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stockfish/src/search.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 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
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,
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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.
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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 <cassert>
#include <cmath>
#include <cstring>
#include <iomanip>
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#include <iostream>
#include <sstream>
#include <vector>
#include <algorithm>
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#include "book.h"
#include "evaluate.h"
#include "history.h"
#include "misc.h"
#include "move.h"
#include "movegen.h"
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#include "movepick.h"
#include "search.h"
#include "timeman.h"
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#include "thread.h"
#include "tt.h"
#include "ucioption.h"
using std::cout;
using std::endl;
using std::string;
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namespace {
// Set to true to force running with one thread. Used for debugging
const bool FakeSplit = false;
// Different node types, used as template parameter
enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
// RootMove struct is used for moves at the root of the tree. For each root
// move, we store a score, a node count, and a PV (really a refutation
// in the case of moves which fail low). Score is normally set at
// -VALUE_INFINITE for all non-pv moves.
struct RootMove {
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// RootMove::operator<() is the comparison function used when
// sorting the moves. A move m1 is considered to be better
// than a move m2 if it has an higher score
bool operator<(const RootMove& m) const { return score < m.score; }
void extract_pv_from_tt(Position& pos);
void insert_pv_in_tt(Position& pos);
int64_t nodes;
Value score;
Value prevScore;
std::vector<Move> pv;
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};
// RootMoveList struct is mainly a std::vector of RootMove objects
struct RootMoveList : public std::vector<RootMove> {
void init(Position& pos, Move searchMoves[]);
RootMove* find(const Move& m, int startIndex = 0);
int bestMoveChanges;
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};
/// Constants
// Lookup table to check if a Piece is a slider and its access function
const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
inline bool piece_is_slider(Piece p) { return Slidings[p]; }
// Step 6. Razoring
// Maximum depth for razoring
const Depth RazorDepth = 4 * ONE_PLY;
// Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
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// Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * ONE_PLY;
// Step 9. Internal iterative deepening
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// Minimum depth for use of internal iterative deepening
const Depth IIDDepth[] = { 8 * ONE_PLY, 5 * ONE_PLY };
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
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const Value IIDMargin = Value(0x100);
// Step 11. Decide the new search depth
// Extensions. Array index 0 is used for non-PV nodes, index 1 for PV nodes
const Depth CheckExtension[] = { ONE_PLY / 2, ONE_PLY / 1 };
const Depth PawnEndgameExtension[] = { ONE_PLY / 1, ONE_PLY / 1 };
const Depth PawnPushTo7thExtension[] = { ONE_PLY / 2, ONE_PLY / 2 };
const Depth PassedPawnExtension[] = { DEPTH_ZERO, ONE_PLY / 2 };
// Minimum depth for use of singular extension
const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
// Step 12. Futility pruning
// Futility margin for quiescence search
const Value FutilityMarginQS = Value(0x80);
// 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;
}
inline int futility_move_count(Depth d) {
return d < 16 * ONE_PLY ? FutilityMoveCounts[d] : MAX_MOVES;
}
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// Step 14. Reduced search
// 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)];
}
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
/// Namespace variables
// Root move list
RootMoveList Rml;
// MultiPV mode
int MultiPV, UCIMultiPV, MultiPVIdx;
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// Time management variables
bool StopOnPonderhit, FirstRootMove, StopRequest, QuitRequest, AspirationFailLow;
TimeManager TimeMgr;
SearchLimits Limits;
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// Skill level adjustment
int SkillLevel;
bool SkillLevelEnabled;
// Node counters, used only by thread[0] but try to keep in different cache
// lines (64 bytes each) from the heavy multi-thread read accessed variables.
int NodesSincePoll;
int NodesBetweenPolls = 30000;
// History table
History H;
/// Local functions
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Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove);
template <NodeType NT>
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
template <NodeType NT>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
bool connected_moves(const Position& pos, Move m1, Move m2);
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply);
bool can_return_tt(const TTEntry* tte, Depth depth, Value beta, int ply);
bool connected_threat(const Position& pos, Move m, Move threat);
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
void do_skill_level(Move* best, Move* ponder);
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int current_search_time(int set = 0);
string score_to_uci(Value v, Value alpha = -VALUE_INFINITE, Value beta = VALUE_INFINITE);
string speed_to_uci(int64_t nodes);
string pv_to_uci(const Move pv[], int pvNum, bool chess960);
string pretty_pv(Position& pos, int depth, Value score, int time, Move pv[]);
string depth_to_uci(Depth depth);
void poll(const Position& pos);
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void wait_for_stop_or_ponderhit();
// MovePickerExt template class extends MovePicker and allows to choose at compile
// time the proper moves source according to the type of node. In the default case
// we simply create and use a standard MovePicker object.
template<bool SpNode> struct MovePickerExt : public MovePicker {
MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
: MovePicker(p, ttm, d, h, ss, b) {}
};
// In case of a SpNode we use split point's shared MovePicker object as moves source
template<> struct MovePickerExt<true> : public MovePicker {
MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
: MovePicker(p, ttm, d, h, ss, b), mp(ss->sp->mp) {}
Move get_next_move() { return mp->get_next_move(); }
MovePicker* mp;
};
// Overload operator<<() to make it easier to print moves in a coordinate
// notation compatible with UCI protocol.
std::ostream& operator<<(std::ostream& os, Move m) {
bool chess960 = (os.iword(0) != 0); // See set960()
return os << move_to_uci(m, chess960);
}
// When formatting a move for std::cout we must know if we are in Chess960
// or not. To keep using the handy operator<<() on the move the trick is to
// embed this flag in the stream itself. Function-like named enum set960 is
// used as a custom manipulator and the stream internal general-purpose array,
// accessed through ios_base::iword(), is used to pass the flag to the move's
// operator<<() that will read it to properly format castling moves.
enum set960 {};
std::ostream& operator<< (std::ostream& os, const set960& f) {
os.iword(0) = int(f);
return os;
}
// extension() decides whether a move should be searched with normal depth,
// or with extended depth. Certain classes of moves (checking moves, in
// particular) are searched with bigger depth than ordinary moves and in
// any case are marked as 'dangerous'. Note that also if a move is not
// extended, as example because the corresponding UCI option is set to zero,
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
template <bool PvNode>
FORCE_INLINE Depth extension(const Position& pos, Move m, bool captureOrPromotion,
bool moveIsCheck, bool* dangerous) {
assert(m != MOVE_NONE);
Depth result = DEPTH_ZERO;
*dangerous = moveIsCheck;
if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
if (type_of(pos.piece_on(move_from(m))) == PAWN)
{
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
{
result += PawnPushTo7thExtension[PvNode];
*dangerous = true;
}
if (pos.pawn_is_passed(c, move_to(m)))
{
result += PassedPawnExtension[PvNode];
*dangerous = true;
}
}
if ( captureOrPromotion
&& type_of(pos.piece_on(move_to(m))) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- PieceValueMidgame[pos.piece_on(move_to(m))] == VALUE_ZERO)
&& !is_special(m))
{
result += PawnEndgameExtension[PvNode];
*dangerous = true;
}
return std::min(result, ONE_PLY);
}
} // namespace
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/// init_search() is called during startup to initialize various lookup tables
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void init_search() {
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(d, 2.0));
}
/// 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.
