/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2009 Marco Costalba 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 . */ //// //// Includes //// #include #include #include "history.h" #include "evaluate.h" #include "movegen.h" #include "movepick.h" #include "search.h" #include "value.h" //// //// Local definitions //// namespace { /// Variables CACHE_LINE_ALIGNMENT int MainSearchPhaseIndex; int EvasionsPhaseIndex; int QsearchWithChecksPhaseIndex; int QsearchWithoutChecksPhaseIndex; uint8_t PhaseTable[32]; } //// //// 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(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss) : pos(p), H(h) { ttMove = ttm; if (ss) { mateKiller = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller; killer1 = ss->killers[0]; killer2 = ss->killers[1]; } else mateKiller = killer1 = killer2 = MOVE_NONE; movesPicked = numOfMoves = numOfBadCaptures = 0; checkKillers = checkLegal = finished = false; if (p.is_check()) phaseIndex = EvasionsPhaseIndex; else if (d > Depth(0)) phaseIndex = MainSearchPhaseIndex; else if (d == Depth(0)) phaseIndex = QsearchWithChecksPhaseIndex; else phaseIndex = QsearchWithoutChecksPhaseIndex; Color us = pos.side_to_move(); dc = p.discovered_check_candidates(us); pinned = p.pinned_pieces(us); 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 = 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)); if (move_is_legal(pos, ttMove, pinned)) return ttMove; } break; case PH_MATE_KILLER: if (mateKiller != MOVE_NONE) { assert(move_is_ok(mateKiller)); if (move_is_legal(pos, mateKiller, pinned)) return mateKiller; } break; case PH_GOOD_CAPTURES: numOfMoves = generate_captures(pos, moves); score_captures(); std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_KILLERS: movesPicked = numOfMoves = 0; if (killer1 != MOVE_NONE && move_is_legal(pos, killer1, pinned) && !pos.move_is_capture(killer1)) moves[numOfMoves++].move = killer1; if (killer2 != MOVE_NONE && move_is_legal(pos, killer2, pinned) && !pos.move_is_capture(killer2)) moves[numOfMoves++].move = killer2; break; case PH_NONCAPTURES: checkKillers = (numOfMoves != 0); // previous phase is PH_KILLERS checkLegal = true; numOfMoves = generate_noncaptures(pos, moves); score_noncaptures(); std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_BAD_CAPTURES: // Bad captures SEE value is already calculated so just sort them // to get SEE move ordering. std::sort(badCaptures, badCaptures + numOfBadCaptures); movesPicked = 0; break; case PH_EVASIONS: assert(pos.is_check()); numOfMoves = generate_evasions(pos, moves, pinned); score_evasions(); std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_QCAPTURES: numOfMoves = generate_captures(pos, moves); score_captures(); std::sort(moves, moves + numOfMoves); movesPicked = 0; break; case PH_QCHECKS: // Perhaps we should order moves move here? FIXME numOfMoves = generate_non_capture_checks(pos, moves, dc); movesPicked = 0; break; case PH_STOP: return MOVE_NONE; default: 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) { lock_grab(&lock); if (finished) { lock_release(&lock); return MOVE_NONE; } Move m = get_next_move(); if (m == MOVE_NONE) finished = true; lock_release(&lock); return m; } /// 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 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. // In main search we want to push captures with negative SEE values to // badCaptures[] array, but instead of doing it now we delay till when // the move has been picked up in pick_move_from_list(), this way we save // some SEE calls in case we get a cutoff (idea from Pablo Vazquez). Move m; // Use MVV/LVA ordering for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; if (move_is_promotion(m)) moves[i].score = QueenValueMidgame; else moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) -int(pos.type_of_piece_on(move_from(m))); } } void MovePicker::score_noncaptures() { // First score by history, when no history is available then use // piece/square tables values. This seems to be better then a // random choice when we don't have an history for any move. Piece piece; Square from, to; int hs; for (int i = 0; i < numOfMoves; i++) { from = move_from(moves[i].move); to = move_to(moves[i].move); piece = pos.piece_on(from); hs = H.move_ordering_score(piece, to); // Ensure history is always preferred to pst if (hs > 0) hs += 1000; // pst based scoring moves[i].score = hs + pos.pst_delta(piece, from, to); } } 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)), move_to(m)); } } /// 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. Move MovePicker::pick_move_from_list() { assert(movesPicked >= 0); assert(!pos.is_check() || PhaseTable[phaseIndex] == PH_EVASIONS || PhaseTable[phaseIndex] == PH_STOP); assert( pos.is_check() || PhaseTable[phaseIndex] != PH_EVASIONS); switch (PhaseTable[phaseIndex]) { case PH_GOOD_CAPTURES: while (movesPicked < numOfMoves) { Move move = moves[movesPicked++].move; if ( move != ttMove && move != mateKiller && pos.pl_move_is_legal(move, pinned)) { // Check for a non negative SEE now int seeValue = pos.see_sign(move); if (seeValue >= 0) return move; // Losing capture, move it to the badCaptures[] array, note // that move has now been already checked for legality. assert(numOfBadCaptures < 63); badCaptures[numOfBadCaptures].move = move; badCaptures[numOfBadCaptures++].score = seeValue; } } break; case PH_KILLERS: case PH_NONCAPTURES: while (movesPicked < numOfMoves) { Move move = moves[movesPicked++].move; if ( move != ttMove && move != mateKiller && (!checkKillers || (move != killer1 && move != killer2)) && (!checkLegal || pos.pl_move_is_legal(move, pinned))) return move; } break; case PH_EVASIONS: if (movesPicked < numOfMoves) return moves[movesPicked++].move; break; case PH_BAD_CAPTURES: if (movesPicked < numOfBadCaptures) return badCaptures[movesPicked++].move; break; case PH_QCAPTURES: case PH_QCHECKS: while (movesPicked < numOfMoves) { Move move = moves[movesPicked++].move; // Maybe postpone the legality check until after futility pruning? if ( move != ttMove && pos.pl_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. 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; PhaseTable[i++] = PH_KILLERS; 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_TT_MOVE; PhaseTable[i++] = PH_QCAPTURES; PhaseTable[i++] = PH_QCHECKS; PhaseTable[i++] = PH_STOP; // Quiescence search without checks QsearchWithoutChecksPhaseIndex = i - 1; PhaseTable[i++] = PH_TT_MOVE; PhaseTable[i++] = PH_QCAPTURES; PhaseTable[i++] = PH_STOP; }