Reformat FastMove
Align to SF coding style. Verified no regression: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 55938 W: 10893 L: 10835 D: 34210 No functional change.pull/288/head
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9a6cfee73b
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54889618c2
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@ -90,47 +90,48 @@ namespace {
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Move best = MOVE_NONE;
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};
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struct FastMove {
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FastMove() { clear(); }
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// EasyMoveManager struct is used to detect a so called 'easy move'; when PV is
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// stable across multiple search iterations we can fast return the best move.
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struct EasyMoveManager {
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inline void clear() {
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expectedPosKey = 0;
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pv3[0] = pv3[1] = pv3[2] = MOVE_NONE;
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void clear() {
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stableCnt = 0;
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expectedPosKey = 0;
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pv[0] = pv[1] = pv[2] = MOVE_NONE;
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}
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void update(Position& pos) {
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// Keep track how many times in a row the PV stays stable 3 ply deep.
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const std::vector<Move>& RMpv = RootMoves[0].pv;
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if (RMpv.size() >= 3)
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Move get(Key key) const {
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return expectedPosKey == key ? pv[2] : MOVE_NONE;
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}
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void update(Position& pos, const std::vector<Move>& newPv) {
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assert(newPv.size() >= 3);
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// Keep track of how many times in a row 3rd ply remains stable
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stableCnt = (newPv[2] == pv[2]) ? stableCnt + 1 : 0;
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if (!std::equal(newPv.begin(), newPv.begin() + 3, pv))
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{
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if (pv3[2] == RMpv[2])
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stableCnt++;
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else
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stableCnt = 0, pv3[2] = RMpv[2];
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std::copy(newPv.begin(), newPv.begin() + 3, pv);
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if (!expectedPosKey || pv3[0] != RMpv[0] || pv3[1] != RMpv[1])
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{
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pv3[0] = RMpv[0], pv3[1] = RMpv[1];
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StateInfo st[2];
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pos.do_move(RMpv[0], st[0], pos.gives_check(RMpv[0], CheckInfo(pos)));
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pos.do_move(RMpv[1], st[1], pos.gives_check(RMpv[1], CheckInfo(pos)));
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expectedPosKey = pos.key();
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pos.undo_move(RMpv[1]);
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pos.undo_move(RMpv[0]);
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}
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StateInfo st[2];
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pos.do_move(newPv[0], st[0], pos.gives_check(newPv[0], CheckInfo(pos)));
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pos.do_move(newPv[1], st[1], pos.gives_check(newPv[1], CheckInfo(pos)));
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expectedPosKey = pos.key();
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pos.undo_move(newPv[1]);
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pos.undo_move(newPv[0]);
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}
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else
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clear();
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}
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Key expectedPosKey;
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Move pv3[3];
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int stableCnt;
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} FM;
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Key expectedPosKey;
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Move pv[3];
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};
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size_t PVIdx;
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TimeManager TimeMgr;
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EasyMoveManager EasyMove;
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double BestMoveChanges;
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Value DrawValue[COLOR_NB];
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HistoryStats History;
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@ -323,9 +324,8 @@ namespace {
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Depth depth;
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Value bestValue, alpha, beta, delta;
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// Init fastMove if the previous search generated a candidate and we now got the predicted position.
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const Move fastMove = (FM.expectedPosKey == pos.key()) ? FM.pv3[2] : MOVE_NONE;
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FM.clear();
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Move easyMove = EasyMove.get(pos.key());
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EasyMove.clear();
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std::memset(ss-2, 0, 5 * sizeof(Stack));
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@ -460,13 +460,13 @@ namespace {
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TimeMgr.pv_instability(BestMoveChanges);
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// Stop the search if only one legal move is available or all
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// of the available time has been used or we matched a fastMove
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// of the available time has been used or we matched an easyMove
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// from the previous search and just did a fast verification.
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if ( RootMoves.size() == 1
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|| now() - SearchTime > TimeMgr.available_time()
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|| ( fastMove == RootMoves[0].pv[0]
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|| ( RootMoves[0].pv[0] == easyMove
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&& BestMoveChanges < 0.03
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&& 10 * (now() - SearchTime) > TimeMgr.available_time()))
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&& now() - SearchTime > TimeMgr.available_time() / 10))
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{
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// If we are allowed to ponder do not stop the search now but
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// keep pondering until the GUI sends "ponderhit" or "stop".
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@ -477,16 +477,17 @@ namespace {
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}
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}
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// Update fast move stats.
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FM.update(pos);
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if (RootMoves[0].pv.size() >= 3)
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EasyMove.update(pos, RootMoves[0].pv);
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else
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EasyMove.clear();
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}
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}
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// Clear any candidate fast move that wasn't completely stable for at least
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// the 6 final search iterations. (Independent of actual depth and thus TC.)
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// Time condition prevents consecutive fast moves.
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if (FM.stableCnt < 6 || now() - SearchTime < TimeMgr.available_time())
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FM.clear();
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// Clear any candidate easy move that wasn't stable for the last search
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// iterations; the second condition prevents consecutive fast moves.
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if (EasyMove.stableCnt < 6 || now() - SearchTime < TimeMgr.available_time())
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EasyMove.clear();
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// If skill level is enabled, swap best PV line with the sub-optimal one
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if (skill.enabled())
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@ -1074,9 +1075,11 @@ moves_loop: // When in check and at SpNode search starts from here
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if (value > alpha)
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{
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// Clear fast move if unstable.
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if (PvNode && pos.key() == FM.expectedPosKey && (move != FM.pv3[2] || moveCount > 1))
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FM.clear();
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// If there is an easy move for this position, clear it if unstable
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if ( PvNode
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&& EasyMove.get(pos.key())
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&& (move != EasyMove.get(pos.key()) || moveCount > 1))
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EasyMove.clear();
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bestMove = SpNode ? splitPoint->bestMove = move : move;
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