int64_t perft(Position& pos, Depth depth) {
StateInfo st;
int64_t sum = 0;
// Generate all legal moves
MoveList<MV_LEGAL> ml(pos);
// If we are at the last ply we don't need to do and undo
// the moves, just to count them.
if (depth <= ONE_PLY)
return ml.size();
// Loop through all legal moves
CheckInfo ci(pos);
for ( ; !ml.end(); ++ml)
{
pos.do_move(ml.move(), st, ci, pos.move_gives_check(ml.move(), ci));
sum += perft(pos, depth - ONE_PLY);
pos.undo_move(ml.move());
}
return sum;
}
/// think() is the external interface to Stockfish's search, and is called when
/// the program receives the UCI 'go' command. It initializes various global
/// variables, and calls id_loop(). It returns false when a "quit" command is
/// received during the search.
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bool think(Position& pos, const SearchLimits& limits, Move searchMoves[]) {
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static Book book; // Define static to initialize the PRNG only once
// Initialize global search-related variables
StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = false;
NodesSincePoll = 0;
current_search_time(get_system_time());
Limits = limits;
TimeMgr.init(Limits, pos.startpos_ply_counter());
// Set output steram in normal or chess960 mode
cout << set960(pos.is_chess960());
// Set best NodesBetweenPolls interval to avoid lagging under time pressure
if (Limits.maxNodes)
NodesBetweenPolls = std::min(Limits.maxNodes, 30000);
else if (Limits.time && Limits.time < 1000)
NodesBetweenPolls = 1000;
else if (Limits.time && Limits.time < 5000)
NodesBetweenPolls = 5000;
else
NodesBetweenPolls = 30000;
// Look for a book move
if (Options["OwnBook"].value<bool>())
{
if (Options["Book File"].value<string>() != book.name())
book.open(Options["Book File"].value<string>());
Move bookMove = book.probe(pos, Options["Best Book Move"].value<bool>());
if (bookMove != MOVE_NONE)
{
if (Limits.ponder)
wait_for_stop_or_ponderhit();
cout << "bestmove " << bookMove << endl;
return !QuitRequest;
}
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}
// Read UCI options
UCIMultiPV = Options["MultiPV"].value<int>();
SkillLevel = Options["Skill Level"].value<int>();
read_evaluation_uci_options(pos.side_to_move());
Threads.read_uci_options();
// Set a new TT size if changed
TT.set_size(Options["Hash"].value<int>());
if (Options["Clear Hash"].value<bool>())
{
Options["Clear Hash"].set_value("false");
TT.clear();
}
// Do we have to play with skill handicap? In this case enable MultiPV that
// we will use behind the scenes to retrieve a set of possible moves.
SkillLevelEnabled = (SkillLevel < 20);
MultiPV = (SkillLevelEnabled ? std::max(UCIMultiPV, 4) : UCIMultiPV);
// Wake up needed threads and reset maxPly counter
for (int i = 0; i < Threads.size(); i++)
{
Threads[i].wake_up();
Threads[i].maxPly = 0;
}
// Write to log file and keep it open to be accessed during the search
if (Options["Use Search Log"].value<bool>())
{
Log log(Options["Search Log Filename"].value<string>());
log << "\nSearching: " << pos.to_fen()
<< "\ninfinite: " << Limits.infinite
<< " ponder: " << Limits.ponder
<< " time: " << Limits.time
<< " increment: " << Limits.increment
<< " moves to go: " << Limits.movesToGo
<< endl;
}
// Start async mode to catch UCI commands sent to us while searching,
// like "quit", "stop", etc.
Threads.start_listener();
// We're ready to start thinking. Call the iterative deepening loop function
Move ponderMove = MOVE_NONE;
Move bestMove = id_loop(pos, searchMoves, &ponderMove);
// Write final search statistics and close log file
if (Options["Use Search Log"].value<bool>())
{
int t = current_search_time();
Log log(Options["Search Log Filename"].value<string>());
log << "Nodes: " << pos.nodes_searched()
<< "\nNodes/second: " << (t > 0 ? pos.nodes_searched() * 1000 / t : 0)
<< "\nBest move: " << move_to_san(pos, bestMove);
StateInfo st;
pos.do_move(bestMove, st);
log << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
pos.undo_move(bestMove); // Return from think() with unchanged position
}
// This makes all the threads to go to sleep
Threads.set_size(1);
// From now on any UCI command will be read in-sync with Threads.getline()
Threads.stop_listener();
// If we are pondering or in infinite search, we shouldn't print the
// best move before we are told to do so.
if (!StopRequest && (Limits.ponder || Limits.infinite))
wait_for_stop_or_ponderhit();
// Could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << bestMove;
// UCI protol is not clear on allowing sending an empty ponder move, instead
// it is clear that ponder move is optional. So skip it if empty.
if (ponderMove != MOVE_NONE)
cout << " ponder " << ponderMove;
cout << endl;
return !QuitRequest;
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}
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.
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Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove) {
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SearchStack ss[PLY_MAX_PLUS_2];
Value bestValues[PLY_MAX_PLUS_2];
int bestMoveChanges[PLY_MAX_PLUS_2];
int depth, aspirationDelta;
Value value, alpha, beta;
Move bestMove, easyMove, skillBest, skillPonder;
// Initialize stuff before a new search
memset(ss, 0, 4 * sizeof(SearchStack));
TT.new_search();
H.clear();
*ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE;
depth = aspirationDelta = 0;
value = alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
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ss->currentMove = MOVE_NULL; // Hack to skip update gains
// Moves to search are verified and copied
Rml.init(pos, searchMoves);
// Handle special case of searching on a mate/stalemate position
if (!Rml.size())
{
cout << "info" << depth_to_uci(DEPTH_ZERO)
<< score_to_uci(pos.in_check() ? -VALUE_MATE : VALUE_DRAW, alpha, beta) << endl;
return MOVE_NONE;
}
// Iterative deepening loop until requested to stop or target depth reached
while (!StopRequest && ++depth <= PLY_MAX && (!Limits.maxDepth || depth <= Limits.maxDepth))
{
// Save now last iteration's scores, before Rml moves are reordered
for (size_t i = 0; i < Rml.size(); i++)
Rml[i].prevScore = Rml[i].score;
Rml.bestMoveChanges = 0;
// MultiPV loop. We perform a full root search for each PV line
for (MultiPVIdx = 0; MultiPVIdx < std::min(MultiPV, (int)Rml.size()); MultiPVIdx++)
{
// Calculate dynamic aspiration window based on previous iterations
if (depth >= 5 && abs(Rml[MultiPVIdx].prevScore) < VALUE_KNOWN_WIN)
{
int prevDelta1 = bestValues[depth - 1] - bestValues[depth - 2];
int prevDelta2 = bestValues[depth - 2] - bestValues[depth - 3];
aspirationDelta = std::min(std::max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24);
aspirationDelta = (aspirationDelta + 7) / 8 * 8; // Round to match grainSize
alpha = std::max(Rml[MultiPVIdx].prevScore - aspirationDelta, -VALUE_INFINITE);
beta = std::min(Rml[MultiPVIdx].prevScore + aspirationDelta, VALUE_INFINITE);
}
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.
