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753 Commits (225dcfeeb7d9097600b9b45af6976254d0faaa3c)

Author SHA1 Message Date
Tord Romstad 225dcfeeb7 Use slightly lower polling frequency in the last few seconds.
Instead of checking the time every 100 nodes in the last second,
and every 1000 nodes in the last five seconds, Stockfish now checks
every 1000 nodes in the last second and every 5000 nodes in the last
five seconds.  This was tested in 1036 games at a time control of
40 moves/10 seconds, and no losses on time occured.

Also fixed a bug pointed out by Marco:  In infinite mode, myTime
is actually 0, but of course we still don't want to check the time
more frequently than the standard once per 30000 nodes in this
case.
2009-10-08 08:55:25 +02:00
Tord Romstad 8dd01fda12 Minor change to time management code, to make sure we don't lose on
time at the last move before the time control when there is very
little time left.
2009-10-07 18:27:00 +02:00
Tord Romstad 18cd83a380 Display fail high/fail low in search log file. 2009-10-06 12:51:15 +02:00
Marco Costalba fd2b3df770 Fix bogus comment in extract_pv()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 11:15:05 +01:00
Marco Costalba da948cc94e Fix use of an initialized SearchStack
In RootMoveList c'tor we allocate a search stack and then
call directly qsearch.

There is called init_node() that clears all the fields of the search
stack array that refers to current ply but not the the killer moves.

The killer moves cleared correspond to ply+2.

In id_loop() this is not a problem because killer moves of
corresponding ply are cleared anyway few instructions later,
but in RootMoveList c'tor we leave them uninitialized.

This patch fixes this very old bug. It comes direclty
from Glaurung age.

Bug spotted by Valgrind.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 11:12:41 +01:00
Marco Costalba e49b21eacb Remove a redundant assignment in PawnInfo c'tor
We don't need to set key to 0 because clear() already
takes care of that.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 09:18:15 +01:00
Marco Costalba 60bc30275d Small code reformat in TranspositionTable::extract_pv()
In particular don't use an array of StateInfo, this
avoids a possible overflow and is in any case redundant.

Also pass as argument the pv[] array size to avoid a second
possible overflow on this one.

Fix suggested by Joona.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-06 07:14:12 +01:00
Tord Romstad 32dfaa56b0 Fixed an embarassing Chess960 bug found by Alexander Schmidt.
It turned out that we used do_move_bb to update the king and rook
bitboards when making and unmaking castling moves, which obviously
doesn't work in Chess960, where the source and destination squares
for the king or rook could be identical.

No functional change in normal chess.
2009-10-05 16:46:18 +02:00
Marco Costalba 3701a8e57d Restore development version
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-05 07:15:13 +01:00
Marco Costalba aaa07fb161 Stockfish 1.5
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-04 07:09:12 +01:00
Marco Costalba 1361ba75cb Small touches to increased mobility patch
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-04 06:59:06 +01:00
Marco Costalba da9c423989 Move a comment where it belongs in SEE
No functional change of course.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-03 10:48:20 +01:00
Marco Costalba 3713bb26ef Don't increase mobility if attacked piece is defended by a pawn
If an enemy piece is defended by a pawn don't give the
extra mobility bonus in case we attack it.

Joona says that "Paralyzing pawn" is usually worth of nothing.

On Joona QUAD after 964 games:
Orig - Patch_2: 191 - 218 - 555 (+ 10 elo)

On my PC after 999 games at 1+0:
Mod vs Orig +227 =550 -222 50.25%  502.0/999  +2 ELO

In both cases we tested against the original version (without
increased mobility), not against the previous patch that instead
seems to fail on Joona QUAD:
Orig vs. Prev.Patch: 237 - 217 - 627 (-6 elo)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-10-03 10:48:07 +01:00
Marco Costalba cff9ff2198 Count two times number of attacked pieces in mobility
Now in mobility we count enemy attacked pieces as
empty squares.

With this patch we try to give an higher score to positions
where the number of attacked pieces is higher.

After 999 games at 1+0

Mod vs Orig +262 =517 -219 52.15% 520.5/998 +15 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-30 16:11:45 +01:00
Marco Costalba a6c6037813 Optimize futilityValue calculation
Avoid calling evaluate() if we already have the score in TT

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-30 16:11:41 +01:00
Marco Costalba e677185567 Store pawn attacks in PawnInfo
They are pawn structure invariant so has a sense to
store togheter with pawn info instead of recalculating
them each time evaluate() is called.

