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stockfish/src/syzygy/tbprobe.cpp

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/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)
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/>.
*/
#include <algorithm>
#include <atomic>
#include <cstdint>
#include <cstring> // For std::memset and std::memcpy
#include <deque>
#include <fstream>
#include <iostream>
#include <list>
#include <sstream>
#include <type_traits>
#include <mutex>
#include "../bitboard.h"
#include "../movegen.h"
#include "../position.h"
#include "../search.h"
#include "../types.h"
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
#include "../uci.h"
#include "tbprobe.h"
#ifndef _WIN32
#include <fcntl.h>
#include <unistd.h>
#include <sys/mman.h>
#include <sys/stat.h>
#else
#define WIN32_LEAN_AND_MEAN
#ifndef NOMINMAX
# define NOMINMAX // Disable macros min() and max()
#endif
#include <windows.h>
#endif
using namespace Stockfish::Tablebases;
int Stockfish::Tablebases::MaxCardinality;
namespace Stockfish {
namespace {
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
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constexpr int TBPIECES = 7; // Max number of supported pieces
enum { BigEndian, LittleEndian };
enum TBType { WDL, DTZ }; // Used as template parameter
// Each table has a set of flags: all of them refer to DTZ tables, the last one to WDL tables
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
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enum TBFlag { STM = 1, Mapped = 2, WinPlies = 4, LossPlies = 8, Wide = 16, SingleValue = 128 };
inline WDLScore operator-(WDLScore d) { return WDLScore(-int(d)); }
inline Square operator^(Square s, int i) { return Square(int(s) ^ i); }
const std::string PieceToChar = " PNBRQK pnbrqk";
int MapPawns[SQUARE_NB];
int MapB1H1H7[SQUARE_NB];
int MapA1D1D4[SQUARE_NB];
int MapKK[10][SQUARE_NB]; // [MapA1D1D4][SQUARE_NB]
int Binomial[6][SQUARE_NB]; // [k][n] k elements from a set of n elements
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
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int LeadPawnIdx[6][SQUARE_NB]; // [leadPawnsCnt][SQUARE_NB]
int LeadPawnsSize[6][4]; // [leadPawnsCnt][FILE_A..FILE_D]
// Comparison function to sort leading pawns in ascending MapPawns[] order
bool pawns_comp(Square i, Square j) { return MapPawns[i] < MapPawns[j]; }
int off_A1H8(Square sq) { return int(rank_of(sq)) - file_of(sq); }
constexpr Value WDL_to_value[] = {
-VALUE_MATE + MAX_PLY + 1,
VALUE_DRAW - 2,
VALUE_DRAW,
VALUE_DRAW + 2,
VALUE_MATE - MAX_PLY - 1
};
template<typename T, int Half = sizeof(T) / 2, int End = sizeof(T) - 1>
inline void swap_endian(T& x)
{
static_assert(std::is_unsigned<T>::value, "Argument of swap_endian not unsigned");
uint8_t tmp, *c = (uint8_t*)&x;
for (int i = 0; i < Half; ++i)
tmp = c[i], c[i] = c[End - i], c[End - i] = tmp;
}
template<> inline void swap_endian<uint8_t>(uint8_t&) {}
template<typename T, int LE> T number(void* addr)
{
T v;
if ((uintptr_t)addr & (alignof(T) - 1)) // Unaligned pointer (very rare)
std::memcpy(&v, addr, sizeof(T));
else
v = *((T*)addr);
if (LE != IsLittleEndian)
swap_endian(v);
return v;
}
// DTZ tables don't store valid scores for moves that reset the rule50 counter
// like captures and pawn moves but we can easily recover the correct dtz of the
// previous move if we know the position's WDL score.
int dtz_before_zeroing(WDLScore wdl) {
return wdl == WDLWin ? 1 :
wdl == WDLCursedWin ? 101 :
wdl == WDLBlessedLoss ? -101 :
wdl == WDLLoss ? -1 : 0;
}
// Return the sign of a number (-1, 0, 1)
template <typename T> int sign_of(T val) {
return (T(0) < val) - (val < T(0));
}
// Numbers in little endian used by sparseIndex[] to point into blockLength[]
struct SparseEntry {
char block[4]; // Number of block
char offset[2]; // Offset within the block
};
static_assert(sizeof(SparseEntry) == 6, "SparseEntry must be 6 bytes");
typedef uint16_t Sym; // Huffman symbol
struct LR {
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
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enum Side { Left, Right };
uint8_t lr[3]; // The first 12 bits is the left-hand symbol, the second 12
// bits is the right-hand symbol. If symbol has length 1,
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
// then the left-hand symbol is the stored value.
template<Side S>
Sym get() {
return S == Left ? ((lr[1] & 0xF) << 8) | lr[0] :
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
S == Right ? (lr[2] << 4) | (lr[1] >> 4) : (assert(false), Sym(-1));
}
};
static_assert(sizeof(LR) == 3, "LR tree entry must be 3 bytes");
// Tablebases data layout is structured as following:
//
// TBFile: memory maps/unmaps the physical .rtbw and .rtbz files
// TBTable: one object for each file with corresponding indexing information
// TBTables: has ownership of TBTable objects, keeping a list and a hash
// class TBFile memory maps/unmaps the single .rtbw and .rtbz files. Files are
// memory mapped for best performance. Files are mapped at first access: at init
// time only existence of the file is checked.
class TBFile : public std::ifstream {
std::string fname;
public:
// Look for and open the file among the Paths directories where the .rtbw
// and .rtbz files can be found. Multiple directories are separated by ";"
// on Windows and by ":" on Unix-based operating systems.
//
// Example:
// C:\tb\wdl345;C:\tb\wdl6;D:\tb\dtz345;D:\tb\dtz6
static std::string Paths;
TBFile(const std::string& f) {
#ifndef _WIN32
constexpr char SepChar = ':';
#else
constexpr char SepChar = ';';
#endif
std::stringstream ss(Paths);
std::string path;
while (std::getline(ss, path, SepChar))
{
fname = path + "/" + f;
std::ifstream::open(fname);
if (is_open())
return;
}
}
// Memory map the file and check it. File should be already open and will be
// closed after mapping.
uint8_t* map(void** baseAddress, uint64_t* mapping, TBType type) {
assert(is_open());
close(); // Need to re-open to get native file descriptor
#ifndef _WIN32
struct stat statbuf;
int fd = ::open(fname.c_str(), O_RDONLY);
if (fd == -1)
return *baseAddress = nullptr, nullptr;
fstat(fd, &statbuf);
if (statbuf.st_size % 64 != 16)
{
std::cerr << "Corrupt tablebase file " << fname << std::endl;
exit(EXIT_FAILURE);
}
*mapping = statbuf.st_size;
*baseAddress = mmap(nullptr, statbuf.st_size, PROT_READ, MAP_SHARED, fd, 0);
#if defined(MADV_RANDOM)
madvise(*baseAddress, statbuf.st_size, MADV_RANDOM);
#endif
::close(fd);
if (*baseAddress == MAP_FAILED)
{
std::cerr << "Could not mmap() " << fname << std::endl;
exit(EXIT_FAILURE);
}
#else
// Note FILE_FLAG_RANDOM_ACCESS is only a hint to Windows and as such may get ignored.