do {
// Search starts from ss+1 to allow referencing (ss-1). This is
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// needed by update gains and ss copy when splitting at Root.
value = 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.
sort<RootMove>(Rml.begin() + MultiPVIdx, Rml.end());
// In case we have found an exact score and we are going to leave
// the fail high/low loop then reorder the PV moves, otherwise
// leave the last PV move in its position so to be searched again.
// Of course this is needed only in MultiPV search.
if (MultiPVIdx && value > alpha && value < beta)
sort<RootMove>(Rml.begin(), Rml.begin() + MultiPVIdx);
// Write PV back to transposition table in case the relevant entries
// have been overwritten during the search.
for (int i = 0; i <= MultiPVIdx; i++)
Rml[i].insert_pv_in_tt(pos);
// If search has been stopped exit the aspiration window loop,
// note that sorting and writing PV back to TT is safe becuase
// Rml is still valid, although refers to the previous iteration.
if (StopRequest)
break;
// Send full PV info to GUI if we are going to leave the loop or
// if we have a fail high/low and we are deep in the search. UCI
// protocol requires to send all the PV lines also if are still
// to be searched and so refer to the previous search's score.
if ((value > alpha && value < beta) || current_search_time() > 2000)
for (int i = 0; i < std::min(UCIMultiPV, (int)Rml.size()); i++)
{
bool updated = (i <= MultiPVIdx);
if (depth == 1 && !updated)
continue;
Depth d = (updated ? depth : depth - 1) * ONE_PLY;
Value s = (updated ? Rml[i].score : Rml[i].prevScore);
cout << "info"
<< depth_to_uci(d)
<< (i == MultiPVIdx ? score_to_uci(s, alpha, beta) : score_to_uci(s))
<< speed_to_uci(pos.nodes_searched())
<< pv_to_uci(&Rml[i].pv[0], i + 1, pos.is_chess960())
<< endl;
}
// In case of failing high/low increase aspiration window and
// research, otherwise exit the fail high/low loop.
if (value >= beta)
{
beta = std::min(beta + aspirationDelta, VALUE_INFINITE);
aspirationDelta += aspirationDelta / 2;
}
else if (value <= alpha)
{
AspirationFailLow = true;
StopOnPonderhit = false;
alpha = std::max(alpha - aspirationDelta, -VALUE_INFINITE);
aspirationDelta += aspirationDelta / 2;
}
else
break;
} while (abs(value) < VALUE_KNOWN_WIN);
}
// Collect info about search result
bestMove = Rml[0].pv[0];
*ponderMove = Rml[0].pv[1];
bestValues[depth] = value;
bestMoveChanges[depth] = Rml.bestMoveChanges;
// Skills: Do we need to pick now the best and the ponder moves ?
if (SkillLevelEnabled && depth == 1 + SkillLevel)
do_skill_level(&skillBest, &skillPonder);
if (Options["Use Search Log"].value<bool>())
{
Log log(Options["Search Log Filename"].value<string>());
log << pretty_pv(pos, depth, value, current_search_time(), &Rml[0].pv[0]) << endl;
}
// Init easyMove at first iteration or drop it if differs from the best move
if (depth == 1 && (Rml.size() == 1 || Rml[0].score > Rml[1].score + EasyMoveMargin))
easyMove = bestMove;
else if (bestMove != easyMove)
easyMove = MOVE_NONE;
// Check for some early stop condition
if (!StopRequest && Limits.useTimeManagement())
{
// Easy move: Stop search early if one move seems to be much better
// than the others or if there is only a single legal move. Also in
// the latter case search to some depth anyway to get a proper score.
if ( depth >= 7
&& easyMove == bestMove
&& ( Rml.size() == 1
||( Rml[0].nodes > (pos.nodes_searched() * 85) / 100
&& current_search_time() > TimeMgr.available_time() / 16)
||( Rml[0].nodes > (pos.nodes_searched() * 98) / 100
&& current_search_time() > TimeMgr.available_time() / 32)))
StopRequest = true;
// Take in account some extra time if the best move has changed
if (depth > 4 && depth < 50)
TimeMgr.pv_instability(bestMoveChanges[depth], bestMoveChanges[depth - 1]);
// 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 (current_search_time() > (TimeMgr.available_time() * 62) / 100)
StopRequest = true;
// If we are allowed to ponder do not stop the search now but keep pondering
if (StopRequest && Limits.ponder)
{
StopRequest = false;
StopOnPonderhit = true;
}
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}
}
// When using skills overwrite best and ponder moves with the sub-optimal ones
if (SkillLevelEnabled)
{
if (skillBest == MOVE_NONE) // Still unassigned ?
do_skill_level(&skillBest, &skillPonder);
bestMove = skillBest;
*ponderMove = skillPonder;
}
return bestMove;
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}
// 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.
