/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad 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 . */ #include #include #include #include // For std::memset #include #include #include "evaluate.h" #include "misc.h" #include "movegen.h" #include "movepick.h" #include "search.h" #include "timeman.h" #include "thread.h" #include "tt.h" #include "uci.h" #include "syzygy/tbprobe.h" namespace Search { SignalsType Signals; LimitsType Limits; StateStackPtr SetupStates; } namespace Tablebases { int Cardinality; uint64_t Hits; bool RootInTB; bool UseRule50; Depth ProbeDepth; Value Score; } namespace TB = Tablebases; using std::string; using Eval::evaluate; using namespace Search; namespace { // Different node types, used as a template parameter enum NodeType { NonPV, PV }; // Razoring and futility margin based on depth const int razor_margin[4] = { 483, 570, 603, 554 }; Value futility_margin(Depth d) { return Value(200 * d); } // Futility and reductions lookup tables, initialized at startup int FutilityMoveCounts[2][16]; // [improving][depth] Depth Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber] template Depth reduction(bool i, Depth d, int mn) { return Reductions[PvNode][i][std::min(d, 63 * ONE_PLY)][std::min(mn, 63)]; } // Skill structure is used to implement strength limit struct Skill { Skill(int l) : level(l) {} bool enabled() const { return level < 20; } bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; } Move best_move(size_t multiPV) { return best ? best : pick_best(multiPV); } Move pick_best(size_t multiPV); int level; Move best = MOVE_NONE; }; // EasyMoveManager structure is used to detect an 'easy move'. When the PV is // stable across multiple search iterations, we can quickly return the best move. struct EasyMoveManager { void clear() { stableCnt = 0; expectedPosKey = 0; pv[0] = pv[1] = pv[2] = MOVE_NONE; } Move get(Key key) const { return expectedPosKey == key ? pv[2] : MOVE_NONE; } void update(Position& pos, const std::vector& newPv) { assert(newPv.size() >= 3); // Keep track of how many times in a row the 3rd ply remains stable stableCnt = (newPv[2] == pv[2]) ? stableCnt + 1 : 0; if (!std::equal(newPv.begin(), newPv.begin() + 3, pv)) { std::copy(newPv.begin(), newPv.begin() + 3, pv); StateInfo st[2]; pos.do_move(newPv[0], st[0], pos.gives_check(newPv[0], CheckInfo(pos))); pos.do_move(newPv[1], st[1], pos.gives_check(newPv[1], CheckInfo(pos))); expectedPosKey = pos.key(); pos.undo_move(newPv[1]); pos.undo_move(newPv[0]); } } int stableCnt; Key expectedPosKey; Move pv[3]; }; // Set of rows with half bits set to 1 and half to 0. It is used to allocate // the search depths across the threads. typedef std::vector Row; const Row HalfDensity[] = { {0, 1}, {1, 0}, {0, 0, 1, 1}, {0, 1, 1, 0}, {1, 1, 0, 0}, {1, 0, 0, 1}, {0, 0, 0, 1, 1, 1}, {0, 0, 1, 1, 1, 0}, {0, 1, 1, 1, 0, 0}, {1, 1, 1, 0, 0, 0}, {1, 1, 0, 0, 0, 1}, {1, 0, 0, 0, 1, 1}, {0, 0, 0, 0, 1, 1, 1, 1}, {0, 0, 0, 1, 1, 1, 1, 0}, {0, 0, 1, 1, 1, 1, 0 ,0}, {0, 1, 1, 1, 1, 0, 0 ,0}, {1, 1, 1, 1, 0, 0, 0 ,0}, {1, 1, 1, 0, 0, 0, 0 ,1}, {1, 1, 0, 0, 0, 0, 1 ,1}, {1, 0, 0, 0, 0, 1, 1 ,1}, }; const size_t HalfDensitySize = std::extent::value; EasyMoveManager EasyMove; Value DrawValue[COLOR_NB]; CounterMoveHistoryStats CounterMoveHistory; template Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode); template Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth); Value value_to_tt(Value v, int ply); Value value_from_tt(Value v, int ply); void update_pv(Move* pv, Move move, Move* childPv); void update_stats(const Position& pos, Stack* ss, Move move, Depth depth, Move* quiets, int quietsCnt); void check_time(); } // namespace /// Search::init() is called during startup to initialize various lookup tables void Search::init() { const bool PV=true; for (int imp = 0; imp <= 1; ++imp) for (int d = 1; d < 64; ++d) for (int mc = 1; mc < 64; ++mc) { double r = log(d) * log(mc) / 2; if (r < 0.80) continue; Reductions[!PV][imp][d][mc] = int(std::round(r)) * ONE_PLY; Reductions[PV][imp][d][mc] = std::max(Reductions[!PV][imp][d][mc] - ONE_PLY, DEPTH_ZERO); // Increase reduction for non-PV nodes when eval is not improving if (!imp && Reductions[!PV][imp][d][mc] >= 2 * ONE_PLY) Reductions[!PV][imp][d][mc] += ONE_PLY; } for (int d = 0; d < 16; ++d) { FutilityMoveCounts[0][d] = int(2.4 + 0.773 * pow(d + 0.00, 1.8)); FutilityMoveCounts[1][d] = int(2.9 + 1.045 * pow(d + 0.49, 1.8)); } } /// Search::clear() resets search state to zero, to obtain reproducible results void Search::clear() { TT.clear(); CounterMoveHistory.clear(); for (Thread* th : Threads) { th->history.clear(); th->counterMoves.clear(); } Threads.main()->previousScore = VALUE_INFINITE; } /// Search::perft() is our utility to verify move generation. All the leaf nodes /// up to the given depth are generated and counted, and the sum is returned. template uint64_t Search::perft(Position& pos, Depth depth) { StateInfo st; uint64_t cnt, nodes = 0; CheckInfo ci(pos); const bool leaf = (depth == 2 * ONE_PLY); for (const auto& m : MoveList(pos)) { if (Root && depth <= ONE_PLY) cnt = 1, nodes++; else { pos.do_move(m, st, pos.gives_check(m, ci)); cnt = leaf ? MoveList(pos).size() : perft(pos, depth - ONE_PLY); nodes += cnt; pos.undo_move(m); } if (Root) sync_cout << UCI::move(m, pos.is_chess960()) << ": " << cnt << sync_endl; } return nodes; } template uint64_t Search::perft(Position&, Depth); /// MainThread::search() is called by the main thread when the program receives /// the UCI 'go' command. It searches from the root position and outputs the "bestmove". void MainThread::search() { Color us = rootPos.side_to_move(); Time.init(Limits, us, rootPos.game_ply()); int contempt = Options["Contempt"] * PawnValueEg / 100; // From