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Note that this introduces an asymmetry in which best move is searched deeper then others also in MultiPV, but this is not an error per se. No functional change when MultiPV = 1 Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2586 lines
86 KiB
C++
2586 lines
86 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////
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//// Includes
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////
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#include <cassert>
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#include <cmath>
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#include <cstring>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <vector>
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#include "book.h"
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#include "evaluate.h"
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#include "history.h"
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#include "misc.h"
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#include "move.h"
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#include "movegen.h"
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#include "movepick.h"
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#include "lock.h"
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#include "search.h"
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#include "timeman.h"
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#include "thread.h"
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#include "tt.h"
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#include "ucioption.h"
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using std::cout;
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using std::endl;
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////
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//// Local definitions
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////
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namespace {
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// Types
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enum NodeType { NonPV, PV };
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// Set to true to force running with one thread.
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// Used for debugging SMP code.
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const bool FakeSplit = false;
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// Fast lookup table of sliding pieces indexed by Piece
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const bool Slidings[18] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1 };
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inline bool piece_is_slider(Piece p) { return Slidings[p]; }
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// ThreadsManager class is used to handle all the threads related stuff in search,
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// init, starting, parking and, the most important, launching a slave thread at a
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// split point are what this class does. All the access to shared thread data is
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// done through this class, so that we avoid using global variables instead.
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class ThreadsManager {
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/* As long as the single ThreadsManager object is defined as a global we don't
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need to explicitly initialize to zero its data members because variables with
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static storage duration are automatically set to zero before enter main()
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*/
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public:
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void init_threads();
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void exit_threads();
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int min_split_depth() const { return minimumSplitDepth; }
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int active_threads() const { return activeThreads; }
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void set_active_threads(int cnt) { activeThreads = cnt; }
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void read_uci_options();
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bool available_thread_exists(int master) const;
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bool thread_is_available(int slave, int master) const;
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bool cutoff_at_splitpoint(int threadID) const;
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void wake_sleeping_thread(int threadID);
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void idle_loop(int threadID, SplitPoint* sp);
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template <bool Fake>
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void split(Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
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Depth depth, Move threatMove, bool mateThreat, int moveCount, MovePicker* mp, bool pvNode);
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private:
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Depth minimumSplitDepth;
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int maxThreadsPerSplitPoint;
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bool useSleepingThreads;
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int activeThreads;
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volatile bool allThreadsShouldExit;
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Thread threads[MAX_THREADS];
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Lock mpLock, sleepLock[MAX_THREADS];
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WaitCondition sleepCond[MAX_THREADS];
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};
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// RootMove struct is used for moves at the root at the tree. For each root
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// move, we store two scores, a node count, and a PV (really a refutation
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// in the case of moves which fail low). Value pv_score is normally set at
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// -VALUE_INFINITE for all non-pv moves, while non_pv_score is computed
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// according to the order in which moves are returned by MovePicker.
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struct RootMove {
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RootMove();
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RootMove(const RootMove& rm) { *this = rm; }
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RootMove& operator=(const RootMove& rm);
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// RootMove::operator<() is the comparison function used when
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// sorting the moves. A move m1 is considered to be better
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// than a move m2 if it has an higher pv_score, or if it has
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// equal pv_score but m1 has the higher non_pv_score. In this
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// way we are guaranteed that PV moves are always sorted as first.
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bool operator<(const RootMove& m) const {
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return pv_score != m.pv_score ? pv_score < m.pv_score
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: non_pv_score < m.non_pv_score;
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}
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void extract_pv_from_tt(Position& pos);
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void insert_pv_in_tt(Position& pos);
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std::string pv_info_to_uci(Position& pos, int depth, Value alpha, Value beta, int pvLine);
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int64_t nodes;
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Value pv_score;
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Value non_pv_score;
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Move pv[PLY_MAX_PLUS_2];
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};
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// RootMoveList struct is essentially a std::vector<> of RootMove objects,
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// with an handful of methods above the standard ones.
