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393 lines
12 KiB
C++
393 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cassert>
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#include "movepick.h"
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#include "thread.h"
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namespace {
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enum Stages {
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MAIN_SEARCH, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, QUIETS_2_S1, BAD_CAPTURES_S1,
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EVASION, EVASIONS_S2,
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QSEARCH_0, CAPTURES_S3, QUIET_CHECKS_S3,
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QSEARCH_1, CAPTURES_S4,
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PROBCUT, CAPTURES_S5,
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RECAPTURE, CAPTURES_S6,
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STOP
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};
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// Our insertion sort, which is guaranteed (and also needed) to be stable
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void insertion_sort(ExtMove* begin, ExtMove* end)
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{
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ExtMove tmp, *p, *q;
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for (p = begin + 1; p < end; ++p)
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{
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tmp = *p;
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for (q = p; q != begin && *(q-1) < tmp; --q)
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*q = *(q-1);
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*q = tmp;
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}
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}
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// Unary predicate used by std::partition to split positive values from remaining
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// ones so as to sort the two sets separately, with the second sort delayed.
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inline bool has_positive_value(const ExtMove& ms) { return ms.value > 0; }
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// Picks the best move in the range (begin, end) and moves it to the front.
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// It's faster than sorting all the moves in advance when there are few
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// moves e.g. possible captures.
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inline ExtMove* pick_best(ExtMove* begin, ExtMove* end)
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{
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std::swap(*begin, *std::max_element(begin, end));
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return begin;
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}
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}
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/// Constructors of the MovePicker class. As arguments we pass information
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/// to help it to return the (presumably) good moves first, to decide which
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/// moves to return (in the quiescence search, for instance, we only want to
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/// search captures, promotions and some checks) and how important good move
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/// ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
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Move* cm, Move* fm, Search::Stack* s) : pos(p), history(h), depth(d) {
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assert(d > DEPTH_ZERO);
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cur = end = moves;
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endBadCaptures = moves + MAX_MOVES - 1;
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countermoves = cm;
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followupmoves = fm;
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ss = s;
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if (pos.checkers())
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stage = EVASION;
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else
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stage = MAIN_SEARCH;
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ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE);
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end += (ttMove != MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
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Square s) : pos(p), history(h), cur(moves), end(moves) {
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assert(d <= DEPTH_ZERO);
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if (pos.checkers())
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stage = EVASION;
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else if (d > DEPTH_QS_NO_CHECKS)
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stage = QSEARCH_0;
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else if (d > DEPTH_QS_RECAPTURES)
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{
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stage = QSEARCH_1;
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// Skip TT move if is not a capture or a promotion. This avoids qsearch
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// tree explosion due to a possible perpetual check or similar rare cases
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// when TT table is full.
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if (ttm && !pos.capture_or_promotion(ttm))
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ttm = MOVE_NONE;
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}
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else
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{
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stage = RECAPTURE;
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recaptureSquare = s;
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ttm = MOVE_NONE;
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}
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ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE);
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end += (ttMove != MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, PieceType pt)
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: pos(p), history(h), cur(moves), end(moves) {
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assert(!pos.checkers());
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stage = PROBCUT;
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// In ProbCut we generate only captures that are better than the parent's
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// captured piece.
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captureThreshold = PieceValue[MG][pt];
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ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE);
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if (ttMove && (!pos.capture(ttMove) || pos.see(ttMove) <= captureThreshold))
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ttMove = MOVE_NONE;
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end += (ttMove != MOVE_NONE);
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}
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/// score() assign a numerical value to each move in a move list. The moves with
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/// highest values will be picked first.
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template<>
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void MovePicker::score<CAPTURES>() {
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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// capture, capturing a more valuable (but sufficiently defended) piece
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// first usually doesn't hurt. The opponent will have to recapture, and
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// the hanging piece will still be hanging (except in the unusual cases
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// where it is possible to recapture with the hanging piece). Exchanging
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// big pieces before capturing a hanging piece probably helps to reduce
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// the subtree size.
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// In main search we want to push captures with negative SEE values to the
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// badCaptures[] array, but instead of doing it now we delay until the move
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// has been picked up in pick_move_from_list(). This way we save some SEE
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// calls in case we get a cutoff.
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Move m;
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for (ExtMove* it = moves; it != end; ++it)
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{
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m = it->move;
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it->value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(type_of(pos.moved_piece(m)));
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if (type_of(m) == ENPASSANT)
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it->value += PieceValue[MG][PAWN];
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else if (type_of(m) == PROMOTION)
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it->value += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
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}
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}
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template<>
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void MovePicker::score<QUIETS>() {
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Move m;
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for (ExtMove* it = moves; it != end; ++it)
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{
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m = it->move;
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it->value = history[pos.moved_piece(m)][to_sq(m)];
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}
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}
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template<>
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void MovePicker::score<EVASIONS>() {
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// Try good captures ordered by MVV/LVA, then non-captures if destination square
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// is not under attack, ordered by history value, then bad-captures and quiet
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// moves with a negative SEE. This last group is ordered by the SEE value.