HANDLE fd = CreateFile(fname.c_str(), GENERIC_READ, FILE_SHARE_READ, nullptr,
OPEN_EXISTING, FILE_FLAG_RANDOM_ACCESS, nullptr);
if (fd == INVALID_HANDLE_VALUE)
return *baseAddress = nullptr, nullptr;
DWORD size_high;
DWORD size_low = GetFileSize(fd, &size_high);
if (size_low % 64 != 16)
{
std::cerr << "Corrupt tablebase file " << fname << std::endl;
exit(EXIT_FAILURE);
}
HANDLE mmap = CreateFileMapping(fd, nullptr, PAGE_READONLY, size_high, size_low, nullptr);
CloseHandle(fd);
if (!mmap)
{
std::cerr << "CreateFileMapping() failed" << std::endl;
exit(EXIT_FAILURE);
}
*mapping = (uint64_t)mmap;
*baseAddress = MapViewOfFile(mmap, FILE_MAP_READ, 0, 0, 0);
if (!*baseAddress)
{
std::cerr << "MapViewOfFile() failed, name = " << fname
<< ", error = " << GetLastError() << std::endl;
exit(EXIT_FAILURE);
}
#endif
uint8_t* data = (uint8_t*)*baseAddress;
constexpr uint8_t Magics[][4] = { { 0xD7, 0x66, 0x0C, 0xA5 },
{ 0x71, 0xE8, 0x23, 0x5D } };
if (memcmp(data, Magics[type == WDL], 4))
{
std::cerr << "Corrupted table in file " << fname << std::endl;
unmap(*baseAddress, *mapping);
return *baseAddress = nullptr, nullptr;
}
return data + 4; // Skip Magics's header
}
static void unmap(void* baseAddress, uint64_t mapping) {
#ifndef _WIN32
munmap(baseAddress, mapping);
#else
UnmapViewOfFile(baseAddress);
CloseHandle((HANDLE)mapping);
#endif
}
};
std::string TBFile::Paths;
// struct PairsData contains low level indexing information to access TB data.
// There are 8, 4 or 2 PairsData records for each TBTable, according to type of
// table and if positions have pawns or not. It is populated at first access.
struct PairsData {
uint8_t flags; // Table flags, see enum TBFlag
uint8_t maxSymLen; // Maximum length in bits of the Huffman symbols
uint8_t minSymLen; // Minimum length in bits of the Huffman symbols
uint32_t blocksNum; // Number of blocks in the TB file
size_t sizeofBlock; // Block size in bytes
size_t span; // About every span values there is a SparseIndex[] entry
Sym* lowestSym; // lowestSym[l] is the symbol of length l with the lowest value
LR* btree; // btree[sym] stores the left and right symbols that expand sym
uint16_t* blockLength; // Number of stored positions (minus one) for each block: 1..65536
uint32_t blockLengthSize; // Size of blockLength[] table: padded so it's bigger than blocksNum
SparseEntry* sparseIndex; // Partial indices into blockLength[]
size_t sparseIndexSize; // Size of SparseIndex[] table
uint8_t* data; // Start of Huffman compressed data
std::vector<uint64_t> base64; // base64[l - min_sym_len] is the 64bit-padded lowest symbol of length l
std::vector<uint8_t> symlen; // Number of values (-1) represented by a given Huffman symbol: 1..256
Piece pieces[TBPIECES]; // Position pieces: the order of pieces defines the groups
uint64_t groupIdx[TBPIECES+1]; // Start index used for the encoding of the group's pieces
int groupLen[TBPIECES+1]; // Number of pieces in a given group: KRKN -> (3, 1)
uint16_t map_idx[4]; // WDLWin, WDLLoss, WDLCursedWin, WDLBlessedLoss (used in DTZ)
};
// struct TBTable contains indexing information to access the corresponding TBFile.
// There are 2 types of TBTable, corresponding to a WDL or a DTZ file. TBTable
// is populated at init time but the nested PairsData records are populated at
// first access, when the corresponding file is memory mapped.
template<TBType Type>
struct TBTable {
typedef typename std::conditional<Type == WDL, WDLScore, int>::type Ret;
static constexpr int Sides = Type == WDL ? 2 : 1;
std::atomic_bool ready;
void* baseAddress;
uint8_t* map;
uint64_t mapping;
Key key;
Key key2;
int pieceCount;
bool hasPawns;
bool hasUniquePieces;
uint8_t pawnCount[2]; // [Lead color / other color]
PairsData items[Sides][4]; // [wtm / btm][FILE_A..FILE_D or 0]
PairsData* get(int stm, int f) {
return &items[stm % Sides][hasPawns ? f : 0];
}
TBTable() : ready(false), baseAddress(nullptr) {}
explicit TBTable(const std::string& code);
explicit TBTable(const TBTable<WDL>& wdl);
~TBTable() {
if (baseAddress)
TBFile::unmap(baseAddress, mapping);
}
};
template<>
TBTable<WDL>::TBTable(const std::string& code) : TBTable() {
StateInfo st;
Position pos;
key = pos.set(code, WHITE, &st).material_key();
pieceCount = pos.count<ALL_PIECES>();
hasPawns = pos.pieces(PAWN);
hasUniquePieces = false;
for (Color c : { WHITE, BLACK })
for (PieceType pt = PAWN; pt < KING; ++pt)
if (popcount(pos.pieces(c, pt)) == 1)
hasUniquePieces = true;
// Set the leading color. In case both sides have pawns the leading color
// is the side with less pawns because this leads to better compression.
bool c = !pos.count<PAWN>(BLACK)
|| ( pos.count<PAWN>(WHITE)
&& pos.count<PAWN>(BLACK) >= pos.count<PAWN>(WHITE));
pawnCount[0] = pos.count<PAWN>(c ? WHITE : BLACK);
pawnCount[1] = pos.count<PAWN>(c ? BLACK : WHITE);
key2 = pos.set(code, BLACK, &st).material_key();
}
template<>
TBTable<DTZ>::TBTable(const TBTable<WDL>& wdl) : TBTable() {
// Use the corresponding WDL table to avoid recalculating all from scratch
key = wdl.key;
key2 = wdl.key2;
pieceCount = wdl.pieceCount;
hasPawns = wdl.hasPawns;
hasUniquePieces = wdl.hasUniquePieces;
pawnCount[0] = wdl.pawnCount[0];
pawnCount[1] = wdl.pawnCount[1];
}
// class TBTables creates and keeps ownership of the TBTable objects, one for
// each TB file found. It supports a fast, hash based, table lookup. Populated
// at init time, accessed at probe time.
class TBTables {
struct Entry
{
Key key;
TBTable<WDL>* wdl;
TBTable<DTZ>* dtz;
template <TBType Type>
TBTable<Type>* get() const {
return (TBTable<Type>*)(Type == WDL ? (void*)wdl : (void*)dtz);
}
};
static constexpr int Size = 1 << 12; // 4K table, indexed by key's 12 lsb
static constexpr int Overflow = 1; // Number of elements allowed to map to the last bucket
Entry hashTable[Size + Overflow];
std::deque<TBTable<WDL>> wdlTable;
std::deque<TBTable<DTZ>> dtzTable;
void insert(Key key, TBTable<WDL>* wdl, TBTable<DTZ>* dtz) {
uint32_t homeBucket = (uint32_t)key & (Size - 1);
Entry entry{ key, wdl, dtz };
// Ensure last element is empty to avoid overflow when looking up
for (uint32_t bucket = homeBucket; bucket < Size + Overflow - 1; ++bucket) {
Key otherKey = hashTable[bucket].key;
if (otherKey == key || !hashTable[bucket].get<WDL>()) {
hashTable[bucket] = entry;
return;
}
// Robin Hood hashing: If we've probed for longer than this element,
// insert here and search for a new spot for the other element instead.
uint32_t otherHomeBucket = (uint32_t)otherKey & (Size - 1);
if (otherHomeBucket > homeBucket) {
std::swap(entry, hashTable[bucket]);
key = otherKey;
homeBucket = otherHomeBucket;
}
}
std::cerr << "TB hash table size too low!" << std::endl;
exit(EXIT_FAILURE);
}
public:
template<TBType Type>
TBTable<Type>* get(Key key) {
for (const Entry* entry = &hashTable[(uint32_t)key & (Size - 1)]; ; ++entry) {
if (entry->key == key || !entry->get<Type>())
return entry->get<Type>();
}
}
void clear() {
memset(hashTable, 0, sizeof(hashTable));
wdlTable.clear();
dtzTable.clear();
}
size_t size() const { return wdlTable.size(); }
void add(const std::vector<PieceType>& pieces);
};
TBTables TBTables;
// If the corresponding file exists two new objects TBTable<WDL> and TBTable<DTZ>
// are created and added to the lists and hash table. Called at init time.
void TBTables::add(const std::vector<PieceType>& pieces) {
std::string code;
for (PieceType pt : pieces)
code += PieceToChar[pt];
TBFile file(code.insert(code.find('K', 1), "v") + ".rtbw"); // KRK -> KRvK
if (!file.is_open()) // Only WDL file is checked
return;
file.close();
MaxCardinality = std::max((int)pieces.size(), MaxCardinality);
wdlTable.emplace_back(code);
dtzTable.emplace_back(wdlTable.back());
// Insert into the hash keys for both colors: KRvK with KR white and black
insert(wdlTable.back().key , &wdlTable.back(), &dtzTable.back());
insert(wdlTable.back().key2, &wdlTable.back(), &dtzTable.back());
}
// TB tables are compressed with canonical Huffman code. The compressed data is divided into
// blocks of size d->sizeofBlock, and each block stores a variable number of symbols.