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struct RootMoveList : public std::vector<RootMove> {
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typedef std::vector<RootMove> Base;
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void init(Position& pos, Move searchMoves[]);
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void sort() { insertion_sort<RootMove, Base::iterator>(begin(), end()); }
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void sort_multipv(int n) { insertion_sort<RootMove, Base::iterator>(begin(), begin() + n); }
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int bestMoveChanges;
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};
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// When formatting a move for std::cout we must know if we are in Chess960
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// or not. To keep using the handy operator<<() on the move the trick is to
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// embed this flag in the stream itself. Function-like named enum set960 is
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// used as a custom manipulator and the stream internal general-purpose array,
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// accessed through ios_base::iword(), is used to pass the flag to the move's
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// operator<<() that will use it to properly format castling moves.
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enum set960 {};
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std::ostream& operator<< (std::ostream& os, const set960& f) {
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os.iword(0) = int(f);
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return os;
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}
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// Overload operator << for moves to make it easier to print moves in
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// coordinate notation compatible with UCI protocol.
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std::ostream& operator<<(std::ostream& os, Move m) {
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bool chess960 = (os.iword(0) != 0); // See set960()
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return os << move_to_uci(m, chess960);
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}
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/// Adjustments
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// Step 6. Razoring
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// Maximum depth for razoring
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const Depth RazorDepth = 4 * ONE_PLY;
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// Dynamic razoring margin based on depth
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inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
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// Maximum depth for use of dynamic threat detection when null move fails low
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const Depth ThreatDepth = 5 * ONE_PLY;
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// Step 9. Internal iterative deepening
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// Minimum depth for use of internal iterative deepening
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const Depth IIDDepth[2] = { 8 * ONE_PLY /* non-PV */, 5 * ONE_PLY /* PV */};
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// At Non-PV nodes we do an internal iterative deepening search
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// when the static evaluation is bigger then beta - IIDMargin.
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const Value IIDMargin = Value(0x100);
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// Step 11. Decide the new search depth
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// Extensions. Configurable UCI options
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// Array index 0 is used at non-PV nodes, index 1 at PV nodes.
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Depth CheckExtension[2], PawnPushTo7thExtension[2], PassedPawnExtension[2];
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Depth PawnEndgameExtension[2], MateThreatExtension[2];
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// Minimum depth for use of singular extension
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const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
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// If the TT move is at least SingularExtensionMargin better than the
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// remaining ones we will extend it.
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const Value SingularExtensionMargin = Value(0x20);
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// Step 12. Futility pruning
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// Futility margin for quiescence search
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const Value FutilityMarginQS = Value(0x80);
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// Futility lookup tables (initialized at startup) and their getter functions
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Value FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
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int FutilityMoveCountArray[32]; // [depth]
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inline Value futility_margin(Depth d, int mn) { return d < 7 * ONE_PLY ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE; }
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inline int futility_move_count(Depth d) { return d < 16 * ONE_PLY ? FutilityMoveCountArray[d] : 512; }
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// Step 14. Reduced search
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// Reduction lookup tables (initialized at startup) and their getter functions
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int8_t ReductionMatrix[2][64][64]; // [pv][depth][moveNumber]
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template <NodeType PV>
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inline Depth reduction(Depth d, int mn) { return (Depth) ReductionMatrix[PV][Min(d / 2, 63)][Min(mn, 63)]; }
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// Easy move margin. An easy move candidate must be at least this much
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// better than the second best move.
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const Value EasyMoveMargin = Value(0x200);
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/// Namespace variables
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// Book object
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Book OpeningBook;
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// Root move list
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RootMoveList Rml;
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// MultiPV mode
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int MultiPV;
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// Time management variables
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int SearchStartTime, MaxNodes, MaxDepth, ExactMaxTime;
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bool UseTimeManagement, InfiniteSearch, Pondering, StopOnPonderhit;
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bool FirstRootMove, StopRequest, QuitRequest, AspirationFailLow;
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TimeManager TimeMgr;
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// Log file
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bool UseLogFile;
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std::ofstream LogFile;
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// Multi-threads manager object
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ThreadsManager ThreadsMgr;
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// Node counters, used only by thread[0] but try to keep in different cache
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// lines (64 bytes each) from the heavy multi-thread read accessed variables.