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Move m;
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Value see;
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for (ExtMove* it = moves; it != end; ++it)
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{
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m = it->move;
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if ((see = pos.see_sign(m)) < VALUE_ZERO)
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it->value = see - HistoryStats::Max; // At the bottom
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else if (pos.capture(m))
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it->value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
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else
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it->value = history[pos.moved_piece(m)][to_sq(m)];
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}
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}
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/// generate_next_stage() generates, scores and sorts the next bunch of moves,
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/// when there are no more moves to try for the current stage.
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void MovePicker::generate_next_stage() {
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cur = moves;
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switch (++stage) {
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case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
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end = generate<CAPTURES>(pos, moves);
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score<CAPTURES>();
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return;
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case KILLERS_S1:
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cur = killers;
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end = cur + 2;
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killers[0].move = ss->killers[0];
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killers[1].move = ss->killers[1];
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killers[2].move = killers[3].move = MOVE_NONE;
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killers[4].move = killers[5].move = MOVE_NONE;
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// Please note that following code is racy and could yield to rare (less
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// than 1 out of a million) duplicated entries in SMP case. This is harmless.
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// Be sure countermoves are different from killers
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for (int i = 0; i < 2; ++i)
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if ( countermoves[i] != (cur+0)->move
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&& countermoves[i] != (cur+1)->move)
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(end++)->move = countermoves[i];
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// Be sure followupmoves are different from killers and countermoves
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for (int i = 0; i < 2; ++i)
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if ( followupmoves[i] != (cur+0)->move
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&& followupmoves[i] != (cur+1)->move
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&& followupmoves[i] != (cur+2)->move
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&& followupmoves[i] != (cur+3)->move)
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(end++)->move = followupmoves[i];
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return;
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case QUIETS_1_S1:
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endQuiets = end = generate<QUIETS>(pos, moves);
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score<QUIETS>();
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end = std::partition(cur, end, has_positive_value);
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insertion_sort(cur, end);
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return;
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case QUIETS_2_S1:
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cur = end;
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end = endQuiets;
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if (depth >= 3 * ONE_PLY)
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insertion_sort(cur, end);
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return;
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case BAD_CAPTURES_S1:
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// Just pick them in reverse order to get MVV/LVA ordering
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cur = moves + MAX_MOVES - 1;
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end = endBadCaptures;
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return;
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case EVASIONS_S2:
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end = generate<EVASIONS>(pos, moves);
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if (end > moves + 1)
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score<EVASIONS>();
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return;
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case QUIET_CHECKS_S3:
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end = generate<QUIET_CHECKS>(pos, moves);
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return;
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case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE:
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stage = STOP;
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/* Fall through */
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case STOP:
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end = cur + 1; // Avoid another next_phase() call
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return;
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default:
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assert(false);
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}
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}
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/// next_move() is the most important method of the MovePicker class. It returns
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/// a new pseudo legal move every time it is called, until there are no more moves
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/// left. It picks the move with the biggest value from a list of generated moves
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/// taking care not to return the ttMove if it has already been searched.
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template<>
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Move MovePicker::next_move<false>() {
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Move move;
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while (true)
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{
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while (cur == end)
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generate_next_stage();
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switch (stage) {
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case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT:
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++cur;
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return ttMove;
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case CAPTURES_S1:
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move = pick_best(cur++, end)->move;
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if (move != ttMove)
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{
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if (pos.see_sign(move) >= VALUE_ZERO)
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return move;
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// Losing capture, move it to the tail of the array
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(endBadCaptures--)->move = move;
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}
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break;
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case KILLERS_S1:
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move = (cur++)->move;
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if ( move != MOVE_NONE
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&& move != ttMove
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&& pos.pseudo_legal(move)
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&& !pos.capture(move))
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return move;
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break;
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case QUIETS_1_S1: case QUIETS_2_S1:
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move = (cur++)->move;
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if ( move != ttMove
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&& move != killers[0].move
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&& move != killers[1].move
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&& move != killers[2].move
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&& move != killers[3].move
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&& move != killers[4].move
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&& move != killers[5].move)
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return move;
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break;
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case BAD_CAPTURES_S1:
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return (cur--)->move;
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case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4:
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move = pick_best(cur++, end)->move;
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if (move != ttMove)
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return move;
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break;
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case CAPTURES_S5:
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move = pick_best(cur++, end)->move;
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if (move != ttMove && pos.see(move) > captureThreshold)
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return move;
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break;
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case CAPTURES_S6:
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move = pick_best(cur++, end)->move;
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if (to_sq(move) == recaptureSquare)
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return move;
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break;
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case QUIET_CHECKS_S3:
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move = (cur++)->move;
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if (move != ttMove)
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return move;
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break;
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case STOP:
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return MOVE_NONE;
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default:
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assert(false);
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}
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}
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}
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/// Version of next_move() to use at split point nodes where the move is grabbed
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/// from the split point's shared MovePicker object. This function is not thread
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/// safe so must be lock protected by the caller.
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template<>
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Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }
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