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template <NodeType NT>
Value search(Position& pos, SearchStack* 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);
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assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta > alpha && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
assert(pos.thread() >= 0 && pos.thread() < Threads.size());
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Move movesSearched[MAX_MOVES];
int64_t nodes;
StateInfo st;
const TTEntry *tte;
Key posKey;
Move ttMove, move, excludedMove, threatMove;
Depth ext, newDepth;
ValueType vt;
Value bestValue, value, oldAlpha;
Value refinedValue, nullValue, futilityBase, futilityValue;
bool isPvMove, inCheck, singularExtensionNode, givesCheck, captureOrPromotion, dangerous;
int moveCount = 0, playedMoveCount = 0;
Thread& thread = Threads[pos.thread()];
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
oldAlpha = alpha;
inCheck = pos.in_check();
ss->ply = (ss-1)->ply + 1;
// Used to send selDepth info to GUI
if (PvNode && thread.maxPly < ss->ply)
thread.maxPly = ss->ply;
// Step 1. Initialize node and poll. Polling can abort search
if (!SpNode)
{
ss->currentMove = ss->bestMove = threatMove = (ss+1)->excludedMove = MOVE_NONE;
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
}
else
{
sp = ss->sp;
tte = NULL;
ttMove = excludedMove = MOVE_NONE;
threatMove = sp->threatMove;
goto split_point_start;
}
if (pos.thread() == 0 && ++NodesSincePoll > NodesBetweenPolls)
{
NodesSincePoll = 0;
poll(pos);
}
// Step 2. Check for aborted search and immediate draw
if (( StopRequest
|| pos.is_draw<false>()
|| ss->ply > PLY_MAX) && !RootNode)
return VALUE_DRAW;
// Step 3. Mate distance pruning
if (!RootNode)
{
alpha = std::max(value_mated_in(ss->ply), alpha);
beta = std::min(value_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.get_exclusion_key() : pos.get_key();
tte = TT.probe(posKey);
ttMove = RootNode ? Rml[MultiPVIdx].pv[0] : tte ? tte->move() : MOVE_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 && (PvNode ? tte->depth() >= depth && tte->type() == VALUE_TYPE_EXACT
: can_return_tt(tte, depth, beta, ss->ply)))
{
TT.refresh(tte);
ss->bestMove = move = ttMove; // Can be MOVE_NONE
value = value_from_tt(tte->value(), ss->ply);
if ( value >= beta
&& move
&& !pos.is_capture_or_promotion(move)
&& move != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = move;
}
return value;
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}
// Step 5. Evaluate the position statically and update parent's gain statistics
if (inCheck)
ss->eval = ss->evalMargin = VALUE_NONE;
else if (tte)
{
assert(tte->static_value() != VALUE_NONE);
ss->eval = tte->static_value();
ss->evalMargin = tte->static_value_margin();
refinedValue = refine_eval(tte, ss->eval, ss->ply);
}
else
{
refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
}
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// 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)->eval != VALUE_NONE
&& ss->eval != VALUE_NONE
&& pos.captured_piece_type() == PIECE_TYPE_NONE
&& !is_special(move))
{
Square to = move_to(move);
H.update_gain(pos.piece_on(to), to, -(ss-1)->eval - ss->eval);
}
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// Step 6. Razoring (is omitted in PV nodes)
if ( !PvNode
&& depth < RazorDepth
&& !inCheck
&& refinedValue + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_PLY_MAX
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(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 < RazorDepth
&& !inCheck
&& refinedValue - futility_margin(depth, 0) >= beta
&& abs(beta) < VALUE_MATE_IN_PLY_MAX
&& pos.non_pawn_material(pos.side_to_move()))
return refinedValue - futility_margin(depth, 0);
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
&& !ss->skipNullMove
&& depth > ONE_PLY
&& !inCheck
&& refinedValue >= beta
&& abs(beta) < VALUE_MATE_IN_PLY_MAX
&& pos.non_pawn_material(pos.side_to_move()))
{
ss->currentMove = MOVE_NULL;
// Null move dynamic reduction based on depth
int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
// Null move dynamic reduction based on value
if (refinedValue - PawnValueMidgame > beta)
R++;
pos.do_null_move<true>(st);
(ss+1)->skipNullMove = true;
nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY);
(ss+1)->skipNullMove = false;
pos.do_null_move<false>(st);
if (nullValue >= beta)
{
// Do not return unproven mate scores
if (nullValue >= VALUE_MATE_IN_PLY_MAX)
nullValue = beta;
if (depth < 6 * ONE_PLY)
return nullValue;
// Do verification search at high depths
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY);
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)->bestMove;
if ( depth < ThreatDepth
&& (ss-1)->reduction
&& threatMove != MOVE_NONE
&& connected_moves(pos, (ss-1)->currentMove, threatMove))
return beta - 1;
}
}
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// 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 >= RazorDepth + ONE_PLY
&& !inCheck
&& !ss->skipNullMove
&& excludedMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_PLY_MAX)
{
Value rbeta = beta + 200;
Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
assert(rdepth >= ONE_PLY);
MovePicker mp(pos, ttMove, H, pos.captured_piece_type());
CheckInfo ci(pos);
while ((move = mp.get_next_move()) != MOVE_NONE)
if (pos.pl_move_is_legal(move, ci.pinned))
{
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 >= IIDDepth[PvNode]
&& ttMove == MOVE_NONE
&& (PvNode || (!inCheck && ss->eval + IIDMargin >= beta)))
{
Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
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;
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}
split_point_start: // At split points actual search starts from here
// Initialize a MovePicker object for the current position
MovePickerExt<SpNode> mp(pos, ttMove, depth, H, ss, PvNode ? -VALUE_INFINITE : beta);
CheckInfo ci(pos);
ss->bestMove = MOVE_NONE;
futilityBase = ss->eval + ss->evalMargin;
singularExtensionNode = !RootNode
&& !SpNode
&& depth >= SingularExtensionDepth[PvNode]
&& ttMove != MOVE_NONE
&& !excludedMove // Do not allow recursive singular extension search
&& (tte->type() & VALUE_TYPE_LOWER)
&& tte->depth() >= depth - 3 * ONE_PLY;
if (SpNode)
{
lock_grab(&(sp->lock));
bestValue = sp->bestValue;
}
// Step 11. Loop through moves
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
&& !thread.cutoff_occurred())
{
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 && !Rml.find(move, MultiPVIdx))
continue;
// At PV and SpNode nodes we want all moves to be legal since the beginning
if ((PvNode || SpNode) && !pos.pl_move_is_legal(move, ci.pinned))
continue;
if (SpNode)
{
moveCount = ++sp->moveCount;
lock_release(&(sp->lock));
}
else
moveCount++;
if (RootNode)
{
// This is used by time management
FirstRootMove = (moveCount == 1);
// Save the current node count before the move is searched
nodes = pos.nodes_searched();
// For long searches send current move info to GUI
if (pos.thread() == 0 && current_search_time() > 2000)
cout << "info" << depth_to_uci(depth)
<< " currmove " << move
<< " currmovenumber " << moveCount + MultiPVIdx << endl;
}
// At Root and at first iteration do a PV search on all the moves to score root moves
isPvMove = (PvNode && moveCount <= (RootNode && depth <= ONE_PLY ? MAX_MOVES : 1));
givesCheck = pos.move_gives_check(move, ci);
captureOrPromotion = pos.is_capture_or_promotion(move);
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// Step 12. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, givesCheck, &dangerous);
// 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
&& pos.pl_move_is_legal(move, ci.pinned)
&& ext < ONE_PLY)
{
Value ttValue = value_from_tt(tte->value(), ss->ply);
if (abs(ttValue) < VALUE_KNOWN_WIN)
{
Value rBeta = ttValue - int(depth);
ss->excludedMove = move;
ss->skipNullMove = true;
Value v = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2);
ss->skipNullMove = false;
ss->excludedMove = MOVE_NONE;
ss->bestMove = MOVE_NONE;
if (v < 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
&& !is_castle(move))
{
// Move count based pruning
if ( moveCount >= futility_move_count(depth)
&& (!threatMove || !connected_threat(pos, move, threatMove))
&& bestValue > VALUE_MATED_IN_PLY_MAX) // FIXME bestValue is racy
{
if (SpNode)
lock_grab(&(sp->lock));
continue;
}
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// 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 = futilityBase + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValue < beta)
{
if (SpNode)
{
lock_grab(&(sp->lock));
if (futilityValue > sp->bestValue)
sp->bestValue = bestValue = futilityValue;
}
else if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
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}
// Prune moves with negative SEE at low depths
if ( predictedDepth < 2 * ONE_PLY
&& bestValue > VALUE_MATED_IN_PLY_MAX
&& pos.see_sign(move) < 0)
{
if (SpNode)
lock_grab(&(sp->lock));
continue;
}
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}
// Check for legality only before to do the move
if (!pos.pl_move_is_legal(move, ci.pinned))
{
moveCount--;
continue;
}
ss->currentMove = move;
if (!SpNode && !captureOrPromotion)
movesSearched[playedMoveCount++] = move;
// Step 14. Make the move
pos.do_move(move, st, ci, givesCheck);
// Step extra. pv search (only in PV nodes)
// The first move in list is the expected PV
if (isPvMove)
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
else
{
// Step 15. Reduced depth search
// If the move fails high will be re-searched at full depth.