centipawns DrawValue[ us] = VALUE_DRAW - Value(contempt); DrawValue[~us] = VALUE_DRAW + Value(contempt); TB::Hits = 0; TB::RootInTB = false; TB::UseRule50 = Options["Syzygy50MoveRule"]; TB::ProbeDepth = Options["SyzygyProbeDepth"] * ONE_PLY; TB::Cardinality = Options["SyzygyProbeLimit"]; // Skip TB probing when no TB found: !TBLargest -> !TB::Cardinality if (TB::Cardinality > TB::MaxCardinality) { TB::Cardinality = TB::MaxCardinality; TB::ProbeDepth = DEPTH_ZERO; } if (rootMoves.empty()) { rootMoves.push_back(RootMove(MOVE_NONE)); sync_cout << "info depth 0 score " << UCI::value(rootPos.checkers() ? -VALUE_MATE : VALUE_DRAW) << sync_endl; } else { if ( TB::Cardinality >= rootPos.count(WHITE) + rootPos.count(BLACK) && !rootPos.can_castle(ANY_CASTLING)) { // If the current root position is in the tablebases, then RootMoves // contains only moves that preserve the draw or the win. TB::RootInTB = Tablebases::root_probe(rootPos, rootMoves, TB::Score); if (TB::RootInTB) TB::Cardinality = 0; // Do not probe tablebases during the search else // If DTZ tables are missing, use WDL tables as a fallback { // Filter out moves that do not preserve the draw or the win. TB::RootInTB = Tablebases::root_probe_wdl(rootPos, rootMoves, TB::Score); // Only probe during search if winning if (TB::Score <= VALUE_DRAW) TB::Cardinality = 0; } if (TB::RootInTB) { TB::Hits = rootMoves.size(); if (!TB::UseRule50) TB::Score = TB::Score > VALUE_DRAW ? VALUE_MATE - MAX_PLY - 1 : TB::Score < VALUE_DRAW ? -VALUE_MATE + MAX_PLY + 1 : VALUE_DRAW; } } for (Thread* th : Threads) { th->maxPly = 0; th->rootDepth = DEPTH_ZERO; if (th != this) { th->rootPos = Position(rootPos, th); th->rootMoves = rootMoves; th->start_searching(); } } Thread::search(); // Let's start searching! } // When playing in 'nodes as time' mode, subtract the searched nodes from // the available ones before exiting. if (Limits.npmsec) Time.availableNodes += Limits.inc[us] - Threads.nodes_searched(); // When we reach the maximum depth, we can arrive here without a raise of // Signals.stop. However, if we are pondering or in an infinite search, // the UCI protocol states that we shouldn't print the best move before the // GUI sends a "stop" or "ponderhit" command. We therefore simply wait here // until the GUI sends one of those commands (which also raises Signals.stop). if (!Signals.stop && (Limits.ponder || Limits.infinite)) { Signals.stopOnPonderhit = true; wait(Signals.stop); } // Stop the threads if not already stopped Signals.stop = true; // Wait until all threads have finished for (Thread* th : Threads) if (th != this) th->wait_for_search_finished(); // Check if there are threads with a better score than main thread Thread* bestThread = this; if ( !this->easyMovePlayed && Options["MultiPV"] == 1 && !Skill(Options["Skill Level"]).enabled()) { for (Thread* th : Threads) if ( th->completedDepth > bestThread->completedDepth && th->rootMoves[0].score > bestThread->rootMoves[0].score) bestThread = th; } previousScore = bestThread->rootMoves[0].score; // Send new PV when needed if (bestThread != this) sync_cout << UCI::pv(bestThread->rootPos, bestThread->completedDepth, -VALUE_INFINITE, VALUE_INFINITE) << sync_endl; sync_cout << "bestmove " << UCI::move(bestThread->rootMoves[0].pv[0], rootPos.is_chess960()); if (bestThread->rootMoves[0].pv.size() > 1 || bestThread->rootMoves[0].extract_ponder_from_tt(rootPos)) std::cout << " ponder " << UCI::move(bestThread->rootMoves[0].pv[1], rootPos.is_chess960()); std::cout << sync_endl; } // Thread::search() is the main iterative deepening loop. It calls search() // repeatedly with increasing depth until the allocated thinking time has been // consumed, the user stops the search, or the maximum search depth is reached. void Thread::search() { Stack stack[MAX_PLY+4], *ss = stack+2; // To allow referencing (ss-2) and (ss+2) Value bestValue, alpha, beta, delta; Move easyMove = MOVE_NONE; MainThread* mainThread = (this == Threads.main() ? Threads.main() : nullptr); std::memset(ss-2, 0, 5 * sizeof(Stack)); bestValue = delta = alpha = -VALUE_INFINITE; beta = VALUE_INFINITE; completedDepth = DEPTH_ZERO; if (mainThread) { easyMove = EasyMove.get(rootPos.key()); EasyMove.clear(); mainThread->easyMovePlayed = mainThread->failedLow = false; mainThread->bestMoveChanges = 0; TT.new_search(); } size_t multiPV = Options["MultiPV"]; Skill skill(Options["Skill Level"]); // When playing with strength handicap enable MultiPV search that we will // use behind the scenes to retrieve a set of possible moves. if (skill.enabled()) multiPV = std::max(multiPV, (size_t)4); multiPV = std::min(multiPV, rootMoves.size()); // Iterative deepening loop until requested to stop or the target depth is reached. while (++rootDepth < DEPTH_MAX && !Signals.stop && (!Limits.depth || rootDepth <= Limits.depth)) { // Set up the new depths for the helper threads skipping on average every // 2nd ply (using a half-density matrix). if (!mainThread) { const Row& row = HalfDensity[(idx - 1) % HalfDensitySize]; if (row[(rootDepth + rootPos.game_ply()) % row.size()]) continue; } // Age out PV variability metric if (mainThread) mainThread->bestMoveChanges *= 0.505, mainThread->failedLow = false; // Save the last iteration's scores before first PV line is searched and // all the move scores except the (new) PV are set to -VALUE_INFINITE. for (RootMove& rm : rootMoves) rm.previousScore = rm.score; // MultiPV loop. We perform a full root search for each PV line for (PVIdx = 0; PVIdx < multiPV && !Signals.stop; ++PVIdx) { // Reset aspiration window starting size if (rootDepth >= 5 * ONE_PLY) { delta = Value(18); alpha = std::max(rootMoves[PVIdx].previousScore - delta,-VALUE_INFINITE); beta = std::min(rootMoves[PVIdx].previousScore + delta, VALUE_INFINITE); } // Start with a small aspiration window and, in the case of a fail // high/low, re-search with a bigger window until we're not failing // high/low anymore. while (true) { bestValue = ::search(rootPos, ss, alpha, beta, rootDepth, false); // Bring the best move to the front. It is critical that sorting // is done with a stable algorithm because all the values but the // first and eventually the new best one are set to -VALUE_INFINITE // and we want to keep the same order for all the moves except the // new PV that goes to the front. Note that in case of MultiPV // search the already searched PV lines are preserved. std::stable_sort(rootMoves.begin() + PVIdx, rootMoves.end()); // Write PV back to the transposition table in case the relevant // entries have been overwritten during the search. for (size_t i = 0; i <= PVIdx; ++i) rootMoves[i].insert_pv_in_tt(rootPos); // If search has been stopped, break immediately. Sorting and // writing PV back to TT is safe because RootMoves is still // valid, although it refers to the previous iteration. if (Signals.stop) break; // When failing high/low give some update (without cluttering // the UI) before a re-search. if ( mainThread && multiPV == 1 && (bestValue <= alpha || bestValue >= beta) && Time.elapsed() > 3000) sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl; // In case of failing low/high increase aspiration window and // re-search, otherwise exit the loop. if (bestValue <= alpha) { beta = (alpha + beta) / 2; alpha = std::max(bestValue - delta, -VALUE_INFINITE); if (mainThread) { mainThread->failedLow = true; Signals.stopOnPonderhit = false; } } else if (bestValue >= beta) { alpha = (alpha + beta) / 2; beta = std::min(bestValue + delta, VALUE_INFINITE); } else break; delta += delta / 4 + 5; assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE); } // Sort the PV lines searched so far and update the GUI std::stable_sort(rootMoves.begin(), rootMoves.begin() + PVIdx + 1); if (!mainThread) break; if (Signals.stop) sync_cout << "info nodes " << Threads.nodes_searched() << " time " << Time.elapsed() << sync_endl; else if (PVIdx + 1 == multiPV || Time.elapsed() > 3000) sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl; } if (!Signals.stop) completedDepth = rootDepth; if (!mainThread) continue; // If skill level is enabled and time is up, pick a sub-optimal best move if (skill.enabled() && skill.time_to_pick(rootDepth)) skill.pick_best(multiPV); // Have we found a "mate in x"? if ( Limits.mate && bestValue >= VALUE_MATE_IN_MAX_PLY && VALUE_MATE - bestValue <= 2 * Limits.mate) Signals.stop = true; // Do we have time for the next iteration? Can we stop searching now? if (Limits.use_time_management()) { if (!Signals.stop && !Signals.stopOnPonderhit) { // Stop the search if only one legal move is available, or if all // of the available time has been used, or if we matched an easyMove // from the previous search and just did a fast verification. const bool F[] = { !mainThread->failedLow, bestValue >= mainThread->previousScore }; int improvingFactor = 640 - 160*F[0] - 126*F[1] - 124*F[0]*F[1]; double unstablePvFactor = 1 + mainThread->bestMoveChanges; bool doEasyMove = rootMoves[0].pv[0] == easyMove && mainThread->bestMoveChanges < 0.03 && Time.elapsed() > Time.optimum() * 25 / 204; if ( rootMoves.size() == 1 || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 634 || (mainThread->easyMovePlayed = doEasyMove)) { // If we are allowed to ponder do not stop the search now but // keep pondering until the GUI sends "ponderhit" or "stop". if (Limits.ponder) Signals.stopOnPonderhit = true; else Signals.stop = true; } } if (rootMoves[0].pv.size() >= 3) EasyMove.update(rootPos, rootMoves[0].pv); else EasyMove.clear(); } } if (!mainThread) return; // Clear any candidate easy move that wasn't stable for the last search // iterations; the second condition prevents consecutive fast moves. if (EasyMove.stableCnt < 6 || mainThread->easyMovePlayed) EasyMove.clear(); // If skill level is enabled, swap best PV line with the sub-optimal one if (skill.enabled()) std::swap(rootMoves[0], *std::find(rootMoves.begin(), rootMoves.end(), skill.best_move(multiPV))); } namespace { // search<>() is the main search function for both PV and non-PV nodes template Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode) { const bool PvNode = NT == PV; const bool rootNode = PvNode && (ss-1)->ply == 0; assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE); assert(PvNode || (alpha == beta - 1)); assert(DEPTH_ZERO < depth && depth < DEPTH_MAX); Move pv[MAX_PLY+1], quietsSearched[64]; StateInfo st; TTEntry* tte; Key posKey; Move ttMove, move, excludedMove, bestMove; Depth extension, newDepth, predictedDepth; Value bestValue, value, ttValue, eval, nullValue, futilityValue; bool ttHit, inCheck, givesCheck, singularExtensionNode, improving; bool captureOrPromotion, doFullDepthSearch; int moveCount, quietCount; // Step 1. Initialize node Thread* thisThread = pos.this_thread(); inCheck = pos.checkers(); moveCount = quietCount = ss->moveCount = 0; bestValue = -VALUE_INFINITE; ss->ply = (ss-1)->ply + 1; // Check for the available remaining time if (thisThread->resetCalls.load(std::memory_order_relaxed)) { thisThread->resetCalls = false; thisThread->callsCnt = 0; } if (++thisThread->callsCnt > 4096) { for (Thread* th : Threads) th->resetCalls = true; check_time(); } // Used to send selDepth info to GUI if (PvNode && thisThread->maxPly < ss->ply) thisThread->maxPly = ss->ply; if (!rootNode) { // Step 2. Check for aborted search and immediate draw if (Signals.stop.load(std::memory_order_relaxed) || pos.is_draw() || ss->ply >= MAX_PLY) return ss->ply >= MAX_PLY && !inCheck ? evaluate(pos) : DrawValue[pos.side_to_move()]; // Step 3. Mate distance pruning. Even if we mate at the next move our score // would be at best mate_in(ss->ply+1), but if alpha is already bigger because // a shorter mate was found upward in the tree then there is no need to search // because we will never beat the current alpha. Same logic but with reversed // signs applies also in the opposite condition of being mated instead of giving // mate. In this case return a fail-high score. alpha = std::max(mated_in(ss->ply), alpha); beta = std::min(mate_in(ss->ply+1), beta); if (alpha >= beta) return alpha; } assert(0 <= ss->ply && ss->ply < MAX_PLY); ss->currentMove = (ss+1)->excludedMove = bestMove = MOVE_NONE; (ss+1)->skipEarlyPruning = false; (ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE; // Step 4. Transposition table lookup. We don't want the score of a partial // search to overwrite a previous full search TT value, so we use a different // position key in case of an excluded move. excludedMove = ss->excludedMove; posKey = excludedMove ? pos.exclusion_key() : pos.key(); tte = TT.probe(posKey, ttHit); ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE; ttMove = rootNode ? thisThread->rootMoves[thisThread->PVIdx].pv[0] : ttHit ? tte->move() : MOVE_NONE; // At non-PV nodes we check for an early TT cutoff if ( !PvNode && ttHit && tte->depth() >= depth && ttValue != VALUE_NONE // Possible in case of TT access race && (ttValue >= beta ? (tte->bound() & BOUND_LOWER) : (tte->bound() & BOUND_UPPER))) { ss->currentMove = ttMove; // Can be MOVE_NONE // If ttMove is quiet, update killers, history, counter move on TT hit if (ttValue >= beta && ttMove && !pos.capture_or_promotion(ttMove)) update_stats(pos, ss, ttMove, depth, nullptr, 0); return ttValue; } // Step 4a. Tablebase probe if (!rootNode && TB::Cardinality) { int piecesCnt = pos.count(WHITE) + pos.count(BLACK); if ( piecesCnt <= TB::Cardinality && (piecesCnt < TB::Cardinality || depth >= TB::ProbeDepth) && pos.rule50_count() == 0 && !pos.can_castle(ANY_CASTLING)) { int found, v = Tablebases::probe_wdl(pos, &found); if (found) { TB::Hits++; int drawScore = TB::UseRule50 ? 1 : 0; value = v < -drawScore ? -VALUE_MATE + MAX_PLY + ss->ply : v > drawScore ? VALUE_MATE - MAX_PLY - ss->ply : VALUE_DRAW + 2 * v * drawScore; tte->save(posKey, value_to_tt(value, ss->ply), BOUND_EXACT, std::min(DEPTH_MAX - ONE_PLY, depth + 6 * ONE_PLY), MOVE_NONE, VALUE_NONE, TT.generation()); return value; } } } // Step 5. Evaluate the position statically if (inCheck) { ss->staticEval = eval = VALUE_NONE; goto moves_loop; } else if (ttHit) { // Never assume anything on values stored in TT if ((ss->staticEval = eval = tte->eval()) == VALUE_NONE) eval = ss->staticEval = evaluate(pos); // Can ttValue be used as a better position evaluation? if (ttValue != VALUE_NONE) if (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER)) eval = ttValue; } else { eval = ss->staticEval = (ss-1)->currentMove != MOVE_NULL ? evaluate(pos) : -(ss-1)->staticEval + 2 * Eval::Tempo; tte->save(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->staticEval, TT.generation()); } if (ss->skipEarlyPruning) goto moves_loop; // Step 6. Razoring (skipped when in check) if ( !PvNode && depth < 4 * ONE_PLY && eval + razor_margin[depth] <= alpha && ttMove == MOVE_NONE) { if ( depth <= ONE_PLY && eval + razor_margin[3 * ONE_PLY] <= alpha) return qsearch(pos, ss, alpha, beta, DEPTH_ZERO); Value ralpha = alpha - razor_margin[depth]; Value v = qsearch(pos, ss, ralpha, ralpha+1, DEPTH_ZERO); if (v <= ralpha) return v; } // Step 7. Futility pruning: child node (skipped when in check) if ( !rootNode && depth < 7 * ONE_PLY && eval - futility_margin(depth) >= beta && eval < VALUE_KNOWN_WIN // Do not return unproven wins && pos.non_pawn_material(pos.side_to_move())) return eval - futility_margin(depth); // Step 8. Null move search with verification search (is omitted in PV nodes) if ( !PvNode && depth >= 2 * ONE_PLY && eval >= beta && pos.non_pawn_material(pos.side_to_move())) { ss->currentMove = MOVE_NULL; assert(eval - beta >= 0); // Null move dynamic reduction based on depth and value Depth R = ((823 + 67 * depth) / 256 + std::min((eval - beta) / PawnValueMg, 3)) * ONE_PLY; pos.do_null_move(st); (ss+1)->skipEarlyPruning = true; nullValue = depth-R < ONE_PLY ? -qsearch(pos, ss+1, -beta, -beta+1, DEPTH_ZERO) : - search(pos, ss+1, -beta, -beta+1, depth-R, !cutNode); (ss+1)->skipEarlyPruning = false; pos.undo_null_move(); if (nullValue >= beta) { // Do not return unproven mate scores if (nullValue >= VALUE_MATE_IN_MAX_PLY) nullValue = beta; if (depth < 12 * ONE_PLY && abs(beta) < VALUE_KNOWN_WIN) return nullValue; // Do verification search at high depths ss->skipEarlyPruning = true; Value v = depth-R < ONE_PLY ? qsearch(pos, ss, beta-1, beta, DEPTH_ZERO) : search(pos, ss, beta-1, beta, depth-R, false); ss->skipEarlyPruning = false; if (v >= beta) return nullValue; } } // Step 9. ProbCut (skipped when in check) // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type]) // and a reduced search returns a value much above beta, we can (almost) // safely prune the previous move. if ( !PvNode && depth >= 5 * ONE_PLY && abs(beta) < VALUE_MATE_IN_MAX_PLY) { Value rbeta = std::min(beta + 200, VALUE_INFINITE); Depth rdepth = depth - 4 * ONE_PLY; assert(rdepth >= ONE_PLY); assert((ss-1)->currentMove != MOVE_NONE); assert((ss-1)->currentMove != MOVE_NULL); MovePicker mp(pos, ttMove, thisThread->history, PieceValue[MG][pos.captured_piece_type()]); CheckInfo ci(pos); while ((move = mp.next_move()) != MOVE_NONE) if (pos.legal(move, ci.pinned)) { ss->currentMove = move; pos.do_move(move, st, pos.gives_check(move, ci)); value = -search(pos, ss+1, -rbeta, -rbeta+1, rdepth, !cutNode); pos.undo_move(move); if (value >= rbeta) return value; } } // Step 10. Internal iterative deepening (skipped when in check) if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY) && !ttMove && (PvNode || ss->staticEval + 256 >= beta)) { Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4); ss->skipEarlyPruning = true; search(pos, ss, alpha, beta, d, true); ss->skipEarlyPruning = false; tte = TT.probe(posKey, ttHit); ttMove = ttHit ? tte->move() : MOVE_NONE; } moves_loop: // When in check search starts from here Square prevSq = to_sq((ss-1)->currentMove); Square ownPrevSq = to_sq((ss-2)->currentMove); Move cm = thisThread->counterMoves[pos.piece_on(prevSq)][prevSq]; const CounterMoveStats& cmh = CounterMoveHistory[pos.piece_on(prevSq)][prevSq]; const CounterMoveStats& fmh = CounterMoveHistory[pos.piece_on(ownPrevSq)][ownPrevSq]; MovePicker mp(pos, ttMove, depth, thisThread->history, cmh, fmh, cm, ss); CheckInfo ci(pos); value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc improving = ss->staticEval >= (ss-2)->staticEval || ss->staticEval == VALUE_NONE ||(ss-2)->staticEval == VALUE_NONE; singularExtensionNode = !rootNode && depth >= 8 * ONE_PLY && ttMove != MOVE_NONE /* && ttValue != VALUE_NONE Already implicit in the next condition */ && abs(ttValue) < VALUE_KNOWN_WIN && !excludedMove // Recursive singular search is not allowed && (tte->bound() & BOUND_LOWER) && tte->depth() >= depth - 3 * ONE_PLY; // Step 11. Loop through moves // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs while ((move = mp.next_move()) != MOVE_NONE) { assert(is_ok(move)); if (move == excludedMove) continue; // At root obey the "searchmoves" option and skip moves not listed in Root // Move List. As a consequence any illegal move is also skipped. In MultiPV // mode we also skip PV moves which have been already searched. if (rootNode && !std::count(thisThread->rootMoves.begin() + thisThread->PVIdx, thisThread->rootMoves.end(), move)) continue; ss->moveCount = ++moveCount; if (rootNode && thisThread == Threads.main() && Time.elapsed() > 3000) sync_cout << "info depth " << depth / ONE_PLY << " currmove " << UCI::move(move, pos.is_chess960()) << " currmovenumber " << moveCount + thisThread->PVIdx << sync_endl; if (PvNode) (ss+1)->pv = nullptr; extension = DEPTH_ZERO; captureOrPromotion = pos.capture_or_promotion(move); givesCheck = type_of(move) == NORMAL && !ci.dcCandidates ? ci.checkSquares[type_of(pos.piece_on(from_sq(move)))] & to_sq(move) : pos.gives_check(move, ci); // Step 12. Extend checks if (givesCheck && pos.see_sign(move) >= VALUE_ZERO) extension = ONE_PLY; // Singular extension search. If all moves but one fail low on a search of // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move // is singular and should be extended. To verify this we do a reduced search // on all the other moves but the ttMove and if the result is lower than // ttValue minus a margin then we extend the ttMove. if ( singularExtensionNode && move == ttMove && !extension && pos.legal(move, ci.pinned)) { Value rBeta = ttValue - 2 * depth / ONE_PLY; ss->excludedMove = move; ss->skipEarlyPruning = true; value = search(pos, ss, rBeta - 1, rBeta, depth / 2, cutNode); ss->skipEarlyPruning = false; ss->excludedMove = MOVE_NONE; if (value < rBeta) extension = ONE_PLY; } // Update the current move (this must be done after singular extension search) newDepth = depth - ONE_PLY + extension; // Step 13. Pruning at shallow depth if ( !rootNode && !captureOrPromotion && !inCheck && !givesCheck && !pos.advanced_pawn_push(move) && bestValue > VALUE_MATED_IN_MAX_PLY) { // Move count based pruning if ( depth < 16 * ONE_PLY && moveCount >= FutilityMoveCounts[improving][depth]) continue; // History based pruning if ( depth <= 4 * ONE_PLY && move != ss->killers[0] && thisThread->history[pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO && cmh[pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO) continue; predictedDepth = std::max(newDepth - reduction(improving, depth, moveCount), DEPTH_ZERO); // Futility pruning: parent node if (predictedDepth < 7 * ONE_PLY) { futilityValue = ss->staticEval + futility_margin(predictedDepth) + 256; if (futilityValue <= alpha) { bestValue = std::max(bestValue, futilityValue); continue; } } // Prune moves with negative SEE at low depths if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO) continue; } // Speculative prefetch as early as possible prefetch(TT.first_entry(pos.key_after(move))); // Check for legality just before making the move if (!rootNode && !pos.legal(move, ci.pinned)) { ss->moveCount = --moveCount; continue; } ss->currentMove = move; // Step 14. Make the move pos.do_move(move, st, givesCheck); // Step 15. Reduced depth search (LMR). If the move fails high it will be // re-searched at full depth. if ( depth >= 3 * ONE_PLY && moveCount > 1 && !captureOrPromotion) { Depth r = reduction(improving, depth, moveCount); Value hValue = thisThread->history[pos.piece_on(to_sq(move))][to_sq(move)]; Value cmhValue = cmh[pos.piece_on(to_sq(move))][to_sq(move)]; // Increase reduction for cut nodes and moves with a bad history if ( (!PvNode && cutNode) || (hValue < VALUE_ZERO && cmhValue <= VALUE_ZERO)) r += ONE_PLY; // Decrease/increase reduction for moves with a good/bad history int rHist = (hValue + cmhValue) / 14980; r = std::max(DEPTH_ZERO, r - rHist * ONE_PLY); // Decrease reduction for moves that escape a capture. Filter out // castling moves, because they are coded as "king captures rook" and // hence break make_move(). Also use see() instead of see_sign(), // because the destination square is empty. if ( r && type_of(move) == NORMAL && type_of(pos.piece_on(to_sq(move))) != PAWN && pos.see(make_move(to_sq(move), from_sq(move))) < VALUE_ZERO) r = std::max(DEPTH_ZERO, r - ONE_PLY); Depth d = std::max(newDepth - r, ONE_PLY); value = -search(pos, ss+1, -(alpha+1), -alpha, d, true); doFullDepthSearch = (value > alpha && r != DEPTH_ZERO); } else doFullDepthSearch = !PvNode || moveCount > 1; // Step 16. Full depth search when LMR is skipped or fails high if (doFullDepthSearch) value = newDepth < ONE_PLY ? givesCheck ? -qsearch(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO) : -qsearch(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO) : - search(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode); // For PV nodes only, do a full PV search on the first move or after a fail // high (in the latter case search only if value < beta), otherwise let the // parent node fail low with value <= alpha and try another move. if (PvNode && (moveCount == 1 || (value > alpha && (rootNode || value < beta)))) { (ss+1)->pv = pv; (ss+1)->pv[0] = MOVE_NONE; value = newDepth < ONE_PLY ? givesCheck ? -qsearch(pos, ss+1, -beta, -alpha, DEPTH_ZERO) : -qsearch(pos, ss+1, -beta, -alpha, DEPTH_ZERO) : - search(pos, ss+1, -beta, -alpha, newDepth, false); } // Step 17. Undo move pos.undo_move(move); assert(value > -VALUE_INFINITE && value < VALUE_INFINITE); // Step 18. Check for a new best move // Finished searching the move. If a stop occurred, the return value of // the search cannot be trusted, and we return immediately without // updating best move, PV and TT. if (Signals.stop.load(std::memory_order_relaxed)) return VALUE_ZERO; if (rootNode) { RootMove& rm = *std::find(thisThread->rootMoves.begin(), thisThread->rootMoves.end(), move); // PV move or new best move ? if (moveCount == 1 || value > alpha) { rm.score = value; rm.pv.resize(1); assert((ss+1)->pv); for (Move* m = (ss+1)->pv; *m != MOVE_NONE; ++m) rm.pv.push_back(*m); // We record how often the best move has been changed in each // iteration. This information is used for time management: When // the best move changes frequently, we allocate some more time. if (moveCount > 1 && thisThread == Threads.main()) ++static_cast(thisThread)->bestMoveChanges; } else // All other moves but the PV are set to the lowest value: this is // not a problem when sorting because the sort is stable and the // move position in the list is preserved - just the PV is pushed up. rm.score = -VALUE_INFINITE; } if (value > bestValue) { bestValue = value; if (value > alpha) { // If there is an easy move for this position, clear it if unstable if ( PvNode && thisThread == Threads.main() && EasyMove.get(pos.key()) && (move != EasyMove.get(pos.key()) || moveCount > 1)) EasyMove.clear(); bestMove = move; if (PvNode && !rootNode) // Update pv even in fail-high case update_pv(ss->pv, move, (ss+1)->pv); if (PvNode && value < beta) // Update alpha! Always alpha < beta alpha = value; else { assert(value >= beta); // Fail high break; } } } if (!captureOrPromotion && move != bestMove && quietCount < 64) quietsSearched[quietCount++] = move; } // The following condition would detect a stop only after move loop has been // completed. But in this case bestValue is valid because we have fully // searched our subtree, and we can anyhow save the result in TT. /* if (Signals.stop) return VALUE_DRAW; */ // Step 20. Check for mate and stalemate // All legal moves have been searched and if there are no legal moves, it // must be a mate or a stalemate. If we are in a singular extension search then // return a fail low score. if (!moveCount) bestValue = excludedMove ? alpha : inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()]; // Quiet best move: update killers, history and countermoves else if (bestMove && !pos.capture_or_promotion(bestMove)) update_stats(pos, ss, bestMove, depth, quietsSearched, quietCount); // Bonus for prior countermove that caused the fail low else if ( depth >= 3 * ONE_PLY && !bestMove && !inCheck && !pos.captured_piece_type() && is_ok((ss - 1)->currentMove) && is_ok((ss - 2)->currentMove)) { Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY) + depth / ONE_PLY - 1); Square prevPrevSq = to_sq((ss - 2)->currentMove); CounterMoveStats& prevCmh = CounterMoveHistory[pos.piece_on(prevPrevSq)][prevPrevSq]; prevCmh.update(pos.piece_on(prevSq), prevSq, bonus); } tte->save(posKey, value_to_tt(bestValue, ss->ply), bestValue >= beta ? BOUND_LOWER : PvNode && bestMove ? BOUND_EXACT : BOUND_UPPER, depth, bestMove, ss->staticEval, TT.generation()); assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE); return bestValue; } // qsearch() is the quiescence search function, which is called by the main // search function when the remaining depth is zero (or, to be more precise, // less than ONE_PLY). template Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) { const bool PvNode = NT == PV; assert(InCheck == !!pos.checkers()); assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE); assert(PvNode || (alpha == beta - 1)); assert(depth <= DEPTH_ZERO); Move pv[MAX_PLY+1]; StateInfo st; TTEntry* tte; Key posKey; Move ttMove, move, bestMove; Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha; bool ttHit, givesCheck, evasionPrunable; Depth ttDepth; if (PvNode) { oldAlpha = alpha; // To flag BOUND_EXACT when eval above alpha and no available moves (ss+1)->pv = pv; ss->pv[0] = MOVE_NONE; } ss->currentMove = bestMove = MOVE_NONE; ss->ply = (ss-1)->ply + 1; // Check for an instant draw or if the maximum ply has been reached if (pos.is_draw() || ss->ply >= MAX_PLY) return ss->ply >= MAX_PLY && !InCheck ? evaluate(pos) : DrawValue[pos.side_to_move()]; assert(0 <= ss->ply && ss->ply < MAX_PLY); // Decide whether or not to include checks: this fixes also the type of // TT entry depth that we are going to use. Note that in qsearch we use // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS. ttDepth = InCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS; // Transposition table lookup posKey = pos.key(); tte = TT.probe(posKey, ttHit); ttMove = ttHit ? tte->move() : MOVE_NONE; ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE; if ( !PvNode && ttHit && tte->depth() >= ttDepth && ttValue != VALUE_NONE // Only in case of TT access race && (ttValue >= beta ? (tte->bound() & BOUND_LOWER) : (tte->bound() & BOUND_UPPER))) { ss->currentMove = ttMove; // Can be MOVE_NONE return ttValue; } // Evaluate the position statically if (InCheck) { ss->staticEval = VALUE_NONE; bestValue = futilityBase = -VALUE_INFINITE; } else { if (ttHit) { // Never assume anything on values stored in TT if ((ss->staticEval = bestValue = tte->eval()) == VALUE_NONE) ss->staticEval = bestValue = evaluate(pos); // Can ttValue be used as a better position evaluation? if (ttValue != VALUE_NONE) if (tte->bound() & (ttValue > bestValue ? BOUND_LOWER : BOUND_UPPER)) bestValue = ttValue; } else ss->staticEval = bestValue = (ss-1)->currentMove != MOVE_NULL ? evaluate(pos) : -(ss-1)->staticEval + 2 * Eval::Tempo; // Stand pat. Return immediately if static value is at least beta if (bestValue >= beta) { if (!ttHit) tte->save(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER, DEPTH_NONE, MOVE_NONE, ss->staticEval, TT.generation()); return bestValue; } if (PvNode && bestValue > alpha) alpha = bestValue; futilityBase = bestValue + 128; } // Initialize a MovePicker object for the current position, and prepare // to search the moves. Because the depth is <= 0 here, only captures, // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will // be generated. MovePicker mp(pos, ttMove, depth, pos.this_thread()->history, to_sq((ss-1)->currentMove)); CheckInfo ci(pos); // Loop through the moves until no moves remain or a beta cutoff occurs while ((move = mp.next_move()) != MOVE_NONE) { assert(is_ok(move)); givesCheck = type_of(move) == NORMAL && !ci.dcCandidates ? ci.checkSquares[type_of(pos.piece_on(from_sq(move)))] & to_sq(move) : pos.gives_check(move, ci); // Futility pruning if ( !InCheck && !givesCheck && futilityBase > -VALUE_KNOWN_WIN && !pos.advanced_pawn_push(move)) { assert(type_of(move) != ENPASSANT); // Due to !pos.advanced_pawn_push futilityValue = futilityBase + PieceValue[EG][pos.piece_on(to_sq(move))]; if (futilityValue <= alpha) { bestValue = std::max(bestValue, futilityValue); continue; } if (futilityBase <= alpha && pos.see(move) <= VALUE_ZERO) { bestValue = std::max(bestValue, futilityBase); continue; } } // Detect non-capture evasions that are candidates to be pruned evasionPrunable = InCheck && bestValue > VALUE_MATED_IN_MAX_PLY && !pos.capture(move); // Don't search moves with negative SEE values if ( (!InCheck || evasionPrunable) && type_of(move) != PROMOTION && pos.see_sign(move) < VALUE_ZERO) continue; // Speculative prefetch as early as possible prefetch(TT.first_entry(pos.key_after(move))); // Check for legality just before making the move if (!pos.legal(move, ci.pinned)) continue; ss->currentMove = move; // Make and search the move pos.do_move(move, st, givesCheck); value = givesCheck ? -qsearch(pos, ss+1, -beta, -alpha, depth - ONE_PLY) : -qsearch(pos, ss+1, -beta, -alpha, depth - ONE_PLY); pos.undo_move(move); assert(value > -VALUE_INFINITE && value < VALUE_INFINITE); // Check for a new best move if (value > bestValue) { bestValue = value; if (value > alpha) { if (PvNode) // Update pv even in fail-high case update_pv(ss->pv, move, (ss+1)->pv); if (PvNode && value < beta) // Update alpha here! { alpha = value; bestMove = move; } else // Fail high { tte->save(posKey, value_to_tt(value, ss->ply), BOUND_LOWER, ttDepth, move, ss->staticEval, TT.generation()); return value; } } } } // All legal moves have been searched. A special case: If we're in check // and no legal moves were found, it is checkmate. if (InCheck && bestValue == -VALUE_INFINITE) return mated_in(ss->ply); // Plies to mate from the root tte->save(posKey, value_to_tt(bestValue, ss->ply), PvNode && bestValue > oldAlpha ? BOUND_EXACT : BOUND_UPPER, ttDepth, bestMove, ss->staticEval, TT.generation()); assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE); return bestValue; } // value_to_tt() adjusts a mate score from "plies to mate from the root" to // "plies to mate from the current position". Non-mate scores are unchanged. // The function is called before storing a value in the transposition table. Value value_to_tt(Value v, int ply) { assert(v != VALUE_NONE); return v >= VALUE_MATE_IN_MAX_PLY ? v + ply : v <= VALUE_MATED_IN_MAX_PLY ? v - ply : v; } // value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score // from the transposition table (which refers to the plies to mate/be mated // from current position) to "plies to mate/be mated from the root". Value value_from_tt(Value v, int ply) { return v == VALUE_NONE ? VALUE_NONE : v >= VALUE_MATE_IN_MAX_PLY ? v - ply : v <= VALUE_MATED_IN_MAX_PLY ? v + ply : v; } // update_pv() adds current move and appends child pv[] void update_pv(Move* pv, Move move, Move* childPv) { for (*pv++ = move; childPv && *childPv != MOVE_NONE; ) *pv++ = *childPv++; *pv = MOVE_NONE; } // update_stats() updates killers, history, countermove and countermove // history when a new quiet best move is found. void update_stats(const Position& pos, Stack* ss, Move move, Depth depth, Move* quiets, int quietsCnt) { if (ss->killers[0] != move) { ss->killers[1] = ss->killers[0]; ss->killers[0] = move; } Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY) + depth / ONE_PLY - 1); Square prevSq = to_sq((ss-1)->currentMove); Square ownPrevSq = to_sq((ss-2)->currentMove); CounterMoveStats& cmh = CounterMoveHistory[pos.piece_on(prevSq)][prevSq]; CounterMoveStats& fmh = CounterMoveHistory[pos.piece_on(ownPrevSq)][ownPrevSq]; Thread* thisThread = pos.this_thread(); thisThread->history.update(pos.moved_piece(move), to_sq(move), bonus); if (is_ok((ss-1)->currentMove)) { thisThread->counterMoves.update(pos.piece_on(prevSq), prevSq, move); cmh.update(pos.moved_piece(move), to_sq(move), bonus); } if (is_ok((ss-2)->currentMove)) fmh.update(pos.moved_piece(move), to_sq(move), bonus); // Decrease all the other played quiet moves for (int i = 0; i < quietsCnt; ++i) { thisThread->history.