// Each symbol represents either a WDL or a (remapped) DTZ value, or a pair of other symbols
// (recursively). If you keep expanding the symbols in a block, you end up with up to 65536
// WDL or DTZ values. Each symbol represents up to 256 values and will correspond after
// Huffman coding to at least 1 bit. So a block of 32 bytes corresponds to at most
// 32 x 8 x 256 = 65536 values. This maximum is only reached for tables that consist mostly
// of draws or mostly of wins, but such tables are actually quite common. In principle, the
// blocks in WDL tables are 64 bytes long (and will be aligned on cache lines). But for
// mostly-draw or mostly-win tables this can leave many 64-byte blocks only half-filled, so
// in such cases blocks are 32 bytes long. The blocks of DTZ tables are up to 1024 bytes long.
// The generator picks the size that leads to the smallest table. The "book" of symbols and
// Huffman codes is the same for all blocks in the table. A non-symmetric pawnless TB file
// will have one table for wtm and one for btm, a TB file with pawns will have tables per
// file a,b,c,d also in this case one set for wtm and one for btm.
int decompress_pairs(PairsData* d, uint64_t idx) {
// Special case where all table positions store the same value
if (d->flags & TBFlag::SingleValue)
return d->minSymLen;
// First we need to locate the right block that stores the value at index "idx".
// Because each block n stores blockLength[n] + 1 values, the index i of the block
// that contains the value at position idx is:
//
// for (i = -1, sum = 0; sum <= idx; i++)
// sum += blockLength[i + 1] + 1;
//
// This can be slow, so we use SparseIndex[] populated with a set of SparseEntry that
// point to known indices into blockLength[]. Namely SparseIndex[k] is a SparseEntry
// that stores the blockLength[] index and the offset within that block of the value
// with index I(k), where:
//
// I(k) = k * d->span + d->span / 2 (1)
// First step is to get the 'k' of the I(k) nearest to our idx, using definition (1)
uint32_t k = uint32_t(idx / d->span);
// Then we read the corresponding SparseIndex[] entry
uint32_t block = number<uint32_t, LittleEndian>(&d->sparseIndex[k].block);
int offset = number<uint16_t, LittleEndian>(&d->sparseIndex[k].offset);
// Now compute the difference idx - I(k). From definition of k we know that
//
// idx = k * d->span + idx % d->span (2)
//
// So from (1) and (2) we can compute idx - I(K):
int diff = idx % d->span - d->span / 2;
// Sum the above to offset to find the offset corresponding to our idx
offset += diff;
// Move to previous/next block, until we reach the correct block that contains idx,
// that is when 0 <= offset <= d->blockLength[block]
while (offset < 0)
offset += d->blockLength[--block] + 1;
while (offset > d->blockLength[block])
offset -= d->blockLength[block++] + 1;
// Finally, we find the start address of our block of canonical Huffman symbols
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
uint32_t* ptr = (uint32_t*)(d->data + ((uint64_t)block * d->sizeofBlock));
// Read the first 64 bits in our block, this is a (truncated) sequence of
// unknown number of symbols of unknown length but we know the first one
// is at the beginning of this 64 bits sequence.
uint64_t buf64 = number<uint64_t, BigEndian>(ptr); ptr += 2;
int buf64Size = 64;
Sym sym;
while (true)
{
int len = 0; // This is the symbol length - d->min_sym_len
// Now get the symbol length. For any symbol s64 of length l right-padded
// to 64 bits we know that d->base64[l-1] >= s64 >= d->base64[l] so we
// can find the symbol length iterating through base64[].
while (buf64 < d->base64[len])
++len;
// All the symbols of a given length are consecutive integers (numerical
// sequence property), so we can compute the offset of our symbol of
// length len, stored at the beginning of buf64.
sym = Sym((buf64 - d->base64[len]) >> (64 - len - d->minSymLen));
// Now add the value of the lowest symbol of length len to get our symbol
sym += number<Sym, LittleEndian>(&d->lowestSym[len]);
// If our offset is within the number of values represented by symbol sym
// we are done...
if (offset < d->symlen[sym] + 1)
break;
// ...otherwise update the offset and continue to iterate
offset -= d->symlen[sym] + 1;
len += d->minSymLen; // Get the real length
buf64 <<= len; // Consume the just processed symbol
buf64Size -= len;
if (buf64Size <= 32) { // Refill the buffer
buf64Size += 32;
buf64 |= (uint64_t)number<uint32_t, BigEndian>(ptr++) << (64 - buf64Size);
}
}
// Ok, now we have our symbol that expands into d->symlen[sym] + 1 symbols.
// We binary-search for our value recursively expanding into the left and
// right child symbols until we reach a leaf node where symlen[sym] + 1 == 1
// that will store the value we need.
while (d->symlen[sym])
{
Sym left = d->btree[sym].get<LR::Left>();
// If a symbol contains 36 sub-symbols (d->symlen[sym] + 1 = 36) and
// expands in a pair (d->symlen[left] = 23, d->symlen[right] = 11), then
// we know that, for instance the ten-th value (offset = 10) will be on
// the left side because in Recursive Pairing child symbols are adjacent.
if (offset < d->symlen[left] + 1)
sym = left;
else {
offset -= d->symlen[left] + 1;
sym = d->btree[sym].get<LR::Right>();
}
}
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
return d->btree[sym].get<LR::Left>();
}
bool check_dtz_stm(TBTable<WDL>*, int, File) { return true; }
bool check_dtz_stm(TBTable<DTZ>* entry, int stm, File f) {
auto flags = entry->get(stm, f)->flags;
return (flags & TBFlag::STM) == stm
|| ((entry->key == entry->key2) && !entry->hasPawns);
}
// DTZ scores are sorted by frequency of occurrence and then assigned the
// values 0, 1, 2, ... in order of decreasing frequency. This is done for each
// of the four WDLScore values. The mapping information necessary to reconstruct
// the original values is stored in the TB file and read during map[] init.
WDLScore map_score(TBTable<WDL>*, File, int value, WDLScore) { return WDLScore(value - 2); }
int map_score(TBTable<DTZ>* entry, File f, int value, WDLScore wdl) {
constexpr int WDLMap[] = { 1, 3, 0, 2, 0 };
auto flags = entry->get(0, f)->flags;
uint8_t* map = entry->map;
uint16_t* idx = entry->get(0, f)->map_idx;
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
if (flags & TBFlag::Mapped) {
if (flags & TBFlag::Wide)
value = ((uint16_t *)map)[idx[WDLMap[wdl + 2]] + value];
else
value = map[idx[WDLMap[wdl + 2]] + value];
}
// DTZ tables store distance to zero in number of moves or plies. We
// want to return plies, so we have convert to plies when needed.
if ( (wdl == WDLWin && !(flags & TBFlag::WinPlies))
|| (wdl == WDLLoss && !(flags & TBFlag::LossPlies))
|| wdl == WDLCursedWin
|| wdl == WDLBlessedLoss)
value *= 2;
return value + 1;
}
// Compute a unique index out of a position and use it to probe the TB file. To
// encode k pieces of same type and color, first sort the pieces by square in
// ascending order s1 <= s2 <= ... <= sk then compute the unique index as:
//
// idx = Binomial[1][s1] + Binomial[2][s2] + ... + Binomial[k][sk]
//
template<typename T, typename Ret = typename T::Ret>
Ret do_probe_table(const Position& pos, T* entry, WDLScore wdl, ProbeState* result) {
Square squares[TBPIECES];
Piece pieces[TBPIECES];
uint64_t idx;
int next = 0, size = 0, leadPawnsCnt = 0;
PairsData* d;
Bitboard b, leadPawns = 0;
File tbFile = FILE_A;
// A given TB entry like KRK has associated two material keys: KRvk and Kvkr.
