
pv.push_back(m);
assert(MoveList<LEGAL>(pos).contains(pv[ply]));
pos.do_move(pv[ply++], *st++);
tte = TT.probe(pos.key());
} while ( tte
&& pos.is_pseudo_legal(m = tte->move()) // Local copy, TT could change
&& pos.pl_move_is_legal(m, pos.pinned_pieces())
&& ply < MAX_PLY
&& (!pos.is_draw() || ply < 2));
pv.push_back(MOVE_NONE); // Must be zero-terminating
while (ply) pos.undo_move(pv[--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;
int ply = 0;
do {
tte = TT.probe(pos.key());
if (!tte || tte->move() != pv[ply]) // Don't overwrite correct entries
TT.store(pos.key(), VALUE_NONE, BOUND_NONE, DEPTH_NONE, pv[ply], VALUE_NONE, VALUE_NONE);
assert(MoveList<LEGAL>(pos).contains(pv[ply]));
pos.do_move(pv[ply++], *st++);
} while (pv[ply] != MOVE_NONE);
while (ply) pos.undo_move(pv[--ply]);
}
/// Thread::idle_loop() is where the thread is parked when it has no work to do
void Thread::idle_loop() {
// Pointer 'this_sp' is not null only if we are called from split(), and not
// at the thread creation. So it means we are the split point's master.
SplitPoint* this_sp = splitPointsSize ? activeSplitPoint : NULL;
assert(!this_sp || (this_sp->masterThread == this && searching));
while (true)
{
// If we are not searching, wait for a condition to be signaled instead of
// wasting CPU time polling for work.
while ((!searching && Threads.sleepWhileIdle) || exit)
{
if (exit)
{
assert(!this_sp);
return;
}
// Grab the lock to avoid races with Thread::notify_one()
mutex.lock();
// If we are master and all slaves have finished then exit idle_loop
if (this_sp && !this_sp->slavesMask)
{
mutex.unlock();
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 notify_one() call before
// we had the chance to grab the lock.
if (!searching && !exit)
sleepCondition.wait(mutex);
mutex.unlock();
}
// If this thread has been assigned work, launch a search
if (searching)
{
assert(!exit);
Threads.mutex.lock();
assert(searching);
SplitPoint* sp = activeSplitPoint;
Threads.mutex.unlock();
Stack ss[MAX_PLY_PLUS_2];
Position pos(*sp->pos, this);
memcpy(ss, sp->ss - 1, 4 * sizeof(Stack));
(ss+1)->splitPoint = sp;
sp->mutex.lock();
assert(activePosition == NULL);
activePosition = &pos;
switch (sp->nodeType) {
case Root:
search<SplitPointRoot>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
break;
case PV:
search<SplitPointPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
break;
case NonPV:
search<SplitPointNonPV>(pos, ss+1, sp->alpha, sp->beta, sp->depth);
break;
default:
assert(false);
}
assert(searching);
searching = false;
activePosition = NULL;
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.sleepWhileIdle
&& this != sp->masterThread
&& !sp->slavesMask)
{
assert(!sp->masterThread->searching);
sp->masterThread->notify_one();
}
// 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.
sp->mutex.unlock();
}
// 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.
if (this_sp && !this_sp->slavesMask)
{
this_sp->mutex.lock();
bool finished = !this_sp->slavesMask; // Retest under lock protection
this_sp->mutex.unlock();
if (finished)
return;
}
}
}
/// 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::point lastInfoTime = Time::now();
int64_t nodes = 0; // Workaround silly 'uninitialized' gcc warning
if (Time::now() - lastInfoTime >= 1000)
{
lastInfoTime = Time::now();
dbg_print();
}
if (Limits.ponder)
return;
if (Limits.nodes)
{
Threads.mutex.lock();
nodes = RootPos.nodes_searched();
// Loop across all split points and sum accumulated SplitPoint nodes plus
// all the currently active positions nodes.
for (size_t i = 0; i < Threads.size(); i++)
for (int j = 0; j < Threads[i]->splitPointsSize; j++)
{
SplitPoint& sp = Threads[i]->splitPoints[j];
sp.mutex.lock();
nodes += sp.nodes;
Bitboard sm = sp.slavesMask;
while (sm)
{
Position* pos = Threads[pop_lsb(&sm)]->activePosition;
if (pos)
nodes += pos->nodes_searched();
}
sp.mutex.unlock();
}
Threads.mutex.unlock();
}
Time::point elapsed = Time::now() - SearchTime;
bool stillAtFirstMove = Signals.firstRootMove
&& !Signals.failedLowAtRoot
&& elapsed > TimeMgr.available_time();
bool noMoreTime = elapsed > TimeMgr.maximum_time() - 2 * TimerResolution
|| stillAtFirstMove;
if ( (Limits.use_time_management() && noMoreTime)
|| (Limits.movetime && elapsed >= Limits.movetime)
|| (Limits.nodes && nodes >= Limits.nodes))
Signals.stop = true;
}