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bool SendSearchedNodes;
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int NodesSincePoll;
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int NodesBetweenPolls = 30000;
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// History table
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History H;
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/// Local functions
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Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove);
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template <NodeType PvNode, bool SpNode, bool Root>
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Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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template <NodeType PvNode>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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template <NodeType PvNode>
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inline Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
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return depth < ONE_PLY ? qsearch<PvNode>(pos, ss, alpha, beta, DEPTH_ZERO, ply)
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: search<PvNode, false, false>(pos, ss, alpha, beta, depth, ply);
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}
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template <NodeType PvNode>
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Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool mateThreat, bool* dangerous);
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bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
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bool connected_moves(const Position& pos, Move m1, Move m2);
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bool value_is_mate(Value value);
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Value value_to_tt(Value v, int ply);
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Value value_from_tt(Value v, int ply);
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
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bool connected_threat(const Position& pos, Move m, Move threat);
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Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
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void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
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void update_killers(Move m, Move killers[]);
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void update_gains(const Position& pos, Move move, Value before, Value after);
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void qsearch_scoring(Position& pos, MoveStack* mlist, MoveStack* last);
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int current_search_time();
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std::string value_to_uci(Value v);
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int nps(const Position& pos);
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void poll(const Position& pos);
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void wait_for_stop_or_ponderhit();
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#if !defined(_MSC_VER)
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void* init_thread(void* threadID);
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#else
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DWORD WINAPI init_thread(LPVOID threadID);
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#endif
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// MovePickerExt is an extended MovePicker used to choose at compile time
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// the proper move source according to the type of node.
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template<bool SpNode, bool Root> struct MovePickerExt;
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// In Root nodes use RootMoveList Rml as source. Score and sort the root moves
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// before to search them.
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template<> struct MovePickerExt<false, true> : public MovePicker {
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MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
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: MovePicker(p, ttm, d, h, ss, b), firstCall(true) {
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Move move;
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Value score = VALUE_ZERO;
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// Score root moves using the standard way used in main search, the moves
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// are scored according to the order in which they are returned by MovePicker.
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// This is the second order score that is used to compare the moves when
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// the first order pv scores of both moves are equal.
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while ((move = MovePicker::get_next_move()) != MOVE_NONE)
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for (rm = Rml.begin(); rm != Rml.end(); ++rm)
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if (rm->pv[0] == move)
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{
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rm->non_pv_score = score--;
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break;
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}
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Rml.sort();
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rm = Rml.begin();
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}
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Move get_next_move() {
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if (!firstCall)
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++rm;
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else
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firstCall = false;
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return rm != Rml.end() ? rm->pv[0] : MOVE_NONE;
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}
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RootMoveList::iterator rm;
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bool firstCall;
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};
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// In SpNodes use split point's shared MovePicker object as move source
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template<> struct MovePickerExt<true, false> : public MovePicker {
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MovePickerExt(const Position& p, Move ttm, Depth d, const History& h,
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SearchStack* ss, Value b) : MovePicker(p, ttm, d, h, ss, b),
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mp(ss->sp->mp) {}
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Move get_next_move() { return mp->get_next_move(); }
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RootMoveList::iterator rm; // Dummy, needed to compile
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MovePicker* mp;
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};
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// Default case, create and use a MovePicker object as source
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template<> struct MovePickerExt<false, false> : public MovePicker {
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MovePickerExt(const Position& p, Move ttm, Depth d, const History& h,
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SearchStack* ss, Value b) : MovePicker(p, ttm, d, h, ss, b) {}
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RootMoveList::iterator rm; // Dummy, needed to compile
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};
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} // namespace
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////
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//// Functions
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////
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/// init_threads(), exit_threads() and nodes_searched() are helpers to
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/// give accessibility to some TM methods from outside of current file.
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void init_threads() { ThreadsMgr.init_threads(); }
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void exit_threads() { ThreadsMgr.exit_threads(); }
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/// init_search() is called during startup. It initializes various lookup tables
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void init_search() {
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int d; // depth (ONE_PLY == 2)
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int hd; // half depth (ONE_PLY == 1)
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int mc; // moveCount
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// Init reductions array
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for (hd = 1; hd < 64; hd++) for (mc = 1; mc < 64; mc++)
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{
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double pvRed = log(double(hd)) * log(double(mc)) / 3.0;
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double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
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ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
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ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
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}
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// Init futility margins array
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for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
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FutilityMarginsMatrix[d][mc] = Value(112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45);
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// Init futility move count array
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for (d = 0; d < 32; d++)
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FutilityMoveCountArray[d] = int(3.001 + 0.25 * pow(d, 2.0));
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}
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/// perft() is our utility to verify move generation is bug free. All the legal
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/// moves up to given depth are generated and counted and the sum returned.