bool doFullDepthSearch = true;
if ( depth > 3 * ONE_PLY
&& !captureOrPromotion
&& !dangerous
&& !is_castle(move)
&& ss->killers[0] != move
&& ss->killers[1] != move
&& (ss->reduction = reduction<PvNode>(depth, moveCount)) != DEPTH_ZERO)
{
Depth d = newDepth - ss->reduction;
alpha = SpNode ? sp->alpha : alpha;
value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
ss->reduction = DEPTH_ZERO;
doFullDepthSearch = (value > alpha);
}
// Step 16. Full depth search
if (doFullDepthSearch)
{
alpha = SpNode ? sp->alpha : alpha;
value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
// Step extra. pv search (only in PV nodes)
// Search only for possible new PV nodes, if instead value >= beta then
// parent node fails low with value <= alpha and tries another move.
if (PvNode && value > alpha && (RootNode || value < beta))
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
}
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}
// Step 17. Undo move
pos.undo_move(move);
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assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// Step 18. Check for new best move
if (SpNode)
{
lock_grab(&(sp->lock));
bestValue = sp->bestValue;
alpha = sp->alpha;
}
// Finished searching the move. If StopRequest 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 (RootNode && !StopRequest)
{
// Remember searched nodes counts for this move
RootMove* rm = Rml.find(move);
rm->nodes += pos.nodes_searched() - nodes;
// PV move or new best move ?
if (isPvMove || value > alpha)
{
// Update PV
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 (!isPvMove && MultiPV == 1)
Rml.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;
} // RootNode
if (value > bestValue)
{
bestValue = value;
ss->bestMove = move;
if ( PvNode
&& value > alpha
&& value < beta) // We want always alpha < beta
alpha = value;
if (SpNode && !thread.cutoff_occurred())
{
sp->bestValue = value;
sp->ss->bestMove = move;
sp->alpha = alpha;
sp->is_betaCutoff = (value >= beta);
}
}
// Step 19. Check for split
if ( !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
&& Threads.available_slave_exists(pos.thread())
&& !StopRequest
&& !thread.cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, depth,
threatMove, moveCount, &mp, NT);
2008-08-31 23:59:13 -06:00
}
// 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 StopRequest 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.
if (!SpNode && !moveCount)
return excludedMove ? oldAlpha : inCheck ? value_mated_in(ss->ply) : VALUE_DRAW;
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// Step 21. Update tables
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// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
if (!SpNode && !StopRequest && !thread.cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
: bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
TT.store(posKey, value_to_tt(bestValue, ss->ply), vt, depth, move, ss->eval, ss->evalMargin);
// Update killers and history only for non capture moves that fails high
if ( bestValue >= beta
&& !pos.is_capture_or_promotion(move))
{
if (move != ss->killers[0])
{
ss->killers[1] = ss->killers[0];
ss->killers[0] = move;
}
update_history(pos, move, depth, movesSearched, playedMoveCount);
}
}
if (SpNode)
{
// Here we have the lock still grabbed
sp->is_slave[pos.thread()] = false;
sp->nodes += pos.nodes_searched();
lock_release(&(sp->lock));
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}
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
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return bestValue;
}
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// 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).
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template <NodeType NT>
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
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const bool PvNode = (NT == PV);
assert(NT == PV || NT == NonPV);
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assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
assert(PvNode || alpha == beta - 1);
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assert(depth <= 0);
assert(pos.thread() >= 0 && pos.thread() < Threads.size());
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StateInfo st;
Move ttMove, move;
Value bestValue, value, evalMargin, futilityValue, futilityBase;
bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
const TTEntry* tte;
Depth ttDepth;
ValueType vt;
Value oldAlpha = alpha;
ss->bestMove = ss->currentMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
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// Check for an instant draw or maximum ply reached
if (pos.is_draw<true>() || ss->ply > PLY_MAX)
return VALUE_DRAW;
// 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.
inCheck = pos.in_check();
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.
tte = TT.probe(pos.get_key());
ttMove = (tte ? tte->move() : MOVE_NONE);
if (!PvNode && tte && can_return_tt(tte, ttDepth, beta, ss->ply))
{
ss->bestMove = ttMove; // Can be MOVE_NONE
return value_from_tt(tte->value(), ss->ply);
}
// Evaluate the position statically
if (inCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = evalMargin = VALUE_NONE;
enoughMaterial = false;
}
else
{
if (tte)
{
assert(tte->static_value() != VALUE_NONE);
evalMargin = tte->static_value_margin();
ss->eval = bestValue = tte->static_value();
}
else
ss->eval = bestValue = evaluate(pos, evalMargin);
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)
{
if (!tte)
TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
return bestValue;
}
if (PvNode && bestValue > alpha)
alpha = bestValue;
// Futility pruning parameters, not needed when in check
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
}
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// 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, H, move_to((ss-1)->currentMove));
CheckInfo ci(pos);
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// Loop through the moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE)
{
assert(is_ok(move));
givesCheck = pos.move_gives_check(move, ci);
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// Futility pruning
if ( !PvNode
&& !inCheck
&& !givesCheck
&& move != ttMove
&& enoughMaterial
&& !is_promotion(move)
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
+ PieceValueEndgame[pos.piece_on(move_to(move))]
+ (is_enpassant(move) ? PawnValueEndgame : VALUE_ZERO);
if (futilityValue < beta)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
continue;
}
// Prune moves with negative or equal SEE
if ( futilityBase < beta
&& depth < DEPTH_ZERO
&& pos.see(move) <= 0)
continue;
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}
// Detect non-capture evasions that are candidate to be pruned
evasionPrunable = !PvNode
&& inCheck
&& bestValue > VALUE_MATED_IN_PLY_MAX
&& !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
&& !is_promotion(move)
&& pos.see_sign(move) < 0)
continue;
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// Don't search useless checks
if ( !PvNode
&& !inCheck
&& givesCheck
&& move != ttMove
&& !pos.is_capture_or_promotion(move)
&& ss->eval + PawnValueMidgame / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
{
if (ss->eval + PawnValueMidgame / 4 > bestValue)
bestValue = ss->eval + PawnValueMidgame / 4;
continue;
}
// Check for legality only before to do the move
if (!pos.pl_move_is_legal(move, ci.pinned))
continue;
// Update current move
ss->currentMove = move;
// Make and search the move
pos.do_move(move, st, ci, givesCheck);
value = -qsearch<NT>(pos, ss+1, -beta, -alpha, depth-ONE_PLY);
pos.undo_move(move);
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assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
// New best move?