Speed up is around 1%

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-30 16:11:37 +01:00
Tord Romstad 237dd331d5 Fixed a couple of typos in a comment.
No functional change, of course.
2009-09-30 09:53:29 +02:00
Marco Costalba 98c8a83bb8 Fix a MSVC warning in search.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-29 16:48:50 +01:00
Tord Romstad 73be819426 Temporarily removed the unfinished UCI_Elo code in preparation for
the release of the public Stockfish 1.5.
2009-09-29 13:40:00 +02:00
Marco Costalba 2940abdac8 Print RootMoveList startup scoring
This satisfies a specific user request of 28/8/2009

"The only issue I have is that during multiPV analysis, the depth 1
best move score is not reported by the engine (reporting for the best
move begins at depth 2).  I need it at depth 1 also. Would it be
possible to make this modification in future versions? This would be
of great help as otherwise I will have to use a lesser engine.

The goal of my project is to calculate the ELO performance in a game
and also the ELO rating of individual moves. For this I need depth 1
scores for lower rated performances. I intend to distribute the program
for free upon completion.

Thanks, Jack Welbourne"

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-29 10:14:43 +01:00
Marco Costalba fa0bffeafa Retire compute_weight() in evaluation.cpp
Is used only in weight_option() so inline there.
Unroll color loop also for evaluate_space() and
finally also some assorted code style fixes.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-28 17:56:04 +01:00
Marco Costalba d56345c9ae Unroll color loops in evaluate
Use templates to manually unroll the loops so that
many values could be calculated at compile time or at
runtime but with a fast direct memory access instead of
an indirect one.

This change gives a speed up of 3.5 % on pgo build !!!  :-)

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-28 11:44:12 +01:00
Marco Costalba 60e23693f0 Change back file mode of misc.cpp
It was erroneusly changed by 6bf22f35 from
mode 100644 to 100755.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-27 07:58:28 +01:00
Marco Costalba 91f0c08789 Update piece list iteration also in evaluate_pieces()
Move to what we already do in generate_piece_moves()

This simple patch gives a spped up of 1.4% !!

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-26 15:49:04 +02:00
Marco Costalba 6bf22f354f Retire faked Windows version of gettimeofday()
Use equivalent Windows function _ftime() instead.

This patch also removes two long standing warnings
under MSVC.

No functional change and no change for non-Windows systems.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-26 15:48:58 +02:00
Marco Costalba 48b74142ef Micro optimization of generate_piece_moves()
This patch make the piece list always terminated by SQ_NONE,
so that we can use a simpler and faster loop in move
generation.

Speedup is about 0.6%.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-24 07:11:39 +01:00
Marco Costalba dcb323bf0d Retire kingSquare[] array
It is redundant. Use pieceList[c][KING][0] instead.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 17:47:03 +01:00
Marco Costalba 44cb792c76 Reorder data layout and optimize access patern
With this very simple patch we get a speed boost
of 0.8% on my PC !

Sometime we find the most complex tricks to increase speed
when instead the best results come from the simplest solutions.

No functional change of course ;-)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 17:33:24 +01:00
Marco Costalba e68e135771 Fix a couple of Intel compiler warnings
And avoid calculating emptySquares for pawns captures
case.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 17:01:59 +01:00
Marco Costalba 46141b078c Fix a piece_of_color_and_type() / pieceS_of_color_and_type() typo
Bug introduced in 17c51192

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 17:01:30 +01:00
Marco Costalba 02fd34a5e8 Rename generate_piece_moves() in generate_piece_evasions()
A better and more specific name. Also a bit of code reshuffle.

Verified No functional change and No performance change
for the whole series.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 14:23:07 +01:00
Marco Costalba 20cac227bb Retire generate_pawn_captures()
And unify in generate_pawn_noncaptures() renamed
generate_pawn_moves()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 11:18:55 +01:00
Marco Costalba 4346445be3 Retire generate_pawn_blocking_evasions()
And unify in generate_pawn_noncaptures()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 10:47:11 +01:00
Marco Costalba 21850536d5 Standardize generate_pawn_blocking_evasions()
Rewrite in the form normally used in other similar
functions like generate_pawn_noncaptures()

This allow an easier reading of the pawn moves generators
and simplify a bit the code.

No functional change (tested on more then 100M nodes).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-23 10:06:32 +01:00
Marco Costalba 0179a32cf5 Code style and subtle fix in move_is_legal()
A bunch of trivial code style and comment fixes.

Among them there is a real fix for a subtle case
involving promotion moves.