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int64_t perft(Position& pos, Depth depth)
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{
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MoveStack mlist[MOVES_MAX];
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StateInfo st;
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Move m;
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int64_t sum = 0;
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// Generate all legal moves
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MoveStack* last = generate<MV_LEGAL>(pos, mlist);
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// If we are at the last ply we don't need to do and undo
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// the moves, just to count them.
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if (depth <= ONE_PLY)
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return int(last - mlist);
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// Loop through all legal moves
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CheckInfo ci(pos);
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for (MoveStack* cur = mlist; cur != last; cur++)
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{
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m = cur->move;
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pos.do_move(m, st, ci, pos.move_is_check(m, ci));
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sum += perft(pos, depth - ONE_PLY);
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pos.undo_move(m);
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}
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return sum;
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}
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/// think() is the external interface to Stockfish's search, and is called when
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/// the program receives the UCI 'go' command. It initializes various
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/// search-related global variables, and calls id_loop(). It returns false
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/// when a quit command is received during the search.
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bool think(Position& pos, bool infinite, bool ponder, int time[], int increment[],
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int movesToGo, int maxDepth, int maxNodes, int maxTime, Move searchMoves[]) {
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// Initialize global search variables
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StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = SendSearchedNodes = false;
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NodesSincePoll = 0;
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SearchStartTime = get_system_time();
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ExactMaxTime = maxTime;
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MaxDepth = maxDepth;
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MaxNodes = maxNodes;
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InfiniteSearch = infinite;
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Pondering = ponder;
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UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
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// Look for a book move, only during games, not tests
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if (UseTimeManagement && Options["OwnBook"].value<bool>())
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{
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if (Options["Book File"].value<std::string>() != OpeningBook.name())
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OpeningBook.open(Options["Book File"].value<std::string>());
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Move bookMove = OpeningBook.get_move(pos, Options["Best Book Move"].value<bool>());
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if (bookMove != MOVE_NONE)
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{
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if (Pondering)
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wait_for_stop_or_ponderhit();
|
|
|
|
cout << "bestmove " << bookMove << endl;
|
|
return !QuitRequest;
|
|
}
|
|
}
|
|
|
|
// Read UCI option values
|
|
TT.set_size(Options["Hash"].value<int>());
|
|
if (Options["Clear Hash"].value<bool>())
|
|
{
|
|
Options["Clear Hash"].set_value("false");
|
|
TT.clear();
|
|
}
|
|
|
|
CheckExtension[1] = Options["Check Extension (PV nodes)"].value<Depth>();
|
|
CheckExtension[0] = Options["Check Extension (non-PV nodes)"].value<Depth>();
|
|
PawnPushTo7thExtension[1] = Options["Pawn Push to 7th Extension (PV nodes)"].value<Depth>();
|
|
PawnPushTo7thExtension[0] = Options["Pawn Push to 7th Extension (non-PV nodes)"].value<Depth>();
|
|
PassedPawnExtension[1] = Options["Passed Pawn Extension (PV nodes)"].value<Depth>();
|
|
PassedPawnExtension[0] = Options["Passed Pawn Extension (non-PV nodes)"].value<Depth>();
|
|
PawnEndgameExtension[1] = Options["Pawn Endgame Extension (PV nodes)"].value<Depth>();
|
|
PawnEndgameExtension[0] = Options["Pawn Endgame Extension (non-PV nodes)"].value<Depth>();
|
|
MateThreatExtension[1] = Options["Mate Threat Extension (PV nodes)"].value<Depth>();
|
|
MateThreatExtension[0] = Options["Mate Threat Extension (non-PV nodes)"].value<Depth>();
|
|
MultiPV = Options["MultiPV"].value<int>();
|
|
UseLogFile = Options["Use Search Log"].value<bool>();
|
|
|
|
read_evaluation_uci_options(pos.side_to_move());
|
|
|
|
// Set the number of active threads
|
|
ThreadsMgr.read_uci_options();
|
|
init_eval(ThreadsMgr.active_threads());
|
|
|
|
// Wake up needed threads
|
|
for (int i = 1; i < ThreadsMgr.active_threads(); i++)
|
|
ThreadsMgr.wake_sleeping_thread(i);
|
|
|
|
// Set thinking time
|
|
int myTime = time[pos.side_to_move()];
|
|
int myIncrement = increment[pos.side_to_move()];
|
|
if (UseTimeManagement)
|
|
TimeMgr.init(myTime, myIncrement, movesToGo, pos.startpos_ply_counter());
|
|
|
|
// Set best NodesBetweenPolls interval to avoid lagging under
|
|
// heavy time pressure.