if (value > bestValue)
{
bestValue = value;
ss->bestMove = move;
if ( PvNode
&& value > alpha
&& value < beta) // We want always alpha < beta
alpha = value;
}
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}
// 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 value_mated_in(ss->ply);
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// Update transposition table
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
: bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, move, ss->eval, evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
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return bestValue;
}
// check_is_dangerous() tests if a checking move can be pruned in qsearch().
// bestValue is updated only when returning false because in that case move
// will be pruned.
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bestValue)
{
Bitboard b, occ, oldAtt, newAtt, kingAtt;
Square from, to, ksq, victimSq;
Piece pc;
Color them;
Value futilityValue, bv = *bestValue;
from = move_from(move);
to = move_to(move);
them = flip(pos.side_to_move());
ksq = pos.king_square(them);
kingAtt = pos.attacks_from<KING>(ksq);
pc = pos.piece_on(from);
occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL << ksq);
oldAtt = pos.attacks_from(pc, from, occ);
newAtt = pos.attacks_from(pc, to, occ);
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
b = kingAtt & ~pos.pieces(them) & ~newAtt & ~(1ULL << to);
if (!(b && (b & (b - 1))))
return true;
// Rule 2. Queen contact check is very dangerous
if ( type_of(pc) == QUEEN
&& bit_is_set(kingAtt, to))
return true;
// Rule 3. Creating new double threats with checks
b = pos.pieces(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
while (b)
{
victimSq = pop_1st_bit(&b);
futilityValue = futilityBase + PieceValueEndgame[pos.piece_on(victimSq)];
// Note that here we generate illegal "double move"!
if ( futilityValue >= beta
&& pos.see_sign(make_move(from, victimSq)) >= 0)
return true;
if (futilityValue > bv)
bv = futilityValue;
}
// Update bestValue only if check is not dangerous (because we will prune the move)
*bestValue = bv;
return false;
}
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// connected_moves() tests whether two moves are 'connected' in the sense
// that the first move somehow made the second move possible (for instance
// if the moving piece is the same in both moves). The first move is assumed
// to be the move that was made to reach the current position, while the
// second move is assumed to be a move from the current position.
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bool connected_moves(const Position& pos, Move m1, Move m2) {
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Square f1, t1, f2, t2;
Piece p1, p2;
Square ksq;
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assert(is_ok(m1));
assert(is_ok(m2));
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// Case 1: The moving piece is the same in both moves
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f2 = move_from(m2);
t1 = move_to(m1);
if (f2 == t1)
return true;
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// Case 2: The destination square for m2 was vacated by m1
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t2 = move_to(m2);
f1 = move_from(m1);
if (t2 == f1)
return true;
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// Case 3: Moving through the vacated square
p2 = pos.piece_on(f2);
if ( piece_is_slider(p2)
&& bit_is_set(squares_between(f2, t2), f1))
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return true;
// Case 4: The destination square for m2 is defended by the moving piece in m1
p1 = pos.piece_on(t1);
if (bit_is_set(pos.attacks_from(p1, t1), t2))
return true;
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// Case 5: Discovered check, checking piece is the piece moved in m1
ksq = pos.king_square(pos.side_to_move());
if ( piece_is_slider(p1)
&& bit_is_set(squares_between(t1, ksq), f2))
{
Bitboard occ = pos.occupied_squares();
clear_bit(&occ, f2);
if (bit_is_set(pos.attacks_from(p1, t1, occ), ksq))
return true;
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}
return false;
}
// value_to_tt() adjusts a mate score from "plies to mate from the root" to
// "plies to mate from the current ply". 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) {
if (v >= VALUE_MATE_IN_PLY_MAX)
return v + ply;
if (v <= VALUE_MATED_IN_PLY_MAX)
return v - ply;
return v;
}
// value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score from
// the transposition table to a mate score corrected for the current ply.
Value value_from_tt(Value v, int ply) {
if (v >= VALUE_MATE_IN_PLY_MAX)
return v - ply;
if (v <= VALUE_MATED_IN_PLY_MAX)
return v + ply;
return v;
}
// connected_threat() tests whether it is safe to forward prune a move or if
// is somehow connected to the threat move returned by null search.
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bool connected_threat(const Position& pos, Move m, Move threat) {
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assert(is_ok(m));
assert(is_ok(threat));
assert(!pos.is_capture_or_promotion(m));
assert(!pos.is_passed_pawn_push(m));
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Square mfrom, mto, tfrom, tto;
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mfrom = move_from(m);
mto = move_to(m);
tfrom = move_from(threat);
tto = move_to(threat);
// Case 1: Don't prune moves which move the threatened piece
if (mfrom == tto)
return true;
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// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
&& ( PieceValueMidgame[pos.piece_on(tfrom)] >= PieceValueMidgame[pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;
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// Case 3: If the moving piece in the threatened move is a slider, don't
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// prune safe moves which block its ray.
if ( piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
&& pos.see_sign(m) >= 0)
return true;
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return false;
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}
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// can_return_tt() returns true if a transposition table score
// can be used to cut-off at a given point in search.
bool can_return_tt(const TTEntry* tte, Depth depth, Value beta, int ply) {
Value v = value_from_tt(tte->value(), ply);
return ( tte->depth() >= depth
|| v >= std::max(VALUE_MATE_IN_PLY_MAX, beta)
|| v < std::min(VALUE_MATED_IN_PLY_MAX, beta))
&& ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta)
|| ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
}
// refine_eval() returns the transposition table score if
// possible otherwise falls back on static position evaluation.
