We chose this instead of negamax sign convention
(ie. from the point of view of the side to move)
because it is more in line to how the eval
table is presented.
Also some tweak to formatting while there.
No functional change.
In some legal positions like this one:
R6R/3Q4/1Q4Q1/4Q3/2Q4Q/Q4Q2/Np1Q4/kB1N1KB1 b -- 0 1
We can have a very high score, in this case 30177 and 29267
for midgame and endgame respectively, and because
VALUE_INFINITE = 30001 we have an assert in interpolate()
Midgame and endgame scores are stored in 16 bit signed integers
so we can rise VALUE_INFINITE a little bit. This does not fix
the possibility of overflow in general case, just makes the
condition more difficult to trigger and anyhow better uses all
the score width.
Raising VALUE_INFINITE to 32000 seems to fix the problem for this
particular case.
No functional change.
Tested directly at LTC because previous long
test series on this topic shows it is TC dependant.
Tested with no-regression mode because gets rid of
an ugly and ad-hoc rule.
Test at LTC:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 67918 W: 10590 L: 10541 D: 46787
bench: 7926803
We want all the UCI options are printed in the order in which are
assigned, so we use an index that, depending on Options.size(),
increases after each option is added to the map. The problem is
that, for instance, in the first assignment:
o["Write Debug Log"] = Option(false, on_logger);
Options.size() can value 0 or 1 according if the l-value (that
increments the size) has been evaluated after or before the
r-value (that uses the size value).
The culprit is that assignment operator in C++ is not a
sequence point:
http://en.wikipedia.org/wiki/Sequence_point
(Note: to be nitpick here we actually use std::map::operator=()
that being a function can evaluate its arguments in any order)
So there is no guarantee on what term is evaluated first and
behavior is undefined by standard in this case. The net result
is that in case r-value is evaluated after l-value the last
idx is not size() - 1, but size() and in the printing loop
we miss the last option!
Bug was there since ages but only recently has been exposed by
the removal of UCI_Analyze option so that the last one becomes
UCI_Chess960 and when it is missing engine cannot play anymore
Chess960.
The fix is trivial (although a bit hacky): just increase the
last loop index.
Reported by Eric Mullins that found it on an ARM and MIPS
platforms with gcc 4.7
No functional change.
Thanks to std::bitset we can easily increase
the limit of active threads above 64.
Thanks to Lucas Braesch for pointing at the
correct solution of using std::bitset.
No functional change.
Using memset on a std::vector is undefined behavior,
so manually init all the data memebers of LimitsType.
Bug intorduced in 41641e3b1e
No functional change.
Because we test for available slaves before
entering split(), we almost always allocate a
slave, only in the rare case of a race (less
then 2% of cases) this is not true, but to
special case this occurrence is not worth
the added complexity.
bench: 7451319
During endgame initialization we get the material
hash key of each endgame forging and ad-hoc position
that in same cases is illegal (leaves teh king under
capture). This is not a problem for the material key,
but rises an assert when SF is run in debug mode with
'testKingCapture' set in pos_is_ok().
So rewrite the code to always produce legal positions.
No functional change.
Big simplification of pawn move check.
Code has been tested with a brute force approach: for
every position reached during a bench search, the function
has been called for each combinations of Move(from, to)
and verified the result is the same of old code.
Actually this function is very critical becuase is the
one that ensures corrupted TT moves are discarded, so
to properly test it a simple bench is not enough.
Verified also speed is not changed.
No functional chnage.
It has been obsoleted out already some time ago
and currently there is no point in changing eval
score according to if we are in game or analyzing.
So retire the option.
No functional change.
When running the following position:
8/kPp5/2P3p1/p1P1p1P1/2PpPp2/3p1p2/3P1P2/5K2 w - - 0 1
An assert is raised at depth 92:
assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
This is because it happens that beta = 29832,
so rbeta = 30032 that is > VALUE_INFINITE
Bug spotted and analyzed by Uri, fix suggested by Joerg.
Other fixes where possible but this one is pointed
exactly at the source of the bug, so it is the best
from a code documentation point of view.
bench: 8430785
Under some very rare case 100 plies of search
could be not enough. Increasing more could lead
to crashes due to reached stack size limit on
some platforms.
Strongly requested by Uri.
bench: 8430785
Currently king has no material key associated because
it can never happen to find a legal position without
both kings, so there is no need to keep track of it.
The consequence is that a position with only the two
kings has material key set at zero and if the material
hash table is empty any entry will match and this is
wrong.
Normally bug is hidden becuase the checking for a draw
with pos.is_draw() is done earlier than evaluate() call,
so that we never check in gameplay the material key of a
position with two kings.
Nevertheless the bug is there and can be reproduced setting
at startup a position with only two kings and typing
'eval' from prompt.
The fix is very simple: add a random key also for the king.
Also fixed the condition in material.cpp to avoid asserting
when a 'just 2 kings' postion is evaluated.
No functional change.
Actually MultiCut is too different from current scheme.
Note that neither ProbCut is exactly what we do because
we try just a handful of captures instead of all moves,
nevertheless it seems more in line with what we do.
Suggested by Joona.
No functional change.