// If both sides have the same pieces keys are equal. In this case TB tables
// only store the 'white to move' case, so if the position to lookup has black
// to move, we need to switch the color and flip the squares before to lookup.
bool symmetricBlackToMove = (entry->key == entry->key2 && pos.side_to_move());
// TB files are calculated for white as stronger side. For instance we have
// KRvK, not KvKR. A position where stronger side is white will have its
// material key == entry->key, otherwise we have to switch the color and
// flip the squares before to lookup.
bool blackStronger = (pos.material_key() != entry->key);
int flipColor = (symmetricBlackToMove || blackStronger) * 8;
int flipSquares = (symmetricBlackToMove || blackStronger) * 56;
int stm = (symmetricBlackToMove || blackStronger) ^ pos.side_to_move();
// For pawns, TB files store 4 separate tables according if leading pawn is on
// file a, b, c or d after reordering. The leading pawn is the one with maximum
// MapPawns[] value, that is the one most toward the edges and with lowest rank.
if (entry->hasPawns) {
// In all the 4 tables, pawns are at the beginning of the piece sequence and
// their color is the reference one. So we just pick the first one.
Piece pc = Piece(entry->get(0, 0)->pieces[0] ^ flipColor);
assert(type_of(pc) == PAWN);
leadPawns = b = pos.pieces(color_of(pc), PAWN);
do
squares[size++] = pop_lsb(b) ^ flipSquares;
while (b);
leadPawnsCnt = size;
std::swap(squares[0], *std::max_element(squares, squares + leadPawnsCnt, pawns_comp));
tbFile = File(edge_distance(file_of(squares[0])));
}
// DTZ tables are one-sided, i.e. they store positions only for white to
// move or only for black to move, so check for side to move to be stm,
// early exit otherwise.
if (!check_dtz_stm(entry, stm, tbFile))
return *result = CHANGE_STM, Ret();
// Now we are ready to get all the position pieces (but the lead pawns) and
// directly map them to the correct color and square.
b = pos.pieces() ^ leadPawns;
do {
Square s = pop_lsb(b);
squares[size] = s ^ flipSquares;
pieces[size++] = Piece(pos.piece_on(s) ^ flipColor);
} while (b);
assert(size >= 2);
d = entry->get(stm, tbFile);
// Then we reorder the pieces to have the same sequence as the one stored
// in pieces[i]: the sequence that ensures the best compression.
for (int i = leadPawnsCnt; i < size - 1; ++i)
for (int j = i + 1; j < size; ++j)
if (d->pieces[i] == pieces[j])
{
std::swap(pieces[i], pieces[j]);
std::swap(squares[i], squares[j]);
break;
}
// Now we map again the squares so that the square of the lead piece is in
// the triangle A1-D1-D4.
if (file_of(squares[0]) > FILE_D)
for (int i = 0; i < size; ++i)
squares[i] = flip_file(squares[i]);
// Encode leading pawns starting with the one with minimum MapPawns[] and
// proceeding in ascending order.
if (entry->hasPawns) {
idx = LeadPawnIdx[leadPawnsCnt][squares[0]];
std::stable_sort(squares + 1, squares + leadPawnsCnt, pawns_comp);
for (int i = 1; i < leadPawnsCnt; ++i)
idx += Binomial[i][MapPawns[squares[i]]];
goto encode_remaining; // With pawns we have finished special treatments
}
// In positions withouth pawns, we further flip the squares to ensure leading
// piece is below RANK_5.
if (rank_of(squares[0]) > RANK_4)
for (int i = 0; i < size; ++i)
squares[i] = flip_rank(squares[i]);
// Look for the first piece of the leading group not on the A1-D4 diagonal
// and ensure it is mapped below the diagonal.
for (int i = 0; i < d->groupLen[0]; ++i) {
if (!off_A1H8(squares[i]))
continue;
if (off_A1H8(squares[i]) > 0) // A1-H8 diagonal flip: SQ_A3 -> SQ_C1
for (int j = i; j < size; ++j)
squares[j] = Square(((squares[j] >> 3) | (squares[j] << 3)) & 63);
break;
}
// Encode the leading group.
//
// Suppose we have KRvK. Let's say the pieces are on square numbers wK, wR
// and bK (each 0...63). The simplest way to map this position to an index
// is like this:
//
// index = wK * 64 * 64 + wR * 64 + bK;
//
// But this way the TB is going to have 64*64*64 = 262144 positions, with
// lots of positions being equivalent (because they are mirrors of each
// other) and lots of positions being invalid (two pieces on one square,
// adjacent kings, etc.).
// Usually the first step is to take the wK and bK together. There are just
// 462 ways legal and not-mirrored ways to place the wK and bK on the board.
// Once we have placed the wK and bK, there are 62 squares left for the wR
// Mapping its square from 0..63 to available squares 0..61 can be done like:
//
// wR -= (wR > wK) + (wR > bK);
//
// In words: if wR "comes later" than wK, we deduct 1, and the same if wR
// "comes later" than bK. In case of two same pieces like KRRvK we want to
// place the two Rs "together". If we have 62 squares left, we can place two
// Rs "together" in 62 * 61 / 2 ways (we divide by 2 because rooks can be
// swapped and still get the same position.)
//
// In case we have at least 3 unique pieces (inlcuded kings) we encode them
// together.
if (entry->hasUniquePieces) {
int adjust1 = squares[1] > squares[0];
int adjust2 = (squares[2] > squares[0]) + (squares[2] > squares[1]);
// First piece is below a1-h8 diagonal. MapA1D1D4[] maps the b1-d1-d3
// triangle to 0...5. There are 63 squares for second piece and and 62
// (mapped to 0...61) for the third.
if (off_A1H8(squares[0]))
idx = ( MapA1D1D4[squares[0]] * 63
+ (squares[1] - adjust1)) * 62
+ squares[2] - adjust2;
// First piece is on a1-h8 diagonal, second below: map this occurence to
// 6 to differentiate from the above case, rank_of() maps a1-d4 diagonal
// to 0...3 and finally MapB1H1H7[] maps the b1-h1-h7 triangle to 0..27.
else if (off_A1H8(squares[1]))
idx = ( 6 * 63 + rank_of(squares[0]) * 28
+ MapB1H1H7[squares[1]]) * 62
+ squares[2] - adjust2;
// First two pieces are on a1-h8 diagonal, third below
else if (off_A1H8(squares[2]))
idx = 6 * 63 * 62 + 4 * 28 * 62
+ rank_of(squares[0]) * 7 * 28
+ (rank_of(squares[1]) - adjust1) * 28
+ MapB1H1H7[squares[2]];
// All 3 pieces on the diagonal a1-h8
else
idx = 6 * 63 * 62 + 4 * 28 * 62 + 4 * 7 * 28
+ rank_of(squares[0]) * 7 * 6
+ (rank_of(squares[1]) - adjust1) * 6
+ (rank_of(squares[2]) - adjust2);
} else
// We don't have at least 3 unique pieces, like in KRRvKBB, just map
// the kings.
idx = MapKK[MapA1D1D4[squares[0]]][squares[1]];
encode_remaining:
idx *= d->groupIdx[0];
Square* groupSq = squares + d->groupLen[0];
// Encode remainig pawns then pieces according to square, in ascending order
bool remainingPawns = entry->hasPawns && entry->pawnCount[1];
while (d->groupLen[++next])
{
std::stable_sort(groupSq, groupSq + d->groupLen[next]);
uint64_t n = 0;
// Map down a square if "comes later" than a square in the previous
// groups (similar to what done earlier for leading group pieces).
for (int i = 0; i < d->groupLen[next]; ++i)
{
auto f = [&](Square s) { return groupSq[i] > s; };
auto adjust = std::count_if(squares, groupSq, f);
n += Binomial[i + 1][groupSq[i] - adjust - 8 * remainingPawns];
}
remainingPawns = false;
idx += n * d->groupIdx[next];
groupSq += d->groupLen[next];
}
// Now that we have the index, decompress the pair and get the score
return map_score(entry, tbFile, decompress_pairs(d, idx), wdl);
}
// Group together pieces that will be encoded together. The general rule is that
// a group contains pieces of same type and color. The exception is the leading
// group that, in case of positions withouth pawns, can be formed by 3 different
// pieces (default) or by the king pair when there is not a unique piece apart
// from the kings. When there are pawns, pawns are always first in pieces[].