|
|
if (MaxNodes)
|
|
NodesBetweenPolls = Min(MaxNodes, 30000);
|
|
else if (myTime && myTime < 1000)
|
|
NodesBetweenPolls = 1000;
|
|
else if (myTime && myTime < 5000)
|
|
NodesBetweenPolls = 5000;
|
|
else
|
|
NodesBetweenPolls = 30000;
|
|
|
|
// Write search information to log file
|
|
if (UseLogFile)
|
|
{
|
|
std::string name = Options["Search Log Filename"].value<std::string>();
|
|
LogFile.open(name.c_str(), std::ios::out | std::ios::app);
|
|
|
|
LogFile << "\nSearching: " << pos.to_fen()
|
|
<< "\ninfinite: " << infinite
|
|
<< " ponder: " << ponder
|
|
<< " time: " << myTime
|
|
<< " increment: " << myIncrement
|
|
<< " moves to go: " << movesToGo
|
|
<< endl;
|
|
}
|
|
|
|
// We're ready to start thinking. Call the iterative deepening loop function
|
|
Move ponderMove = MOVE_NONE;
|
|
Move bestMove = id_loop(pos, searchMoves, &ponderMove);
|
|
|
|
// Print final search statistics
|
|
cout << "info nodes " << pos.nodes_searched()
|
|
<< " nps " << nps(pos)
|
|
<< " time " << current_search_time() << endl;
|
|
|
|
if (UseLogFile)
|
|
{
|
|
LogFile << "Nodes: " << pos.nodes_searched()
|
|
<< "\nNodes/second: " << nps(pos)
|
|
<< "\nBest move: " << move_to_san(pos, bestMove);
|
|
|
|
StateInfo st;
|
|
pos.do_move(bestMove, st);
|
|
LogFile << "\nPonder move: " << move_to_san(pos, ponderMove) << endl;
|
|
pos.undo_move(bestMove); // Return from think() with unchanged position
|
|
LogFile.close();
|
|
}
|
|
|
|
// This makes all the threads to go to sleep
|
|
ThreadsMgr.set_active_threads(1);
|
|
|
|
// If we are pondering or in infinite search, we shouldn't print the
|
|
// best move before we are told to do so.
|
|
if (!StopRequest && (Pondering || InfiniteSearch))
|
|
wait_for_stop_or_ponderhit();
|
|
|
|
// Could be both MOVE_NONE when searching on a stalemate position
|
|
cout << "bestmove " << bestMove << " ponder " << ponderMove << endl;
|
|
|
|
return !QuitRequest;
|
|
}
|
|
|
|
|
|
namespace {
|
|
|
|
// id_loop() is the main iterative deepening loop. It calls search() repeatedly
|
|
// with increasing depth until the allocated thinking time has been consumed,
|
|
// user stops the search, or the maximum search depth is reached.
|
|
|
|
Move id_loop(Position& pos, Move searchMoves[], Move* ponderMove) {
|
|
|
|
SearchStack ss[PLY_MAX_PLUS_2];
|
|
Value bestValues[PLY_MAX_PLUS_2];
|
|
int bestMoveChanges[PLY_MAX_PLUS_2];
|
|
int depth, researchCountFL, researchCountFH, aspirationDelta;
|
|
Value value, alpha, beta;
|
|
Move bestMove, easyMove;
|
|
|
|
// Moves to search are verified, scored and sorted
|
|
Rml.init(pos, searchMoves);
|
|
|
|
// Initialize FIXME move before Rml.init()
|
|
TT.new_search();
|
|
H.clear();
|
|
memset(ss, 0, PLY_MAX_PLUS_2 * sizeof(SearchStack));
|
|
*ponderMove = bestMove = easyMove = MOVE_NONE;
|
|
depth = aspirationDelta = 0;
|
|
ss->currentMove = MOVE_NULL; // Hack to skip update_gains()
|
|
alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
|
|
|
|
// Handle special case of searching on a mate/stalemate position
|
|
if (Rml.size() == 0)
|
|
{
|
|
cout << "info depth 0 score "
|
|
<< value_to_uci(pos.is_check() ? -VALUE_MATE : VALUE_DRAW)
|
|
<< endl;
|
|
|
|
return MOVE_NONE;
|
|
}
|
|
|
|
// Is one move significantly better than others after initial scoring ?