We currently check that a pawn push to 8/1th rank
must be a promotion, but we don't check the contary,
i.e. that a pawn push on a different rank must NOT be
a promotion. Note that, funny enough, we perform this
control for all the other pieces, but not for the pawns!

This patch fixes this really corner case.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:19 +01:00
Marco Costalba 8487069058 Simplify move legality check for uncommon cases
Remove a bunch of difficult and tricky code to test
legality of castle and ep moves and instead use a slower
but simpler check against the list of generated legal moves.

Because these moves are very rare the performance impact
is small but code semplification is ver big: almost 100 lines
of difficult code removed !

No functionality change. No performance change (strangely enough
there is no even minimal performance regression in pgo builds but
instead a slightly and unexpected increase).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:18 +01:00
Marco Costalba 43ca5c926d Enable functionality of previous patch
Now under-promotion checks are generated.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:18 +01:00
Marco Costalba aed542d74c When generating checks add possibly under-promotions
In qsearch at depth 0 we generate only captures and checks.
Queen promotion moves are generated among the captures, but
under-promotion moves (both captures and non-captures) are
never generated even if they could give a discovery check.

This patch fixes this limitation extending generate_pawn_noncaptures()
to generate also check moves when required.

Apart for adding the (rare) case of an under-promotion that gives
discovery check, the patch is also a good cleanup because removes
generate_pawn_checks() altoghter.

This patch does the code clean-up but not enables the functional
change so to allow an easier debug.

No functional change and no performance change (actually a very
very small speed increase).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:17 +01:00
Marco Costalba aaffcf973e Fix a bug in generate_piece_checks()
We are generating also king moves that give check !

Of course these moves are illegal so are in any case
filtered out in MovePicker. Neverthless we should avoid
to generate them.

Also simplify a bit the code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:16 +01:00
Marco Costalba 746bcb348f Small micro optimization in generate_evasions()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:07:16 +01:00
Marco Costalba a7cb05b1eb Change evaluation GrainSize from 4 to 8
Idea from Joona.

After 999 games at 1+0 on my Intel Core 2 Duo
Orig - Mod: +215 =538 -226 (+11 ELO)

On Joona QUAD after 845 games at 1+0
Orig - Mod: 151 - 181 - 513 (+13 elo)

So it seems a good change !

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-22 07:06:52 +01:00
Marco Costalba 9741694fca Save static evaluation also for failed low nodes
When a node fails low and bestValue is still equal to
the original static node evaluation, then save this
in TT along with usual info.

This will allow us to avoid a future costly evaluation() call.

This patch extends to failed low nodes what we already do
for failed high ones.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 20:05:40 +01:00
Marco Costalba e145c0d3e2 Revert evaluation drift
Still not clear if it helps and, especially, how it
helps. So revert for now to avoid any influence on
future feature now under test.

With this patch we come back to be functional
equivalent to patch e33c94883 F_53.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 19:39:54 +01:00
Marco Costalba 24cc3a97a4 Evaluation drift: add always 7 instead of ply
After 828 games at 1+0

Mod vs Orig +191 =447 -190 50.06%  414.5/828

So almost no difference. Patch is committed more for
documentation purposes then for other reasons.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 19:32:53 +01:00
Marco Costalba e4277c06bf Rename piece_attacks_from() in attacks_from()
It is in line with attackers_to() and is shorter and
piece is already redundant because is passed as template
parameter anyway.

Integrate also pawn_attacks_from() in the attacks_from()
family so to have an uniform attack info API.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 14:55:28 +01:00
Marco Costalba dd80b9abaf Remove undefined pinned_pieces(Color c, Bitboard& p)
It was added in revision 5f142ec2 but never used.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 11:01:56 +01:00
Marco Costalba 84d6fe0f31 Retire attackers_to(Square s, Color c)
Use the definition in the few places where is needed.

As a nice side effect there is also an optimization in
generate_evasions() where the bitboard of enemy pieces
is computed only once and out of a tight loop.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 10:47:59 +01:00
Marco Costalba 6845397c5c Rename piece_attacks() in piece_attacks_from()
It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 10:26:54 +01:00
Marco Costalba f74f42b298 Cleanup piece_attacks_square() functions
Most of them are not required to be public and are
used in one place only so remove them and use its
definitions.

Also rename piece_attacks_square() in piece_attacks()
to be aligned to the current naming policy.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 10:12:56 +01:00
Marco Costalba 0e0adfe2e1 Rename attacks_to() in attackers_to()
These functions return bitboard of attacking pieces,
not the attacks themselfs so reflect this in the name.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-09-20 09:31:48 +01:00