Fix small overflow error while converting
magic boosters from right rotate to left rotate,
in particular booster 38 was converted to 4122
instead of the corrcet value 26.
Formula used was:
s1 = original & 63, s2 = (original >> 6) & 63;
new = (64 - s1) | ((64 - s2) << 6);
Instead of:
s1 = original & 63, s2 = (original >> 6) & 63;
new = ((64 - s1) & 63) | (((64 - s2) & 63) << 6);
This has no impact in number of cycles needed, but
just in the resultig number that yields to a rotate
amount bigger than 63.
Spotted by Ehsan Rashid.
No functional change.
When initializing the magic numbers used to
compute sliding attacks, we endless generate a
random and test it as a possible magic.
In the general case this takes a lot of iterations,
but here, insteaad of picking a casual random, we
rotate it a couple of times and generate a number that
we know has a good probability to be a magic candidate.
This is becuase the quantities by which we rotate the
number are known in advance to produce quickly a good
canidate.
The patch, inspired by DON, just moves the shuffle to RKISS
changing the boosters to take in account a left rotation
instead of a right rotation as in the original.
No functional change.
Although does not change ELO level, it seems
verification is useful in many zugzwang positions
as reported by many sources.
So revert this simplification.
bench: 8430785
Actually race conditions do exist in an engine, just
think for a moment to TT concurrent access. Racy code
is not a problem per se, if the consequences are well
known and correctly handled.
In case of TT access we ensure that the TT move is validated
before to be tried, here we just retry the same move in less
that 1 case out of a million: this is totally harmless considering
that very probably the second time the move is tried we get
immediately a TT hit and search quickly returns.
So we simplify the code for no harm.
No fuctional change (in single thread case)
Depth is already dependent on the actual value
of ONE_PLY, in particular can be expressed like:
Depth = n * ONE_PLY
And because formula is used to calculate R that is
also dependent on the value of ONE_PLY and can be
expressed like:
R = x * ONE_PLY
We don't want to divide depth by a 'ply' value but
directly by an integer number.
Spotted by sf-x
No functional change.
TCEC season 3, which is due to start in a few weeks, just
had its server upgraded to 64GB RAM and will therefore allow
16GB hash to be used per engine.
This is almost the upper limit without changing the
type of size and hashMask. After this we need to
move to uint64_t instead of uint32_t.
No functional change.
As pointed out by Joona, Lucas and otehr people in
the forum, this endgame is not a known, there are many
positions where it takes more than 50 moves to claim the
win and becasue exact rules is not possible better to
retire and allow the search to workout the endgame for us.
bench: 8502826
While editing original Uri's messy patch
I have incorrectly simplified the logic
condition. Here is the correct original
version, as it was tested.
bench: 8502826
Function move_importance() is already always
positive, so we don't need to add a constant
term to ensure it.
Becuase move_importance() is used to calculate
ratios of a linear combination (as explained in
previous patch), result is not affected. I have
also verified it directly.
No functional change.
The flag raises also in case of a pawn duo, i.e.
when we have two adjacent pawns on the same rank,
and not only in case of a chain, i.e. when the two
pawns are on a diagonal line.
See this for a reference:
http://en.wikipedia.org/wiki/Connected_pawns
Renaming suggested by Ralph.
No functional change.
Change updating rule after a TT hit to match
the same one at the end of the search.
Small change in functionality, but we want to
have uniform rules in the code.
bench: 7767864
We avoid to use an ad-hoc table at the cost of a
relative_rank() call in advanced_pawn_push().
On my 32 bit system it is even slightly faster (on 64bit
may be different). This is the speed in nps alternating
old and new bench runs:
new
368890
368825
369972
old
367798
367635
368026
No functional change.
To align to same named Position function and
avoid using std::cout directly.
Also remove some stale <iostream> include while
there.
No functional change.
It seems to intorduce a regression when tested
with 3 threads at 15+0.05:
ELO: -2.26 +-2.2 (95%) LOS: 2.4%
Total: 30000 W: 4813 L: 5008 D: 20179
bench: 8331357
SMP case is very tricky and raises an assert in stage_moves():
assert(stage == KILLERS_S1 || stage == QUIETS_1_S1 || stage == QUIETS_2_S1)
So rewrite the code to just return moves[] when we are sure
we are in quiet moves stages.
Also rename stage_moves to quiet_moves to reflect that.
No functional change (but needs testing in SMP case)
Use MovePicker moves[] to access already tried
quiet moves. A bit of care shall be taken
to avoid calling stage_moves() when we are still
at ttMove stage, because moves are yet to be
generated. Actually our staging move generation
makes this code a bit more tricky than what I'd
like, but removing an ausiliary redundant
array like quietsSearched[] is a good thing.
Idea by DiscoCheck
bench: 9355734
Use the newly introduced LineBB[] to simplify this
super hot-path function.
Verified with perft we don't have any speed regression, although
the number of squares removed is less than before in case of
contact check.
Insipred by DiscoCheck implementation.
Perft numbers are the same, but we have an harmless functional
change due to reorder of moves, because now some illegal moves
are no more detected at generation time, but in the search.
bench: 8331357