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stockfish/src/movepick.cpp

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/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung 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.
Glaurung 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/>.
*/
////
//// Includes
////
#include <cassert>
#include "history.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
#include "value.h"
////
//// Local definitions
////
namespace {
/// Types
enum MovegenPhase {
PH_TT_MOVE, // Transposition table move
PH_MATE_KILLER, // Mate killer from the current ply
PH_GOOD_CAPTURES, // Queen promotions and captures with SEE values >= 0
PH_BAD_CAPTURES, // Queen promotions and captures with SEE valuse <= 0
PH_KILLER_1, // Killer move 1 from the current ply (not used yet).
PH_KILLER_2, // Killer move 2 from the current ply (not used yet).
PH_NONCAPTURES, // Non-captures and underpromotions
PH_EVASIONS, // Check evasions
PH_QCAPTURES, // Captures in quiescence search
PH_QCHECKS, // Checks in quiescence search
PH_STOP
};
/// Variables
MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
int QsearchWithoutChecksPhaseIndex;
}
////
//// Functions
////
/// Constructor for the MovePicker class. Apart from the position for which
/// it is asked to pick legal moves, MovePicker also wants some information
/// to help it to return the presumably good moves first, to decide which
/// moves to return (in the quiescence search, for instance, we only want to
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
MovePicker::MovePicker(Position &p, bool pvnode, Move ttm, Move mk,
Move k1, Move k2, Depth dpth) {
pos = &p;
pvNode = pvnode;
ttMove = ttm;
mateKiller = (mk == ttm)? MOVE_NONE : mk;
killer1 = k1;
killer2 = k2;
depth = dpth;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
dc = p.discovered_check_candidates(p.side_to_move());
if(p.is_check())
phaseIndex = EvasionsPhaseIndex;
else if(depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if(depth == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
pinned = p.pinned_pieces(p.side_to_move());
finished = false;
}
/// MovePicker::get_next_move() is the most important method of the MovePicker
/// class. It returns a new legal move every time it is called, until there
/// are no more moves left of the types we are interested in.
Move MovePicker::get_next_move() {
Move move;
while(true) {
// If we already have a list of generated moves, pick the best move from
// the list, and return it:
move = this->pick_move_from_list();
if(move != MOVE_NONE) {
assert(move_is_ok(move));
return move;
}
// Next phase:
phaseIndex++;
switch(PhaseTable[phaseIndex]) {
case PH_TT_MOVE:
if(ttMove != MOVE_NONE) {
assert(move_is_ok(ttMove));
Move m = generate_move_if_legal(*pos, ttMove, pinned);
if(m != MOVE_NONE) {
assert(m == ttMove);
return m;
}
}
break;
case PH_MATE_KILLER:
if(mateKiller != MOVE_NONE) {
assert(move_is_ok(mateKiller));
Move m = generate_move_if_legal(*pos, mateKiller, pinned);
if(m != MOVE_NONE) {
assert(m == mateKiller);
return m;
}
}
break;
case PH_GOOD_CAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_captures();
movesPicked = 0;
break;
case PH_BAD_CAPTURES:
badCapturesPicked = 0;
break;
case PH_NONCAPTURES:
numOfMoves = generate_noncaptures(*pos, moves);
this->score_noncaptures();
movesPicked = 0;
break;
case PH_EVASIONS:
assert(pos->is_check());
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_evasions(*pos, moves);
this->score_evasions();
movesPicked = 0;
break;
case PH_QCAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_qcaptures();
movesPicked = 0;
break;
case PH_QCHECKS:
numOfMoves = generate_checks(*pos, moves, dc);
movesPicked = 0;
break;
case PH_STOP:
return MOVE_NONE;
default:
assert(false);
return MOVE_NONE;
}
}
assert(false);
return MOVE_NONE;
}
/// A variant of get_next_move() which takes a lock as a parameter, used to
/// prevent multiple threads from picking the same move at a split point.