//
// As example KRKN -> KRK + N, KNNK -> KK + NN, KPPKP -> P + PP + K + K
//
// The actual grouping depends on the TB generator and can be inferred from the
// sequence of pieces in piece[] array.
template<typename T>
void set_groups(T& e, PairsData* d, int order[], File f) {
int n = 0, firstLen = e.hasPawns ? 0 : e.hasUniquePieces ? 3 : 2;
d->groupLen[n] = 1;
// Number of pieces per group is stored in groupLen[], for instance in KRKN
// the encoder will default on '111', so groupLen[] will be (3, 1).
for (int i = 1; i < e.pieceCount; ++i)
if (--firstLen > 0 || d->pieces[i] == d->pieces[i - 1])
d->groupLen[n]++;
else
d->groupLen[++n] = 1;
d->groupLen[++n] = 0; // Zero-terminated
// The sequence in pieces[] defines the groups, but not the order in which
// they are encoded. If the pieces in a group g can be combined on the board
// in N(g) different ways, then the position encoding will be of the form:
//
// g1 * N(g2) * N(g3) + g2 * N(g3) + g3
//
// This ensures unique encoding for the whole position. The order of the
// groups is a per-table parameter and could not follow the canonical leading
// pawns/pieces -> remainig pawns -> remaining pieces. In particular the
// first group is at order[0] position and the remaining pawns, when present,
// are at order[1] position.
bool pp = e.hasPawns && e.pawnCount[1]; // Pawns on both sides
int next = pp ? 2 : 1;
int freeSquares = 64 - d->groupLen[0] - (pp ? d->groupLen[1] : 0);
uint64_t idx = 1;
for (int k = 0; next < n || k == order[0] || k == order[1]; ++k)
if (k == order[0]) // Leading pawns or pieces
{
d->groupIdx[0] = idx;
idx *= e.hasPawns ? LeadPawnsSize[d->groupLen[0]][f]
: e.hasUniquePieces ? 31332 : 462;
}
else if (k == order[1]) // Remaining pawns
{
d->groupIdx[1] = idx;
idx *= Binomial[d->groupLen[1]][48 - d->groupLen[0]];
}
else // Remainig pieces
{
d->groupIdx[next] = idx;
idx *= Binomial[d->groupLen[next]][freeSquares];
freeSquares -= d->groupLen[next++];
}
d->groupIdx[n] = idx;
}
// In Recursive Pairing each symbol represents a pair of childern symbols. So
// read d->btree[] symbols data and expand each one in his left and right child
// symbol until reaching the leafs that represent the symbol value.
uint8_t set_symlen(PairsData* d, Sym s, std::vector<bool>& visited) {
visited[s] = true; // We can set it now because tree is acyclic
Sym sr = d->btree[s].get<LR::Right>();
if (sr == 0xFFF)
return 0;
Sym sl = d->btree[s].get<LR::Left>();
if (!visited[sl])
d->symlen[sl] = set_symlen(d, sl, visited);
if (!visited[sr])
d->symlen[sr] = set_symlen(d, sr, visited);
return d->symlen[sl] + d->symlen[sr] + 1;
}
uint8_t* set_sizes(PairsData* d, uint8_t* data) {
d->flags = *data++;
if (d->flags & TBFlag::SingleValue) {
d->blocksNum = d->blockLengthSize = 0;
d->span = d->sparseIndexSize = 0; // Broken MSVC zero-init
d->minSymLen = *data++; // Here we store the single value
return data;
}
// groupLen[] is a zero-terminated list of group lengths, the last groupIdx[]
// element stores the biggest index that is the tb size.
uint64_t tbSize = d->groupIdx[std::find(d->groupLen, d->groupLen + 7, 0) - d->groupLen];
d->sizeofBlock = 1ULL << *data++;
d->span = 1ULL << *data++;
d->sparseIndexSize = size_t((tbSize + d->span - 1) / d->span); // Round up
auto padding = number<uint8_t, LittleEndian>(data++);
d->blocksNum = number<uint32_t, LittleEndian>(data); data += sizeof(uint32_t);
d->blockLengthSize = d->blocksNum + padding; // Padded to ensure SparseIndex[]
// does not point out of range.
d->maxSymLen = *data++;
d->minSymLen = *data++;
d->lowestSym = (Sym*)data;
d->base64.resize(d->maxSymLen - d->minSymLen + 1);
// The canonical code is ordered such that longer symbols (in terms of
// the number of bits of their Huffman code) have lower numeric value,
// so that d->lowestSym[i] >= d->lowestSym[i+1] (when read as LittleEndian).
// Starting from this we compute a base64[] table indexed by symbol length
// and containing 64 bit values so that d->base64[i] >= d->base64[i+1].
// See https://en.wikipedia.org/wiki/Huffman_coding
for (int i = d->base64.size() - 2; i >= 0; --i) {
d->base64[i] = (d->base64[i + 1] + number<Sym, LittleEndian>(&d->lowestSym[i])
- number<Sym, LittleEndian>(&d->lowestSym[i + 1])) / 2;
assert(d->base64[i] * 2 >= d->base64[i+1]);
}
// Now left-shift by an amount so that d->base64[i] gets shifted 1 bit more
// than d->base64[i+1] and given the above assert condition, we ensure that
// d->base64[i] >= d->base64[i+1]. Moreover for any symbol s64 of length i
// and right-padded to 64 bits holds d->base64[i-1] >= s64 >= d->base64[i].
for (size_t i = 0; i < d->base64.size(); ++i)
d->base64[i] <<= 64 - i - d->minSymLen; // Right-padding to 64 bits
data += d->base64.size() * sizeof(Sym);
d->symlen.resize(number<uint16_t, LittleEndian>(data)); data += sizeof(uint16_t);
d->btree = (LR*)data;
// The compression scheme used is "Recursive Pairing", that replaces the most
// frequent adjacent pair of symbols in the source message by a new symbol,
// reevaluating the frequencies of all of the symbol pairs with respect to
// the extended alphabet, and then repeating the process.
// See http://www.larsson.dogma.net/dcc99.pdf
std::vector<bool> visited(d->symlen.size());
for (Sym sym = 0; sym < d->symlen.size(); ++sym)
if (!visited[sym])
d->symlen[sym] = set_symlen(d, sym, visited);
return data + d->symlen.size() * sizeof(LR) + (d->symlen.size() & 1);
}
uint8_t* set_dtz_map(TBTable<WDL>&, uint8_t* data, File) { return data; }
uint8_t* set_dtz_map(TBTable<DTZ>& e, uint8_t* data, File maxFile) {
e.map = data;
for (File f = FILE_A; f <= maxFile; ++f) {
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
auto flags = e.get(0, f)->flags;
if (flags & TBFlag::Mapped) {
if (flags & TBFlag::Wide) {
data += (uintptr_t)data & 1; // Word alignment, we may have a mixed table
for (int i = 0; i < 4; ++i) { // Sequence like 3,x,x,x,1,x,0,2,x,x
e.get(0, f)->map_idx[i] = (uint16_t)((uint16_t *)data - (uint16_t *)e.map + 1);
data += 2 * number<uint16_t, LittleEndian>(data) + 2;
}
}
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
else {
for (int i = 0; i < 4; ++i) {
e.get(0, f)->map_idx[i] = (uint16_t)(data - e.map + 1);
data += *data + 1;
}
}
}
}
return data += (uintptr_t)data & 1; // Word alignment
}
// Populate entry's PairsData records with data from the just memory mapped file.