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply) {
assert(tte);
Value v = value_from_tt(tte->value(), ply);
if ( ((tte->type() & VALUE_TYPE_LOWER) && v >= defaultEval)
|| ((tte->type() & VALUE_TYPE_UPPER) && v < defaultEval))
return v;
return defaultEval;
}
// update_history() registers a good move that produced a beta-cutoff
// in history and marks as failures all the other moves of that ply.
void update_history(const Position& pos, Move move, Depth depth,
Move movesSearched[], int moveCount) {
Move m;
Value bonus = Value(int(depth) * int(depth));
H.update(pos.piece_on(move_from(move)), move_to(move), bonus);
for (int i = 0; i < moveCount - 1; i++)
{
m = movesSearched[i];
assert(m != move);
H.update(pos.piece_on(move_from(m)), move_to(m), -bonus);
}
}
// current_search_time() returns the number of milliseconds which have passed
// since the beginning of the current search.
int current_search_time(int set) {
static int searchStartTime;
if (set)
searchStartTime = set;
return get_system_time() - searchStartTime;
}
// score_to_uci() converts a value to a string suitable for use with the UCI
// protocol specifications:
//
// cp <x> The score from the engine's point of view in centipawns.
// mate <y> Mate in y moves, not plies. If the engine is getting mated
// use negative values for y.
string score_to_uci(Value v, Value alpha, Value beta) {
std::stringstream s;
if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
s << " score cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to centipawns
else
s << " score mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2;
s << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
return s.str();
}
// speed_to_uci() returns a string with time stats of current search suitable
// to be sent to UCI gui.
string speed_to_uci(int64_t nodes) {
std::stringstream s;
int t = current_search_time();
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s << " nodes " << nodes
<< " nps " << (t > 0 ? int(nodes * 1000 / t) : 0)
<< " time " << t;
return s.str();
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}
// pv_to_uci() returns a string with information on the current PV line
// formatted according to UCI specification.
string pv_to_uci(const Move pv[], int pvNum, bool chess960) {
std::stringstream s;
s << " multipv " << pvNum << " pv " << set960(chess960);
for ( ; *pv != MOVE_NONE; pv++)
s << *pv << " ";
return s.str();
}
// depth_to_uci() returns a string with information on the current depth and
// seldepth formatted according to UCI specification.
string depth_to_uci(Depth depth) {
std::stringstream s;
// Retrieve max searched depth among threads
int selDepth = 0;
for (int i = 0; i < Threads.size(); i++)
if (Threads[i].maxPly > selDepth)
selDepth = Threads[i].maxPly;
s << " depth " << depth / ONE_PLY << " seldepth " << selDepth;
return s.str();
}
string time_to_string(int millisecs) {
const int MSecMinute = 1000 * 60;
const int MSecHour = 1000 * 60 * 60;
int hours = millisecs / MSecHour;
int minutes = (millisecs % MSecHour) / MSecMinute;
int seconds = ((millisecs % MSecHour) % MSecMinute) / 1000;
std::stringstream s;
if (hours)
s << hours << ':';
s << std::setfill('0') << std::setw(2) << minutes << ':' << std::setw(2) << seconds;
return s.str();
}
string score_to_string(Value v) {
std::stringstream s;
if (v >= VALUE_MATE_IN_PLY_MAX)
s << "#" << (VALUE_MATE - v + 1) / 2;
else if (v <= VALUE_MATED_IN_PLY_MAX)
s << "-#" << (VALUE_MATE + v) / 2;
else
s << std::setprecision(2) << std::fixed << std::showpos << float(v) / PawnValueMidgame;
return s.str();
}
// pretty_pv() creates a human-readable string from a position and a PV.
// It is used to write search information to the log file (which is created
// when the UCI parameter "Use Search Log" is "true").
string pretty_pv(Position& pos, int depth, Value value, int time, Move pv[]) {
const int64_t K = 1000;
const int64_t M = 1000000;
const int startColumn = 28;
const size_t maxLength = 80 - startColumn;
StateInfo state[PLY_MAX_PLUS_2], *st = state;
Move* m = pv;
string san;
std::stringstream s;
size_t length = 0;
// First print depth, score, time and searched nodes...
s << set960(pos.is_chess960())
<< std::setw(2) << depth
<< std::setw(8) << score_to_string(value)
<< std::setw(8) << time_to_string(time);
if (pos.nodes_searched() < M)
s << std::setw(8) << pos.nodes_searched() / 1 << " ";
else if (pos.nodes_searched() < K * M)
s << std::setw(7) << pos.nodes_searched() / K << "K ";
else
s << std::setw(7) << pos.nodes_searched() / M << "M ";
// ...then print the full PV line in short algebraic notation
while (*m != MOVE_NONE)
{
san = move_to_san(pos, *m);
length += san.length() + 1;
if (length > maxLength)
{
length = san.length() + 1;
s << "\n" + string(startColumn, ' ');
}
s << san << ' ';
pos.do_move(*m++, *st++);
}
// Restore original position before to leave
while (m != pv) pos.undo_move(*--m);
return s.str();
}
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// poll() performs two different functions: It polls for user input, and it
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// looks at the time consumed so far and decides if it's time to abort the
// search.
void poll(const Position& pos) {
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static int lastInfoTime;
int t = current_search_time();
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// Print search information
if (t < 1000)
lastInfoTime = 0;
else if (lastInfoTime > t)
// HACK: Must be a new search where we searched less than
// NodesBetweenPolls nodes during the first second of search.
lastInfoTime = 0;
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else if (t - lastInfoTime >= 1000)
{
lastInfoTime = t;
dbg_print_mean();
dbg_print_hit_rate();
}
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// Should we stop the search?
if (Limits.ponder)
return;
bool stillAtFirstMove = FirstRootMove
&& !AspirationFailLow
&& t > TimeMgr.available_time();
bool noMoreTime = t > TimeMgr.maximum_time()
|| stillAtFirstMove;
if ( (Limits.useTimeManagement() && noMoreTime)
|| (Limits.maxTime && t >= Limits.maxTime)
|| (Limits.maxNodes && pos.nodes_searched() >= Limits.maxNodes)) // FIXME
StopRequest = true;
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}
// wait_for_stop_or_ponderhit() is called when the maximum depth is reached
// while the program is pondering. The point is to work around a wrinkle in
// the UCI protocol: When pondering, the engine is not allowed to give a
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// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
// We simply wait here until one of these commands is sent, and return,
// after which the bestmove and pondermove will be printed.
