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ec9b037e5f
Almost no functional change because multiple recaptures to same square are very rare, but neverthless it seems the correct thing to do. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
372 lines
11 KiB
C++
372 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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namespace {
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enum Sequencer {
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MAIN_SEARCH, TT_MOVE_S1, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1,
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QUIETS_2_S1, BAD_CAPTURES_S1, STOP_S1,
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EVASIONS, TT_MOVE_S2, EVASIONS_S2, STOP_S2,
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CAPTURES_AND_CHECKS, TT_MOVE_S3, CAPTURES_S3, QUIET_CHECKS_S3, STOP_S3,
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CAPTURES, TT_MOVE_S4, CAPTURES_S4, STOP_S4,
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PROBCUT, TT_MOVE_S5, CAPTURES_S5, STOP_S5,
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RECAPTURES, CAPTURES_S6, STOP_S6
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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& move) { return move.score > 0; }
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// Picks and moves to the front the best move in the range [firstMove, lastMove),
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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* firstMove, MoveStack* lastMove)
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{
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std::swap(*firstMove, *std::max_element(firstMove, lastMove));
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return firstMove;
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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* ss, 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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curMove = lastMove = 0;
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badCaptures = moves + MAX_MOVES;
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if (p.in_check())
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phase = EVASIONS;
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else
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{
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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 - PawnValueMidgame && d < 3 * ONE_PLY)
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captureThreshold = -PawnValueMidgame;
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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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phase = MAIN_SEARCH;
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}
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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phase += (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), curMove(0), lastMove(0) {
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assert(d <= DEPTH_ZERO);
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if (p.in_check())
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phase = EVASIONS;
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else if (d >= DEPTH_QS_CHECKS)
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phase = CAPTURES_AND_CHECKS;
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else if (d >= DEPTH_QS_RECAPTURES)
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{
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phase = CAPTURES;
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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 = RECAPTURES - 1;
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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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phase += (ttMove == MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, const History& h,
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PieceType parentCapture) : pos(p), H(h) {
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assert (!pos.in_check());
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// In ProbCut we consider only captures better than parent's move
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captureThreshold = PieceValueMidgame[Piece(parentCapture)];
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curMove = lastMove = 0;
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phase = PROBCUT;
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if ( ttm != MOVE_NONE
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&& (!pos.is_capture(ttm) || pos.see(ttm) <= captureThreshold))
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ttm = MOVE_NONE;
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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phase += (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* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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cur->score = PieceValueMidgame[pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m));
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if (is_promotion(m))
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cur->score += PieceValueMidgame[Piece(promotion_piece_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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Square from;
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for (MoveStack* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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from = from_sq(m);
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cur->score = H.value(pos.piece_on(from), 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 (lastMove < moves + 2)
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return;
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for (MoveStack* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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if ((seeScore = pos.see_sign(m)) < 0)
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cur->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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cur->score = PieceValueMidgame[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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cur->score = H.value(pos.piece_moved(m), to_sq(m));
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}
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}
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/// MovePicker::next_phase() 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::next_phase() {
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curMove = moves;
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switch (++phase) {
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case TT_MOVE_S1: case TT_MOVE_S2: case TT_MOVE_S3: case TT_MOVE_S4: case TT_MOVE_S5:
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lastMove = curMove + 1;
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return;
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case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4:
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case CAPTURES_S5: case CAPTURES_S6:
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lastMove = generate<MV_CAPTURE>(pos, moves);
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score_captures();
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return;
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case KILLERS_S1:
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curMove = killers;
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lastMove = curMove + 2;
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return;
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case QUIETS_1_S1:
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lastQuiet = lastMove = generate<MV_QUIET>(pos, moves);
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score_noncaptures();
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lastMove = std::partition(curMove, lastMove, has_positive_score);
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sort<MoveStack>(curMove, lastMove);
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return;
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case QUIETS_2_S1:
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curMove = lastMove;
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lastMove = lastQuiet;
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if (depth >= 3 * ONE_PLY)
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sort<MoveStack>(curMove, lastMove);
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return;
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case BAD_CAPTURES_S1:
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// Bad captures SEE value is already calculated so just pick them in order
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// to get SEE move ordering.
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curMove = badCaptures;
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lastMove = moves + MAX_MOVES;
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return;
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case EVASIONS_S2:
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assert(pos.in_check());
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lastMove = generate<MV_EVASION>(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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lastMove = generate<MV_QUIET_CHECK>(pos, moves);
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return;
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case STOP_S1: case STOP_S2: case STOP_S3: case STOP_S4: case STOP_S5: case STOP_S6:
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lastMove = curMove + 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. Note that this function is not thread safe so should be
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/// lock protected by caller when accessed through a shared MovePicker object.
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Move MovePicker::next_move() {
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Move move;
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while (true)
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{
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while (curMove == lastMove)
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next_phase();
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switch (phase) {
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case TT_MOVE_S1: case TT_MOVE_S2: case TT_MOVE_S3: case TT_MOVE_S4: case TT_MOVE_S5:
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curMove++;
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return ttMove;
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break;
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case CAPTURES_S1:
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move = pick_best(curMove++, lastMove)->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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int seeScore = pos.see_sign(move);
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if (seeScore >= 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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(--badCaptures)->move = move;
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badCaptures->score = seeScore;
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}
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break;
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case KILLERS_S1:
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move = (curMove++)->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:
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case QUIETS_2_S1:
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move = (curMove++)->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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move = pick_best(curMove++, lastMove)->move;
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return move;
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case EVASIONS_S2:
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case CAPTURES_S3: case CAPTURES_S4:
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move = pick_best(curMove++, lastMove)->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(curMove++, lastMove)->move;
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if ( move != ttMove
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&& 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(curMove++, lastMove)->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 = (curMove++)->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_S1: case STOP_S2: case STOP_S3: case STOP_S4: case STOP_S5: case STOP_S6:
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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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