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365 lines
11 KiB
C++
365 lines
11 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) 2008-2012 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 <algorithm>
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#include <cassert>
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#include "movegen.h"
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#include "movepick.h"
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#include "thread.h"
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namespace {
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enum Sequencer {
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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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// Unary predicate used by std::partition to split positive scores from remaining
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// ones so to sort separately the two sets, and with the second sort delayed.
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inline bool has_positive_score(const MoveStack& ms) { return ms.score > 0; }
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// Picks and moves to the front the best move in the range [begin, end),
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// it is faster than sorting all the moves in advance when moves are few, as
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// normally are the possible captures.
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inline MoveStack* pick_best(MoveStack* begin, MoveStack* 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 about how important good
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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Search::Stack* s, Value beta) : pos(p), H(h), depth(d) {
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assert(d > DEPTH_ZERO);
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captureThreshold = 0;
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cur = end = moves;
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endBadCaptures = moves + MAX_MOVES - 1;
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ss = s;
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if (p.in_check())
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phase = EVASION;
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else
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{
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phase = MAIN_SEARCH;
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killers[0].move = ss->killers[0];
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killers[1].move = ss->killers[1];
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// Consider sligtly negative captures as good if at low depth and far from beta
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if (ss && ss->eval < beta - PawnValueMg && d < 3 * ONE_PLY)
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captureThreshold = -PawnValueMg;
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// Consider negative captures as good if still enough to reach beta
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else if (ss && ss->eval > beta)
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captureThreshold = beta - ss->eval;
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}
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ttMove = (ttm && pos.is_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 History& h,
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Square sq) : pos(p), H(h), cur(moves), end(moves) {
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assert(d <= DEPTH_ZERO);
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if (p.in_check())
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phase = EVASION;
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else if (d > DEPTH_QS_NO_CHECKS)
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phase = QSEARCH_0;
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else if (d > DEPTH_QS_RECAPTURES)
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{
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phase = 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.is_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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phase = RECAPTURE;
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recaptureSquare = sq;
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ttm = MOVE_NONE;
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}
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ttMove = (ttm && pos.is_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 History& h, PieceType pt)
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: pos(p), H(h), cur(moves), end(moves) {
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assert(!pos.in_check());
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phase = PROBCUT;
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// In ProbCut we generate only captures better than parent's captured piece
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captureThreshold = PieceValue[Mg][pt];
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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if (ttMove && (!pos.is_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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/// MovePicker::score_captures(), MovePicker::score_noncaptures() and
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/// MovePicker::score_evasions() assign a numerical move ordering score
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/// to each move in a move list. The moves with highest scores will be
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/// picked first by next_move().
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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
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// badCaptures[] array, but instead of doing it now we delay till when
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// the move has been picked up in pick_move_from_list(), this way we save
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// some SEE calls in case we get a cutoff (idea from Pablo Vazquez).
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Move m;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m));
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if (type_of(m) == PROMOTION)
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it->score += PieceValue[Mg][promotion_type(m)];
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}
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}
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void MovePicker::score_noncaptures() {
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Move m;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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it->score = H.value(pos.piece_moved(m), to_sq(m));
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}
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}
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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 score.
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Move m;
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int seeScore;
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if (end < moves + 2)
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return;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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if ((seeScore = pos.see_sign(m)) < 0)
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it->score = seeScore - History::MaxValue; // Be sure we are at the bottom
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else if (pos.is_capture(m))
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it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m)) + History::MaxValue;
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else
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it->score = H.value(pos.piece_moved(m), to_sq(m));
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}
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}
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/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves,
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/// when there are no more moves to try for the current phase.
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void MovePicker::generate_next() {
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cur = moves;
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switch (++phase) {
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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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return;
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case QUIETS_1_S1:
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endQuiets = end = generate<QUIETS>(pos, moves);
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score_noncaptures();
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end = std::partition(cur, end, has_positive_score);
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sort<MoveStack>(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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sort<MoveStack>(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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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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phase = STOP;
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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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/// MovePicker::next_move() is the most important method of the MovePicker class.
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/// It returns a new pseudo legal move every time it is called, until there
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/// are no more moves left. It picks the move with the biggest score from a list
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/// of generated moves taking care not to return the tt move if has already been
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/// searched previously.
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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();
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switch (phase) {
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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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assert(captureThreshold <= 0); // Otherwise we cannot use see_sign()
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if (pos.see_sign(move) >= captureThreshold)
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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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&& pos.is_pseudo_legal(move)
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&& move != ttMove
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&& !pos.is_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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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 should be lock protected by the caller.
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template<>
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Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
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