// Called at first access.
template<typename T>
void set(T& e, uint8_t* data) {
PairsData* d;
enum { Split = 1, HasPawns = 2 };
assert(e.hasPawns == bool(*data & HasPawns));
assert((e.key != e.key2) == bool(*data & Split));
data++; // First byte stores flags
const int sides = T::Sides == 2 && (e.key != e.key2) ? 2 : 1;
const File maxFile = e.hasPawns ? FILE_D : FILE_A;
bool pp = e.hasPawns && e.pawnCount[1]; // Pawns on both sides
assert(!pp || e.pawnCount[0]);
for (File f = FILE_A; f <= maxFile; ++f) {
for (int i = 0; i < sides; i++)
*e.get(i, f) = PairsData();
int order[][2] = { { *data & 0xF, pp ? *(data + 1) & 0xF : 0xF },
{ *data >> 4, pp ? *(data + 1) >> 4 : 0xF } };
data += 1 + pp;
for (int k = 0; k < e.pieceCount; ++k, ++data)
for (int i = 0; i < sides; i++)
e.get(i, f)->pieces[k] = Piece(i ? *data >> 4 : *data & 0xF);
for (int i = 0; i < sides; ++i)
set_groups(e, e.get(i, f), order[i], f);
}
data += (uintptr_t)data & 1; // Word alignment
for (File f = FILE_A; f <= maxFile; ++f)
for (int i = 0; i < sides; i++)
data = set_sizes(e.get(i, f), data);
data = set_dtz_map(e, data, maxFile);
for (File f = FILE_A; f <= maxFile; ++f)
for (int i = 0; i < sides; i++) {
(d = e.get(i, f))->sparseIndex = (SparseEntry*)data;
data += d->sparseIndexSize * sizeof(SparseEntry);
}
for (File f = FILE_A; f <= maxFile; ++f)
for (int i = 0; i < sides; i++) {
(d = e.get(i, f))->blockLength = (uint16_t*)data;
data += d->blockLengthSize * sizeof(uint16_t);
}
for (File f = FILE_A; f <= maxFile; ++f)
for (int i = 0; i < sides; i++) {
data = (uint8_t*)(((uintptr_t)data + 0x3F) & ~0x3F); // 64 byte alignment
(d = e.get(i, f))->data = data;
data += d->blocksNum * d->sizeofBlock;
}
}
// If the TB file corresponding to the given position is already memory mapped
// then return its base address, otherwise try to memory map and init it. Called
// at every probe, memory map and init only at first access. Function is thread
// safe and can be called concurrently.
template<TBType Type>
void* mapped(TBTable<Type>& e, const Position& pos) {
static std::mutex mutex;
// Use 'acquire' to avoid a thread reading 'ready' == true while
// another is still working. (compiler reordering may cause this).
if (e.ready.load(std::memory_order_acquire))
return e.baseAddress; // Could be nullptr if file does not exist
std::scoped_lock<std::mutex> lk(mutex);
if (e.ready.load(std::memory_order_relaxed)) // Recheck under lock
return e.baseAddress;
// Pieces strings in decreasing order for each color, like ("KPP","KR")
std::string fname, w, b;
for (PieceType pt = KING; pt >= PAWN; --pt) {
w += std::string(popcount(pos.pieces(WHITE, pt)), PieceToChar[pt]);
b += std::string(popcount(pos.pieces(BLACK, pt)), PieceToChar[pt]);
}
fname = (e.key == pos.material_key() ? w + 'v' + b : b + 'v' + w)
+ (Type == WDL ? ".rtbw" : ".rtbz");
uint8_t* data = TBFile(fname).map(&e.baseAddress, &e.mapping, Type);
if (data)
set(e, data);
e.ready.store(true, std::memory_order_release);
return e.baseAddress;
}
template<TBType Type, typename Ret = typename TBTable<Type>::Ret>
Ret probe_table(const Position& pos, ProbeState* result, WDLScore wdl = WDLDraw) {
if (pos.count<ALL_PIECES>() == 2) // KvK
return Ret(WDLDraw);
TBTable<Type>* entry = TBTables.get<Type>(pos.material_key());
if (!entry || !mapped(*entry, pos))
return *result = FAIL, Ret();
return do_probe_table(pos, entry, wdl, result);
}
// For a position where the side to move has a winning capture it is not necessary
// to store a winning value so the generator treats such positions as "don't cares"
// and tries to assign to it a value that improves the compression ratio. Similarly,
// if the side to move has a drawing capture, then the position is at least drawn.
// If the position is won, then the TB needs to store a win value. But if the
// position is drawn, the TB may store a loss value if that is better for compression.
// All of this means that during probing, the engine must look at captures and probe
// their results and must probe the position itself. The "best" result of these
// probes is the correct result for the position.
// DTZ tables do not store values when a following move is a zeroing winning move
// (winning capture or winning pawn move). Also DTZ store wrong values for positions
// where the best move is an ep-move (even if losing). So in all these cases set
// the state to ZEROING_BEST_MOVE.
template<bool CheckZeroingMoves>
WDLScore search(Position& pos, ProbeState* result) {
WDLScore value, bestValue = WDLLoss;
StateInfo st;
auto moveList = MoveList<LEGAL>(pos);
size_t totalCount = moveList.size(), moveCount = 0;
for (const Move move : moveList)
{
if ( !pos.capture(move)
&& (!CheckZeroingMoves || type_of(pos.moved_piece(move)) != PAWN))
continue;
moveCount++;
pos.do_move(move, st);
value = -search<false>(pos, result);
pos.undo_move(move);
if (*result == FAIL)
return WDLDraw;
if (value > bestValue)
{
bestValue = value;
if (value >= WDLWin)
{
*result = ZEROING_BEST_MOVE; // Winning DTZ-zeroing move
return value;
}
}
}
// In case we have already searched all the legal moves we don't have to probe
// the TB because the stored score could be wrong. For instance TB tables
// do not contain information on position with ep rights, so in this case
// the result of probe_wdl_table is wrong. Also in case of only capture
// moves, for instance here 4K3/4q3/6p1/2k5/6p1/8/8/8 w - - 0 7, we have to
// return with ZEROING_BEST_MOVE set.
bool noMoreMoves = (moveCount && moveCount == totalCount);
if (noMoreMoves)
value = bestValue;
else
{
value = probe_table<WDL>(pos, result);
if (*result == FAIL)
return WDLDraw;
}
// DTZ stores a "don't care" value if bestValue is a win
if (bestValue >= value)
return *result = ( bestValue > WDLDraw
|| noMoreMoves ? ZEROING_BEST_MOVE : OK), bestValue;
return *result = OK, value;
}
} // namespace
/// Tablebases::init() is called at startup and after every change to
/// "SyzygyPath" UCI option to (re)create the various tables. It is not thread
/// safe, nor it needs to be.
void Tablebases::init(const std::string& paths) {
TBTables.clear();
MaxCardinality = 0;
TBFile::Paths = paths;
if (paths.empty() || paths == "<empty>")
return;
// MapB1H1H7[] encodes a square below a1-h8 diagonal to 0..27
int code = 0;
for (Square s = SQ_A1; s <= SQ_H8; ++s)
if (off_A1H8(s) < 0)
MapB1H1H7[s] = code++;
// MapA1D1D4[] encodes a square in the a1-d1-d4 triangle to 0..9
std::vector<Square> diagonal;
code = 0;
for (Square s = SQ_A1; s <= SQ_D4; ++s)
if (off_A1H8(s) < 0 && file_of(s) <= FILE_D)
MapA1D1D4[s] = code++;
else if (!off_A1H8(s) && file_of(s) <= FILE_D)
diagonal.push_back(s);
// Diagonal squares are encoded as last ones
for (auto s : diagonal)
MapA1D1D4[s] = code++;
// MapKK[] encodes all the 461 possible legal positions of two kings where
// the first is in the a1-d1-d4 triangle. If the first king is on the a1-d4
// diagonal, the other one shall not to be above the a1-h8 diagonal.
std::vector<std::pair<int, Square>> bothOnDiagonal;
code = 0;
for (int idx = 0; idx < 10; idx++)
for (Square s1 = SQ_A1; s1 <= SQ_D4; ++s1)
if (MapA1D1D4[s1] == idx && (idx || s1 == SQ_B1)) // SQ_B1 is mapped to 0
{
for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2)
if ((PseudoAttacks[KING][s1] | s1) & s2)
continue; // Illegal position
else if (!off_A1H8(s1) && off_A1H8(s2) > 0)
continue; // First on diagonal, second above
else if (!off_A1H8(s1) && !off_A1H8(s2))
bothOnDiagonal.emplace_back(idx, s2);
else
MapKK[idx][s2] = code++;
}
// Legal positions with both kings on diagonal are encoded as last ones
for (auto p : bothOnDiagonal)
MapKK[p.first][p.second] = code++;
// Binomial[] stores the Binomial Coefficents using Pascal rule. There
// are Binomial[k][n] ways to choose k elements from a set of n elements.