|
|
if ( Rml.size() == 1
|
|
|| Rml[0].pv_score > Rml[1].pv_score + EasyMoveMargin)
|
|
easyMove = Rml[0].pv[0];
|
|
|
|
// Iterative deepening loop
|
|
while (++depth <= PLY_MAX && (!MaxDepth || depth <= MaxDepth) && !StopRequest)
|
|
{
|
|
Rml.bestMoveChanges = researchCountFL = researchCountFH = 0;
|
|
cout << "info depth " << depth << endl;
|
|
|
|
// Calculate dynamic aspiration window based on previous iterations
|
|
if (MultiPV == 1 && depth >= 5 && abs(bestValues[depth - 1]) < VALUE_KNOWN_WIN)
|
|
{
|
|
int prevDelta1 = bestValues[depth - 1] - bestValues[depth - 2];
|
|
int prevDelta2 = bestValues[depth - 2] - bestValues[depth - 3];
|
|
|
|
aspirationDelta = Min(Max(abs(prevDelta1) + abs(prevDelta2) / 2, 16), 24);
|
|
aspirationDelta = (aspirationDelta + 7) / 8 * 8; // Round to match grainSize
|
|
|
|
alpha = Max(bestValues[depth - 1] - aspirationDelta, -VALUE_INFINITE);
|
|
beta = Min(bestValues[depth - 1] + aspirationDelta, VALUE_INFINITE);
|
|
}
|
|
|
|
// Start with a small aspiration window and, in case of fail high/low,
|
|
// research with bigger window until not failing high/low anymore.
|
|
while (true)
|
|
{
|
|
// Search starting from ss+1 to allow calling update_gains()
|
|
value = search<PV, false, true>(pos, ss+1, alpha, beta, depth * ONE_PLY, 0);
|
|
|
|
// Send PV line to GUI and write to transposition table in case the
|
|
// relevant entries have been overwritten during the search.
|
|
for (int i = 0; i < Min(MultiPV, (int)Rml.size()); i++)
|
|
{
|
|
Rml[i].insert_pv_in_tt(pos);
|
|
cout << set960(pos.is_chess960())
|
|
<< Rml[i].pv_info_to_uci(pos, depth, alpha, beta, i) << endl;
|
|
}
|
|
|
|
// Value cannot be trusted. Break out immediately!
|
|
if (StopRequest)
|
|
break;
|
|
|
|
assert(value >= alpha);
|
|
|
|
// In case of failing high/low increase aspiration window and research,
|
|
// otherwise exit the fail high/low loop.
|
|
if (value >= beta)
|
|
{
|
|
beta = Min(beta + aspirationDelta * (1 << researchCountFH), VALUE_INFINITE);
|
|
researchCountFH++;
|
|
}
|
|
else if (value <= alpha)
|
|
{
|
|
AspirationFailLow = true;
|
|
StopOnPonderhit = false;
|
|
|
|
alpha = Max(alpha - aspirationDelta * (1 << researchCountFL), -VALUE_INFINITE);
|
|
researchCountFL++;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
// Collect info about search result
|
|
bestMove = Rml[0].pv[0];
|
|
bestValues[depth] = value;
|
|
bestMoveChanges[depth] = Rml.bestMoveChanges;
|
|
|
|
if (UseLogFile)
|
|
LogFile << pretty_pv(pos, depth, value, current_search_time(), Rml[0].pv) << endl;
|
|
|
|
// Drop the easy move if differs from the new best move
|
|
if (bestMove != easyMove)
|
|
easyMove = MOVE_NONE;
|
|
|
|
if (UseTimeManagement && !StopRequest)
|
|
{
|
|
// Time to stop?