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus); if (is_ok((ss-1)->currentMove)) cmh.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus); if (is_ok((ss-2)->currentMove)) fmh.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus); } // Extra penalty for a quiet TT move in previous ply when it gets refuted if ( (ss-1)->moveCount == 1 && !pos.captured_piece_type() && is_ok((ss-2)->currentMove)) { Square prevPrevSq = to_sq((ss-2)->currentMove); CounterMoveStats& prevCmh = CounterMoveHistory[pos.piece_on(prevPrevSq)][prevPrevSq]; prevCmh.update(pos.piece_on(prevSq), prevSq, -bonus - 2 * (depth + 1) / ONE_PLY); } } // When playing with strength handicap, choose best move among a set of RootMoves // using a statistical rule dependent on 'level'. Idea by Heinz van Saanen. Move Skill::pick_best(size_t multiPV) { const Search::RootMoveVector& rootMoves = Threads.main()->rootMoves; static PRNG rng(now()); // PRNG sequence should be non-deterministic // RootMoves are already sorted by score in descending order Value topScore = rootMoves[0].score; int delta = std::min(topScore - rootMoves[multiPV - 1].score, PawnValueMg); int weakness = 120 - 2 * level; int maxScore = -VALUE_INFINITE; // Choose best move. For each move score we add two terms, both dependent on // weakness. One is deterministic and bigger for weaker levels, and one is // random. Then we choose the move with the resulting highest score. for (size_t i = 0; i < multiPV; ++i) { // This is our magic formula int push = ( weakness * int(topScore - rootMoves[i].score) + delta * (rng.rand() % weakness)) / 128; if (rootMoves[i].score + push > maxScore) { maxScore = rootMoves[i].score + push; best = rootMoves[i].pv[0]; } } return best; } // check_time() is used to print debug info and, more importantly, to detect // when we are out of available time and thus stop the search. void check_time() { static TimePoint lastInfoTime = now(); int elapsed = Time.elapsed(); TimePoint tick = Limits.startTime + elapsed; if (tick - lastInfoTime >= 1000) { lastInfoTime = tick; dbg_print(); } // An engine may not stop pondering until told so by the GUI if (Limits.ponder) return; if ( (Limits.use_time_management() && elapsed > Time.maximum() - 10) || (Limits.movetime && elapsed >= Limits.movetime) || (Limits.nodes && Threads.nodes_searched() >= Limits.nodes)) Signals.stop = true; } } // namespace /// UCI::pv() formats PV information according to the UCI protocol. UCI requires /// that all (if any) unsearched PV lines are sent using a previous search score. string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) { std::stringstream ss; int elapsed = Time.elapsed() + 1; const Search::RootMoveVector& rootMoves = pos.this_thread()->rootMoves; size_t PVIdx = pos.this_thread()->PVIdx; size_t multiPV = std::min((size_t)Options["MultiPV"], rootMoves.size()); uint64_t nodes_searched = Threads.nodes_searched(); for (size_t i = 0; i < multiPV; ++i) { bool updated = (i <= PVIdx); if (depth == ONE_PLY && !updated) continue; Depth d = updated ? depth : depth - ONE_PLY; Value v = updated ? rootMoves[i].score : rootMoves[i].previousScore; bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY; v = tb ? TB::Score : v; if (ss.rdbuf()->in_avail()) // Not at first line ss << "\n"; ss << "info" << " depth " << d / ONE_PLY << " seldepth " << pos.this_thread()->maxPly << " multipv " << i + 1 << " score " << UCI::value(v); if (!tb && i == PVIdx) ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : ""); ss << " nodes " << nodes_searched << " nps " << nodes_searched * 1000 / elapsed; if (elapsed > 1000) // Earlier makes little sense ss << " hashfull " << TT.hashfull(); ss << " tbhits " << TB::Hits << " time " << elapsed << " pv"; for (Move m : rootMoves[i].pv) ss << " " << UCI::move(m, pos.is_chess960()); } return ss.str(); } /// RootMove::insert_pv_in_tt() is called at the end of a search iteration, and /// inserts the PV back into the TT. This makes sure the old PV moves are searched /// first, even if the old TT entries have been overwritten. void RootMove::insert_pv_in_tt(Position& pos) { StateInfo state[MAX_PLY], *st = state; bool ttHit; for (Move m : pv) { assert(MoveList(pos).contains(m)); TTEntry* tte = TT.probe(pos.key(), ttHit); if (!ttHit || tte->move() != m) // Don't overwrite correct entries tte->save(pos.key(), VALUE_NONE, BOUND_NONE, DEPTH_NONE, m, VALUE_NONE, TT.generation()); pos.do_move(m, *st++, pos.gives_check(m, CheckInfo(pos))); } for (size_t i = pv.size(); i > 0; ) pos.undo_move(pv[--i]); } /// RootMove::extract_ponder_from_tt() is called in case we have no ponder move /// before exiting the search, for instance, in case we stop the search during a /// fail high at root. We try hard to have a ponder move to return to the GUI, /// otherwise in case of 'ponder on' we have nothing to think on. bool RootMove::extract_ponder_from_tt(Position& pos) { StateInfo st; bool ttHit; assert(pv.size() == 1); pos.do_move(pv[0], st, pos.gives_check(pv[0], CheckInfo(pos))); TTEntry* tte = TT.probe(pos.key(), ttHit); pos.undo_move(pv[0]); if (ttHit) { Move m = tte->move(); // Local copy to be SMP safe if (MoveList(pos).contains(m)) return pv.push_back(m), true; } return false; }