Move MovePicker::get_next_move(Lock &lock) {
Move m;
lock_grab(&lock);
if(finished) {
lock_release(&lock);
return MOVE_NONE;
}
m = this->get_next_move();
if(m == MOVE_NONE)
finished = true;
lock_release(&lock);
return m;
}
/// MovePicker::number_of_moves() simply returns the numOfMoves member
/// variable. It is intended to be used in positions where the side to move
/// is in check, for detecting checkmates or situations where there is only
/// a single reply to check.
int MovePicker::number_of_moves() const {
return numOfMoves;
}
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
/// with highest scores will be picked first by
/// MovePicker::pick_move_from_list().
void MovePicker::score_captures() {
// Winning and equal captures in the main search are ordered by MVV/LVA.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
// where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
for(int i = 0; i < numOfMoves; i++) {
int seeValue = pos->see(moves[i].move);
if(seeValue >= 0) {
if(move_promotion(moves[i].move))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(moves[i].move))) -
int(pos->type_of_piece_on(move_from(moves[i].move)));
}
else
moves[i].score = seeValue;
}
}
void MovePicker::score_noncaptures() {
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(m == killer1)
moves[i].score = HistoryMax + 2;
else if(m == killer2)
moves[i].score = HistoryMax + 1;
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
}
}
void MovePicker::score_evasions() {
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(m == ttMove)
moves[i].score = 2*HistoryMax;
else if(!pos->square_is_empty(move_to(m))) {
int seeScore = pos->see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
}
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
}
}
void MovePicker::score_qcaptures() {
// Use MVV/LVA ordering.
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(m))) -
int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
}
}
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
/// transposition table move if that has already been serched previously.
/// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking
/// non-losing captures in the main search), it moves all captures with
/// negative SEE values to the badCaptures[] array.
Move MovePicker::pick_move_from_list() {
int bestScore = -10000000;
int bestIndex;
Move move;
switch(PhaseTable[phaseIndex]) {
case PH_GOOD_CAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++) {
if(moves[i].score < 0) {
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
else if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
if(bestIndex != -1) { // Found a good capture
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_NONCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
if(pvNode || movesPicked < 12) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
else
bestIndex = movesPicked;
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_EVASIONS:
assert(pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
return move;
}
}
break;
case PH_BAD_CAPTURES:
assert(!pos->is_check());
assert(badCapturesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while(badCapturesPicked < numOfBadCaptures) {
move = badCaptures[badCapturesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
break;
case PH_QCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
if(movesPicked < 4) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
else
bestIndex = movesPicked;
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
// Remember to change the line below if we decide to hash the qsearch!
// Maybe also postpone the legality check until after futility pruning?
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_QCHECKS:
assert(!pos->is_check());
assert(movesPicked >= 0);
// Perhaps we should do something better than just picking the first
// move here? FIXME
while(movesPicked < numOfMoves) {
move = moves[movesPicked++].move;
// Remember to change the line below if we decide to hash the qsearch!
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
return move;
}
break;
default:
break;
}
return MOVE_NONE;
}
/// MovePicker::init_phase_table() initializes the PhaseTable[],
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
/// during program startup, and never again while the program is running.
void MovePicker::init_phase_table() {
int i = 0;
// Main search
MainSearchPhaseIndex = i - 1;
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_MATE_KILLER;
PhaseTable[i++] = PH_GOOD_CAPTURES;
// PH_KILLER_1 and PH_KILLER_2 are not yet used.
// PhaseTable[i++] = PH_KILLER_1;
// PhaseTable[i++] = PH_KILLER_2;
PhaseTable[i++] = PH_NONCAPTURES;
PhaseTable[i++] = PH_BAD_CAPTURES;
PhaseTable[i++] = PH_STOP;
// Check evasions
EvasionsPhaseIndex = i - 1;
PhaseTable[i++] = PH_EVASIONS;
PhaseTable[i++] = PH_STOP;
// Quiescence search with checks
QsearchWithChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
}