|
|
bool noMoreTime = false;
|
|
|
|
// Stop search early when the last two iterations returned a mate score
|
|
if ( depth >= 5
|
|
&& abs(bestValues[depth]) >= abs(VALUE_MATE) - 100
|
|
&& abs(bestValues[depth - 1]) >= abs(VALUE_MATE) - 100)
|
|
noMoreTime = true;
|
|
|
|
// Stop search early if one move seems to be much better than the
|
|
// others or if there is only a single legal move. In this latter
|
|
// case we search up to Iteration 8 anyway to get a proper score.
|
|
if ( depth >= 7
|
|
&& easyMove == bestMove
|
|
&& ( Rml.size() == 1
|
|
||( Rml[0].nodes > (pos.nodes_searched() * 85) / 100
|
|
&& current_search_time() > TimeMgr.available_time() / 16)
|
|
||( Rml[0].nodes > (pos.nodes_searched() * 98) / 100
|
|
&& current_search_time() > TimeMgr.available_time() / 32)))
|
|
noMoreTime = true;
|
|
|
|
// Add some extra time if the best move has changed during the last two iterations
|
|
if (depth > 4 && depth < 50)
|
|
TimeMgr.pv_instability(bestMoveChanges[depth], bestMoveChanges[depth-1]);
|
|
|
|
// Stop search if most of MaxSearchTime is consumed at the end of the
|
|
// iteration. We probably don't have enough time to search the first
|
|
// move at the next iteration anyway.
|
|
if (current_search_time() > (TimeMgr.available_time() * 80) / 128)
|
|
noMoreTime = true;
|
|
|
|
if (noMoreTime)
|
|
{
|
|
if (Pondering)
|
|
StopOnPonderhit = true;
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
*ponderMove = Rml[0].pv[1];
|
|
return bestMove;
|
|
}
|
|
|
|
|
|
// search<>() is the main search function for both PV and non-PV nodes and for
|
|
// normal and SplitPoint nodes. When called just after a split point the search
|
|
// is simpler because we have already probed the hash table, done a null move
|
|
// search, and searched the first move before splitting, we don't have to repeat
|
|
// all this work again. We also don't need to store anything to the hash table
|
|
// here: This is taken care of after we return from the split point.
|
|
|
|
template <NodeType PvNode, bool SpNode, bool Root>
|
|
Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
|
|
|
|
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
|
|
assert(beta > alpha && beta <= VALUE_INFINITE);
|
|
assert(PvNode || alpha == beta - 1);
|
|
assert((Root || ply > 0) && ply < PLY_MAX);
|
|
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
|
|
|
|
Move movesSearched[MOVES_MAX];
|
|
int64_t nodes;
|
|
StateInfo st;
|
|
const TTEntry *tte;
|
|
Key posKey;
|
|
Move ttMove, move, excludedMove, threatMove;
|
|
Depth ext, newDepth;
|
|
ValueType vt;
|
|
Value bestValue, value, oldAlpha;
|
|
Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
|
|
bool isPvMove, isCheck, singularExtensionNode, moveIsCheck, captureOrPromotion, dangerous;
|
|
bool mateThreat = false;
|
|
int moveCount = 0, playedMoveCount = 0;
|
|
int threadID = pos.thread();
|
|
SplitPoint* sp = NULL;
|
|
|
|
refinedValue = bestValue = value = -VALUE_INFINITE;
|
|
oldAlpha = alpha;
|
|
isCheck = pos.is_check();
|
|
|
|
if (SpNode)
|
|
{
|
|
sp = ss->sp;
|
|
tte = NULL;
|
|
ttMove = excludedMove = MOVE_NONE;
|
|
threatMove = sp->threatMove;
|
|
mateThreat = sp->mateThreat;
|
|
goto split_point_start;
|
|
}
|
|
else if (Root)
|
|
bestValue = alpha;
|
|
|
|
// Step 1. Initialize node and poll. Polling can abort search
|
|
ss->currentMove = ss->bestMove = threatMove = MOVE_NONE;
|
|
(ss+2)->killers[0] = (ss+2)->killers[1] = (ss+2)->mateKiller = MOVE_NONE;
|
|
|
|
if (threadID == 0 && ++NodesSincePoll > NodesBetweenPolls)
|
|
{
|
|
NodesSincePoll = 0;
|
|
poll(pos);
|
|
}
|
|
|
|
// Step 2. Check for aborted search and immediate draw
|
|
if (( StopRequest
|
|
|| ThreadsMgr.cutoff_at_splitpoint(threadID)
|
|
|| pos.is_draw()
|
|
|| ply >= PLY_MAX - 1) && !Root)
|
|
return VALUE_DRAW;
|
|
|
|
// Step 3. Mate distance pruning
|
|
alpha = Max(value_mated_in(ply), alpha);
|
|
beta = Min(value_mate_in(ply+1), beta);
|
|
if (alpha >= beta)
|
|
return alpha;
|
|
|
|
// 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.get_exclusion_key() : pos.get_key();
|
|
|
|
tte = TT.retrieve(posKey);
|
|
ttMove = tte ? tte->move() : MOVE_NONE;
|
|
|
|
// At PV nodes we check for exact scores, while at non-PV nodes we check for
|
|
// and return a fail high/low. Biggest advantage at probing at PV nodes is
|
|
// to have a smooth experience in analysis mode.
