Files
Stockfish/src/movepick.cpp
T
Marco Costalba 5a0581498c Cache evaluation score in qsearch
Instead of just drop evaluation score after stand pat
logic save it in TT so to be reused if the same position
occurs again.

Note that we NEVER use the cached value apart to avoid an
evaluation call, in particulary we never return to caller
after a succesful tt hit.

To accomodate this a new value type VALUE_TYPE_EVAL has been
introduced so that ok_to_use_TT() always returns false.

With this patch we cut about 15% of total evaluation calls.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 18:28:42 +01:00

537 lines
15 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
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/>.
*/
////
//// Includes
////
#include <cassert>
#include "history.h"
#include "evaluate.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
#include "value.h"
////
//// Local definitions
////
namespace {
/// Variables
MovePicker::MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
int QsearchNoCapturesPhaseIndex;
int QsearchWithoutChecksPhaseIndex;
int NoMovesPhaseIndex;
}
////
//// Functions
////
/// Constructor for the MovePicker class. Apart from the position for which
/// it is asked to pick legal moves, MovePicker also wants some information
/// to help it to return the presumably good moves first, to decide which
/// moves to return (in the quiescence search, for instance, we only want to
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
const SearchStack& ss, Depth d) : pos(p) {
pvNode = pv;
ttMove = ttm;
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
// With EvalInfo we are able to know how many captures are possible before
// generating them. So avoid generating in case we know are zero.
Color us = pos.side_to_move();
Color them = opposite_color(us);
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
else if (depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if (depth == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(us);
finished = false;
}
/// MovePicker::get_next_move() is the most important method of the MovePicker
/// class. It returns a new legal move every time it is called, until there
/// are no more moves left of the types we are interested in.
Move MovePicker::get_next_move() {
Move move;
while (true)
{
// If we already have a list of generated moves, pick the best move from
// the list, and return it.
move = pick_move_from_list();
if (move != MOVE_NONE)
{
assert(move_is_ok(move));
return move;
}
// Next phase
phaseIndex++;
switch (PhaseTable[phaseIndex]) {
case PH_TT_MOVE:
if (ttMove != MOVE_NONE)
{
assert(move_is_ok(ttMove));
if (move_is_legal(pos, ttMove, pinned))
return ttMove;
}
break;
case PH_MATE_KILLER:
if (mateKiller != MOVE_NONE)
{
assert(move_is_ok(mateKiller));
if (move_is_legal(pos, mateKiller, pinned))
return mateKiller;
}
break;
case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(pos, moves);
score_captures();
movesPicked = 0;
break;
case PH_BAD_CAPTURES:
movesPicked = 0;
break;
case PH_NONCAPTURES:
numOfMoves = generate_noncaptures(pos, moves);
score_noncaptures();
movesPicked = 0;
break;
case PH_EVASIONS:
assert(pos.is_check());
numOfMoves = generate_evasions(pos, moves, pinned);
score_evasions();
movesPicked = 0;
break;
case PH_QCAPTURES:
numOfMoves = generate_captures(pos, moves);
score_qcaptures();
movesPicked = 0;
break;
case PH_QCHECKS:
numOfMoves = generate_checks(pos, moves, dc);
movesPicked = 0;
break;
case PH_STOP:
return MOVE_NONE;
default:
assert(false);
return MOVE_NONE;
}
}
}
/// A variant of get_next_move() which takes a lock as a parameter, used to
/// prevent multiple threads from picking the same move at a split point.
Move MovePicker::get_next_move(Lock &lock) {
lock_grab(&lock);
if (finished)
{
lock_release(&lock);
return MOVE_NONE;
}
Move m = get_next_move();
if (m == MOVE_NONE)
finished = true;
lock_release(&lock);
return m;
}
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
/// with highest scores will be picked first by pick_move_from_list().
void MovePicker::score_captures() {
// Winning and equal captures in the main search are ordered by MVV/LVA.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
// where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
// While scoring captures it moves all captures with negative SEE values
// to the badCaptures[] array.
Move m;
int seeValue;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
seeValue = pos.see(m);
if (seeValue >= 0)
{
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
-int(pos.type_of_piece_on(move_from(m)));
}
else
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
moves[i].score = seeValue;
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
}
}
void MovePicker::score_noncaptures() {
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
Move m;
int hs;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
if (m == killer1)
hs = HistoryMax + 2;
else if (m == killer2)
hs = HistoryMax + 1;
else
hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;
// pst based scoring
moves[i].score = hs + pos.mg_pst_delta(m);
}
}