Binomial[0][0] = 1;
for (int n = 1; n < 64; n++) // Squares
for (int k = 0; k < 6 && k <= n; ++k) // Pieces
Binomial[k][n] = (k > 0 ? Binomial[k - 1][n - 1] : 0)
+ (k < n ? Binomial[k ][n - 1] : 0);
// MapPawns[s] encodes squares a2-h7 to 0..47. This is the number of possible
// available squares when the leading one is in 's'. Moreover the pawn with
// highest MapPawns[] is the leading pawn, the one nearest the edge and,
// among pawns with same file, the one with lowest rank.
int availableSquares = 47; // Available squares when lead pawn is in a2
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
// Init the tables for the encoding of leading pawns group: with 7-men TB we
// can have up to 5 leading pawns (KPPPPPK).
for (int leadPawnsCnt = 1; leadPawnsCnt <= 5; ++leadPawnsCnt)
for (File f = FILE_A; f <= FILE_D; ++f)
{
// Restart the index at every file because TB table is splitted
// by file, so we can reuse the same index for different files.
int idx = 0;
// Sum all possible combinations for a given file, starting with
// the leading pawn on rank 2 and increasing the rank.
for (Rank r = RANK_2; r <= RANK_7; ++r)
{
Square sq = make_square(f, r);
// Compute MapPawns[] at first pass.
// If sq is the leading pawn square, any other pawn cannot be
// below or more toward the edge of sq. There are 47 available
// squares when sq = a2 and reduced by 2 for any rank increase
// due to mirroring: sq == a3 -> no a2, h2, so MapPawns[a3] = 45
if (leadPawnsCnt == 1)
{
MapPawns[sq] = availableSquares--;
MapPawns[flip_file(sq)] = availableSquares--;
}
LeadPawnIdx[leadPawnsCnt][sq] = idx;
idx += Binomial[leadPawnsCnt - 1][MapPawns[sq]];
}
// After a file is traversed, store the cumulated per-file index
LeadPawnsSize[leadPawnsCnt][f] = idx;
}
// Add entries in TB tables if the corresponding ".rtbw" file exists
for (PieceType p1 = PAWN; p1 < KING; ++p1) {
TBTables.add({KING, p1, KING});
for (PieceType p2 = PAWN; p2 <= p1; ++p2) {
TBTables.add({KING, p1, p2, KING});
TBTables.add({KING, p1, KING, p2});
for (PieceType p3 = PAWN; p3 < KING; ++p3)
TBTables.add({KING, p1, p2, KING, p3});
for (PieceType p3 = PAWN; p3 <= p2; ++p3) {
TBTables.add({KING, p1, p2, p3, KING});
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
for (PieceType p4 = PAWN; p4 <= p3; ++p4) {
TBTables.add({KING, p1, p2, p3, p4, KING});
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
for (PieceType p5 = PAWN; p5 <= p4; ++p5)
TBTables.add({KING, p1, p2, p3, p4, p5, KING});
for (PieceType p5 = PAWN; p5 < KING; ++p5)
TBTables.add({KING, p1, p2, p3, p4, KING, p5});
}
for (PieceType p4 = PAWN; p4 < KING; ++p4) {
TBTables.add({KING, p1, p2, p3, KING, p4});
7-pieces Syzygy tablebase support This is the first patch teaching Stockfish how to use the 7-pieces Syzygy tablebase currently calculated by Bujun Guo (@noobpwnftw) and Ronald de Man (@syzygy1). The 7-pieces database are so big that they required a change in the internal format of the files (technically, some DTZ values are 16 bits long, so this had to be stored as wide integers in the Huffman tree). Here are the estimated file size for the 7-pieces Syzygy files, compared to the 151G of the 6-pieces Syzygy: ``` 7.1T ./7men_testing/4v3_pawnful (ongoing, 120 of 325 sets remaining) 2.4T ./7men_testing/4v3_pawnless 2.3T ./7men_testing/5v2_pawnful 660G ./7men_testing/5v2_pawnless 117G ./7men_testing/6v1_pawnful 87G ./7men_testing/6v1_pawnless ``` Some pointers to download or recalculate the tables: Location of original files, by Bujun Guo: ftp://ftp.chessdb.cn/pub/syzygy/ Mirrors: http://tablebase.sesse.net/ (partial) http://tablebase.lichess.ovh/tables/standard/7/ Generator code: https://github.com/syzygy1/tb/ Closes https://github.com/official-stockfish/Stockfish/pull/1707 Bench: 5591925 (No functional change if SyzygyTB is not used) ---------------------- Comment by Leonardo Ljubičić (@DragonMist) This is an amazing achievement, generating and being able to use 7 men syzygy on the fly. Thank you for your efforts @noobpwnftw !! Looking forward how this will work in real life, and expecting some trade off between gaining perfect play and slow disc Access, but once the disc speed and space is not a problem, I expect 7 men to yield something like 30 elo at least. ----------------------- Comment by Michael Byrne (@MichaelB7) This definitely has a bright future. I turned off the 50 move rule (ala ICCF new rules) for the following position: `[d]8/8/1b6/8/4N2r/1k6/7B/R1K5 w - - 0 1` This position is a 451 ply win for white (sans the 50 move rule, this position was identified by the generator as the longest cursed win for white in KRBN v KRB). Now Stockfish finds it instantly (as it should), nice work 👊👍 . ``` dep score nodes time 7 +132.79 4339 0:00.00 Rb1+ Kc4 Nd6+ Kc5 Bg1+ Kxd6 Rxb6+ Kc7 Be3 Rh2 Bd4 6 +132.79 1652 0:00.00 Rb1+ Kc4 Nd2+ Kd5 Rxb6 Rxh2 Nf3 Rf2 5 +132.79 589 0:00.00 Rb1+ Kc4 Rxb6 Rxh2 Nf6 Rh1+ Kb2 4 +132.79 308 0:00.00 Rb1+ Kc4 Nd6+ Kc3 Rxb6 Rxh2 3 +132.79 88 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 Ra4+ Kxc3 Rxh4 2 +132.79 54 0:00.00 Rb1+ Ka4 Nc3+ Ka5 Ra1+ Kb4 1 +132.7 ```
2018-07-26 13:18:04 -06:00
for (PieceType p5 = PAWN; p5 <= p4; ++p5)
TBTables.add({KING, p1, p2, p3, KING, p4, p5});
}
}
for (PieceType p3 = PAWN; p3 <= p1; ++p3)
for (PieceType p4 = PAWN; p4 <= (p1 == p3 ? p2 : p3); ++p4)
TBTables.add({KING, p1, p2, KING, p3, p4});
}
}
sync_cout << "info string Found " << TBTables.size() << " tablebases" << sync_endl;
}
// Probe the WDL table for a particular position.
// If *result != FAIL, the probe was successful.
// The return value is from the point of view of the side to move:
// -2 : loss
// -1 : loss, but draw under 50-move rule
// 0 : draw
// 1 : win, but draw under 50-move rule
// 2 : win
WDLScore Tablebases::probe_wdl(Position& pos, ProbeState* result) {
*result = OK;
return search<false>(pos, result);
}
// Probe the DTZ table for a particular position.
// If *result != FAIL, the probe was successful.