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void wait_for_stop_or_ponderhit() {
string cmd;
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// Wait for a command from stdin
while (cmd != "ponderhit" && cmd != "stop" && cmd != "quit")
Threads.getline(cmd);
if (cmd == "quit")
QuitRequest = true;
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}
// When playing with strength handicap choose best move among the MultiPV set
// using a statistical rule dependent on SkillLevel. Idea by Heinz van Saanen.
void do_skill_level(Move* best, Move* ponder) {
assert(MultiPV > 1);
static RKISS rk;
// Rml list is already sorted by score in descending order
int s;
int max_s = -VALUE_INFINITE;
int size = std::min(MultiPV, (int)Rml.size());
int max = Rml[0].score;
int var = std::min(max - Rml[size - 1].score, int(PawnValueMidgame));
int wk = 120 - 2 * SkillLevel;
// PRNG sequence should be non deterministic
for (int i = abs(get_system_time() % 50); i > 0; i--)
rk.rand<unsigned>();
// Choose best move. For each move's score we add two terms both dependent
// on wk, one deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score.
for (int i = 0; i < size; i++)
{
s = Rml[i].score;
// Don't allow crazy blunders even at very low skills
if (i > 0 && Rml[i-1].score > s + EasyMoveMargin)
break;
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// This is our magical formula
s += ((max - s) * wk + var * (rk.rand<unsigned>() % wk)) / 128;
if (s > max_s)
{
max_s = s;
*best = Rml[i].pv[0];
*ponder = Rml[i].pv[1];
}
}
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}
/// RootMove and RootMoveList method's definitions
void RootMoveList::init(Position& pos, Move searchMoves[]) {
Move* sm;
bestMoveChanges = 0;
clear();
// Generate all legal moves and add them to RootMoveList
for (MoveList<MV_LEGAL> ml(pos); !ml.end(); ++ml)
{
// If we have a searchMoves[] list then verify the move
// is in the list before to add it.
for (sm = searchMoves; *sm && *sm != ml.move(); sm++) {}
if (sm != searchMoves && *sm != ml.move())
continue;
RootMove rm;
rm.pv.push_back(ml.move());
rm.pv.push_back(MOVE_NONE);
rm.score = rm.prevScore = -VALUE_INFINITE;
rm.nodes = 0;
push_back(rm);
}
}
RootMove* RootMoveList::find(const Move& m, int startIndex) {
for (size_t i = startIndex; i < size(); i++)
if ((*this)[i].pv[0] == m)
return &(*this)[i];
return NULL;
}
// extract_pv_from_tt() builds a PV by adding moves from the transposition table.
// We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
// allow to always have a ponder move even when we fail high at root and also a
// long PV to print that is important for position analysis.
void RootMove::extract_pv_from_tt(Position& pos) {
StateInfo state[PLY_MAX_PLUS_2], *st = state;
TTEntry* tte;
int ply = 1;
Move m = pv[0];
assert(m != MOVE_NONE && pos.is_pseudo_legal(m));
pv.clear();
pv.push_back(m);
pos.do_move(m, *st++);
while ( (tte = TT.probe(pos.get_key())) != NULL
&& tte->move() != MOVE_NONE
&& pos.is_pseudo_legal(tte->move())
&& pos.pl_move_is_legal(tte->move(), pos.pinned_pieces())
&& ply < PLY_MAX
&& (!pos.is_draw<false>() || ply < 2))
{
pv.push_back(tte->move());
pos.do_move(tte->move(), *st++);
ply++;
}
pv.push_back(MOVE_NONE);
do pos.undo_move(pv[--ply]); while (ply);
}
// 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[PLY_MAX_PLUS_2], *st = state;
TTEntry* tte;
Key k;
Value v, m = VALUE_NONE;
int ply = 0;
assert(pv[0] != MOVE_NONE && pos.is_pseudo_legal(pv[0]));
do {
k = pos.get_key();
tte = TT.probe(k);
// Don't overwrite existing correct entries
if (!tte || tte->move() != pv[ply])
{
v = (pos.in_check() ? VALUE_NONE : evaluate(pos, m));
TT.store(k, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[ply], v, m);
}
pos.do_move(pv[ply], *st++);
} while (pv[++ply] != MOVE_NONE);
do pos.undo_move(pv[--ply]); while (ply);
}
} // namespace
// Little helper used by idle_loop() to check that all the slave threads of a
// split point have finished searching.
static bool all_slaves_finished(SplitPoint* sp) {
for (int i = 0; i < Threads.size(); i++)
if (sp->is_slave[i])
return false;
return true;
}
// Thread::idle_loop() is where the thread is parked when it has no work to do.
// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint object
// for which the thread is the master.
void Thread::idle_loop(SplitPoint* sp) {
while (true)
{
// If we are not searching, wait for a condition to be signaled
// instead of wasting CPU time polling for work.
while ( do_sleep
|| do_terminate
|| (Threads.use_sleeping_threads() && !is_searching))
{
assert((!sp && threadID) || Threads.use_sleeping_threads());
// Slave thread should exit as soon as do_terminate flag raises
if (do_terminate)
{
assert(!sp);
return;
}
// Grab the lock to avoid races with Thread::wake_up()
lock_grab(&sleepLock);
// If we are master and all slaves have finished don't go to sleep
if (sp && all_slaves_finished(sp))
{
lock_release(&sleepLock);
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 wake_up() call before we
// had the chance to grab the lock.
if (do_sleep || !is_searching)
cond_wait(&sleepCond, &sleepLock);
lock_release(&sleepLock);
}
// If this thread has been assigned work, launch a search
if (is_searching)
{
assert(!do_terminate);
// Copy split point position and search stack and call search()
SearchStack ss[PLY_MAX_PLUS_2];
SplitPoint* tsp = splitPoint;
Position pos(*tsp->pos, threadID);
memcpy(ss, tsp->ss - 1, 4 * sizeof(SearchStack));
(ss+1)->sp = tsp;
if (tsp->nodeType == Root)
search<SplitPointRoot>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
else if (tsp->nodeType == PV)
search<SplitPointPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
else if (tsp->nodeType == NonPV)
search<SplitPointNonPV>(pos, ss+1, tsp->alpha, tsp->beta, tsp->depth);
else
assert(false);
assert(is_searching);
is_searching = false;
// 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.use_sleeping_threads()
&& threadID != tsp->master
&& !Threads[tsp->master].is_searching)
Threads[tsp->master].wake_up();
}
// 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 (sp && all_slaves_finished(sp))
{
// Because sp->is_slave[] is reset under lock protection,
// be sure sp->lock has been released before to return.
lock_grab(&(sp->lock));
lock_release(&(sp->lock));
return;
}
}
}
// ThreadsManager::do_uci_async_cmd() processes the commands from GUI received
// by listener thread while the other threads are searching.
void ThreadsManager::do_uci_async_cmd(const std::string& cmd) {
if (cmd == "quit")
{
// Quit the program as soon as possible
Limits.ponder = false;
QuitRequest = StopRequest = true;
}
else if (cmd == "stop")
{
// Stop calculating as soon as possible, but still send the "bestmove"
// and possibly the "ponder" token when finishing the search.
Limits.ponder = false;
StopRequest = true;
}
else if (cmd == "ponderhit")
{
// The opponent has played the expected move. GUI sends "ponderhit" if
// we were told to ponder on the same move the opponent has played. We
// should continue searching but switching from pondering to normal search.
Limits.ponder = false;
if (StopOnPonderhit)
StopRequest = true;
}
}