void MovePicker::score_evasions() {
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
if (m == ttMove)
moves[i].score = 2*HistoryMax;
else if (!pos.square_is_empty(move_to(m)))
{
int seeScore = pos.see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
} else
moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
}
}
void MovePicker::score_qcaptures() {
// Use MVV/LVA ordering
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
-int(pos.type_of_piece_on(move_from(m)));
}
}
/// find_best_index() loops across the moves and returns index of
/// the highest scored one. There is also a second version that
/// lowers the priority of moves that attack the same square,
/// so that if the best move that attack a square fails the next
/// move picked attacks a different square if any, not the same one.
int MovePicker::find_best_index() {
assert(movesPicked < numOfMoves);
int bestIndex = movesPicked, bestScore = moves[movesPicked].score;
for (int i = movesPicked + 1; i < numOfMoves; i++)
if (moves[i].score > bestScore)
{
bestIndex = i;
bestScore = moves[i].score;
}
return bestIndex;
}
int MovePicker::find_best_index(Bitboard* squares, int values[]) {
assert(movesPicked < numOfMoves);
int hs;
Move m;
Square to;
int bestScore = -10000000, bestIndex = -1;
for (int i = movesPicked; i < numOfMoves; i++)
{
m = moves[i].move;
to = move_to(m);
if (!bit_is_set(*squares, to))
{
// Init at first use
set_bit(squares, to);
values[to] = 0;
}
hs = moves[i].score - values[to];
if (hs > bestScore)
{
bestIndex = i;
bestScore = hs;
}
}
if (bestIndex != -1)
{
// Raise value of the picked square, so next attack
// to the same square will get low priority.
to = move_to(moves[bestIndex].move);
values[to] += 0xB00;
}
return bestIndex;
}
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
/// transposition table move if that has already been serched previously.
Move MovePicker::pick_move_from_list() {
int bestIndex;
Move move;
switch (PhaseTable[phaseIndex]) {
case PH_GOOD_CAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
bestIndex = find_best_index();
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller
&& pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_NONCAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
bestIndex = (pvNode || movesPicked < 12) ? find_best_index() : movesPicked;
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller
&& pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_EVASIONS:
assert(pos.is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
bestIndex = find_best_index();
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
return move;
}
break;
case PH_BAD_CAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while (movesPicked < numOfBadCaptures)
{
move = badCaptures[movesPicked++].move;
if ( move != ttMove
&& move != mateKiller
&& pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_QCAPTURES:
assert(!pos.is_check());
assert(movesPicked >= 0);
while (movesPicked < numOfMoves)
{
bestIndex = (movesPicked < 4 ? find_best_index() : movesPicked);
move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
// Remember to change the line below if we decide to hash the qsearch!
// Maybe also postpone the legality check until after futility pruning?
if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_QCHECKS:
assert(!pos.is_check());
assert(movesPicked >= 0);
// Perhaps we should do something better than just picking the first
// move here? FIXME
while (movesPicked < numOfMoves)
{
move = moves[movesPicked++].move;
// Remember to change the line below if we decide to hash the qsearch!
if (/* move != ttMove && */ pos.pl_move_is_legal(move, pinned))
return move;
}
break;
default:
break;
}
return MOVE_NONE;
}
/// MovePicker::current_move_type() returns the type of the just
/// picked next move. It can be used in search to further differentiate
/// according to the current move type: capture, non capture, escape, etc.
MovePicker::MovegenPhase MovePicker::current_move_type() const {
return PhaseTable[phaseIndex];
}
/// MovePicker::init_phase_table() initializes the PhaseTable[],
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
/// QsearchNoCapturesPhaseIndex, QsearchWithoutChecksPhaseIndex and
/// NoMovesPhaseIndex variables. It is only called once during program
/// startup, and never again while the program is running.
void MovePicker::init_phase_table() {
int i = 0;
// Main search
MainSearchPhaseIndex = i - 1;
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_MATE_KILLER;
PhaseTable[i++] = PH_GOOD_CAPTURES;
// PH_KILLER_1 and PH_KILLER_2 are not yet used.
// PhaseTable[i++] = PH_KILLER_1;
// PhaseTable[i++] = PH_KILLER_2;
PhaseTable[i++] = PH_NONCAPTURES;
PhaseTable[i++] = PH_BAD_CAPTURES;
PhaseTable[i++] = PH_STOP;
// Check evasions
EvasionsPhaseIndex = i - 1;
PhaseTable[i++] = PH_EVASIONS;
PhaseTable[i++] = PH_STOP;
// Quiescence search with checks
QsearchWithChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search with checks only and no captures
QsearchNoCapturesPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
// Do not generate any move
NoMovesPhaseIndex = i - 1;
PhaseTable[i++] = PH_STOP;
}