// The return value is from the point of view of the side to move:
// n < -100 : loss, but draw under 50-move rule
// -100 <= n < -1 : loss in n ply (assuming 50-move counter == 0)
// -1 : loss, the side to move is mated
// 0 : draw
// 1 < n <= 100 : win in n ply (assuming 50-move counter == 0)
// 100 < n : win, but draw under 50-move rule
//
// The return value n can be off by 1: a return value -n can mean a loss
// in n+1 ply and a return value +n can mean a win in n+1 ply. This
// cannot happen for tables with positions exactly on the "edge" of
// the 50-move rule.
//
// This implies that if dtz > 0 is returned, the position is certainly
// a win if dtz + 50-move-counter <= 99. Care must be taken that the engine
// picks moves that preserve dtz + 50-move-counter <= 99.
//
// If n = 100 immediately after a capture or pawn move, then the position
// is also certainly a win, and during the whole phase until the next
// capture or pawn move, the inequality to be preserved is
// dtz + 50-move-counter <= 100.
//
// In short, if a move is available resulting in dtz + 50-move-counter <= 99,
// then do not accept moves leading to dtz + 50-move-counter == 100.
int Tablebases::probe_dtz(Position& pos, ProbeState* result) {
*result = OK;
WDLScore wdl = search<true>(pos, result);
if (*result == FAIL || wdl == WDLDraw) // DTZ tables don't store draws
return 0;
// DTZ stores a 'don't care' value in this case, or even a plain wrong
// one as in case the best move is a losing ep, so it cannot be probed.
if (*result == ZEROING_BEST_MOVE)
return dtz_before_zeroing(wdl);
int dtz = probe_table<DTZ>(pos, result, wdl);
if (*result == FAIL)
return 0;
if (*result != CHANGE_STM)
return (dtz + 100 * (wdl == WDLBlessedLoss || wdl == WDLCursedWin)) * sign_of(wdl);
// DTZ stores results for the other side, so we need to do a 1-ply search and
// find the winning move that minimizes DTZ.
StateInfo st;
int minDTZ = 0xFFFF;
for (const Move move : MoveList<LEGAL>(pos))
{
bool zeroing = pos.capture(move) || type_of(pos.moved_piece(move)) == PAWN;
pos.do_move(move, st);
// For zeroing moves we want the dtz of the move _before_ doing it,
// otherwise we will get the dtz of the next move sequence. Search the
// position after the move to get the score sign (because even in a
// winning position we could make a losing capture or going for a draw).
dtz = zeroing ? -dtz_before_zeroing(search<false>(pos, result))
: -probe_dtz(pos, result);
// If the move mates, force minDTZ to 1
if (dtz == 1 && pos.checkers() && MoveList<LEGAL>(pos).size() == 0)
minDTZ = 1;
// Convert result from 1-ply search. Zeroing moves are already accounted
// by dtz_before_zeroing() that returns the DTZ of the previous move.
if (!zeroing)
dtz += sign_of(dtz);
// Skip the draws and if we are winning only pick positive dtz
if (dtz < minDTZ && sign_of(dtz) == sign_of(wdl))
minDTZ = dtz;
pos.undo_move(move);
if (*result == FAIL)
return 0;
}
// When there are no legal moves, the position is mate: we return -1
return minDTZ == 0xFFFF ? -1 : minDTZ;
}
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Use the DTZ tables to rank root moves.
//
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// A return value false indicates that not all probes were successful.
bool Tablebases::root_probe(Position& pos, Search::RootMoves& rootMoves) {
ProbeState result;
StateInfo st;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Obtain 50-move counter for the root position
int cnt50 = pos.rule50_count();
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Check whether a position was repeated since the last zeroing move.
bool rep = pos.has_repeated();
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
int dtz, bound = Options["Syzygy50MoveRule"] ? 900 : 1;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Probe and rank each move
for (auto& m : rootMoves)
{
pos.do_move(m.pv[0], st);
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Calculate dtz for the current move counting from the root position
if (pos.rule50_count() == 0)
{
// In case of a zeroing move, dtz is one of -101/-1/0/1/101
WDLScore wdl = -probe_wdl(pos, &result);
dtz = dtz_before_zeroing(wdl);
}
else if (pos.is_draw(1))
{
// In case a root move leads to a draw by repetition or
// 50-move rule, we set dtz to zero. Note: since we are
// only 1 ply from the root, this must be a true 3-fold
// repetition inside the game history.
dtz = 0;
}
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
else
{
// Otherwise, take dtz for the new position and correct by 1 ply
dtz = -probe_dtz(pos, &result);
dtz = dtz > 0 ? dtz + 1
: dtz < 0 ? dtz - 1 : dtz;
}
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Make sure that a mating move is assigned a dtz value of 1
if ( pos.checkers()
&& dtz == 2
&& MoveList<LEGAL>(pos).size() == 0)
dtz = 1;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
pos.undo_move(m.pv[0]);
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
if (result == FAIL)
return false;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Better moves are ranked higher. Certain wins are ranked equally.
// Losing moves are ranked equally unless a 50-move draw is in sight.
int r = dtz > 0 ? (dtz + cnt50 <= 99 && !rep ? 1000 : 1000 - (dtz + cnt50))
: dtz < 0 ? (-dtz * 2 + cnt50 < 100 ? -1000 : -1000 + (-dtz + cnt50))
: 0;
m.tbRank = r;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Determine the score to be displayed for this move. Assign at least
// 1 cp to cursed wins and let it grow to 49 cp as the positions gets
// closer to a real win.
m.tbScore = r >= bound ? VALUE_MATE - MAX_PLY - 1
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
: r > 0 ? Value((std::max( 3, r - 800) * int(PawnValueEg)) / 200)
: r == 0 ? VALUE_DRAW
: r > -bound ? Value((std::min(-3, r + 800) * int(PawnValueEg)) / 200)
: -VALUE_MATE + MAX_PLY + 1;
}
return true;
}
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Use the WDL tables to rank root moves.
// This is a fallback for the case that some or all DTZ tables are missing.
//
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// A return value false indicates that not all probes were successful.
bool Tablebases::root_probe_wdl(Position& pos, Search::RootMoves& rootMoves) {
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
static const int WDL_to_rank[] = { -1000, -899, 0, 899, 1000 };
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
ProbeState result;
StateInfo st;
WDLScore wdl;
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
bool rule50 = Options["Syzygy50MoveRule"];
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
// Probe and rank each move
for (auto& m : rootMoves)
{
pos.do_move(m.pv[0], st);
if (pos.is_draw(1))
wdl = WDLDraw;
else
wdl = -probe_wdl(pos, &result);
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
pos.undo_move(m.pv[0]);
if (result == FAIL)
return false;
m.tbRank = WDL_to_rank[wdl + 2];
Tablebases root ranking This patch corrects both MultiPV behaviour and "go searchmoves" behaviour for tablebases. We change the logic of table base probing at root positions from filtering to ranking. The ranking code is much more straightforward than the current filtering code (this is a simplification), and also more versatile. If the root is a TB position, each root move is probed and assigned a TB score and a TB rank. The TB score is the Value to be displayed to the user for that move (unless the search finds a mate score), while the TB rank determines which moves should appear higher in a multi-pv search. In game play, the engine will always pick a move with the highest rank. Ranks run from -1000 to +1000: 901 to 1000 : TB win 900 : normally a TB win, in rare cases this could be a draw 1 to 899 : cursed TB wins 0 : draw -1 to -899 : blessed TB losses -900 : normally a TB loss, in rare cases this could be a draw -901 to -1000 : TB loss Normally all winning moves get rank 1000 (to let the search pick the best among them). The exception is if there has been a first repetition. In that case, moves are ranked strictly by DTZ so that the engine will play a move that lowers DTZ (and therefore cannot repeat the position a second time). Losing moves get rank -1000 unless they have relatively high DTZ, meaning they have some drawing chances. Those get ranks towards -901 (when they cross -900 the draw is certain). Closes https://github.com/official-stockfish/Stockfish/pull/1467 No functional change (without tablebases).
2018-04-18 10:38:38 -06:00
if (!rule50)
wdl = wdl > WDLDraw ? WDLWin
: wdl < WDLDraw ? WDLLoss : WDLDraw;
m.tbScore = WDL_to_value[wdl + 2];
}
return true;
}
} // namespace Stockfish