|
|
if ( !Root
|
|
&& tte
|
|
&& (PvNode ? tte->depth() >= depth && tte->type() == VALUE_TYPE_EXACT
|
|
: ok_to_use_TT(tte, depth, beta, ply)))
|
|
{
|
|
TT.refresh(tte);
|
|
ss->bestMove = ttMove; // Can be MOVE_NONE
|
|
return value_from_tt(tte->value(), ply);
|
|
}
|
|
|
|
// Step 5. Evaluate the position statically and
|
|
// update gain statistics of parent move.
|
|
if (isCheck)
|
|
ss->eval = ss->evalMargin = VALUE_NONE;
|
|
else if (tte)
|
|
{
|
|
assert(tte->static_value() != VALUE_NONE);
|
|
|
|
ss->eval = tte->static_value();
|
|
ss->evalMargin = tte->static_value_margin();
|
|
refinedValue = refine_eval(tte, ss->eval, ply);
|
|
}
|
|
else
|
|
{
|
|
refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
|
|
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
|
|
}
|
|
|
|
// Save gain for the parent non-capture move
|
|
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
|
|
|
|
// Step 6. Razoring (is omitted in PV nodes)
|
|
if ( !PvNode
|
|
&& depth < RazorDepth
|
|
&& !isCheck
|
|
&& refinedValue < beta - razor_margin(depth)
|
|
&& ttMove == MOVE_NONE
|
|
&& !value_is_mate(beta)
|
|
&& !pos.has_pawn_on_7th(pos.side_to_move()))
|
|
{
|
|
Value rbeta = beta - razor_margin(depth);
|
|
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO, ply);
|
|
if (v < rbeta)
|
|
// Logically we should return (v + razor_margin(depth)), but
|
|
// surprisingly this did slightly weaker in tests.
|
|
return v;
|
|
}
|
|
|
|
// Step 7. Static null move pruning (is omitted in PV nodes)
|
|
// We're betting that the opponent doesn't have a move that will reduce
|
|
// the score by more than futility_margin(depth) if we do a null move.
|
|
if ( !PvNode
|
|
&& !ss->skipNullMove
|
|
&& depth < RazorDepth
|
|
&& !isCheck
|
|
&& refinedValue >= beta + futility_margin(depth, 0)
|
|
&& !value_is_mate(beta)
|
|
&& pos.non_pawn_material(pos.side_to_move()))
|
|
return refinedValue - futility_margin(depth, 0);
|
|
|
|
// Step 8. Null move search with verification search (is omitted in PV nodes)
|
|
if ( !PvNode
|
|
&& !ss->skipNullMove
|
|
&& depth > ONE_PLY
|
|
&& !isCheck
|
|
&& refinedValue >= beta
|
|
&& !value_is_mate(beta)
|
|
&& pos.non_pawn_material(pos.side_to_move()))
|
|
{
|
|
ss->currentMove = MOVE_NULL;
|
|
|
|
// Null move dynamic reduction based on depth
|
|
int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
|
|
|
|
// Null move dynamic reduction based on value
|
|
if (refinedValue - beta > PawnValueMidgame)
|
|
R++;
|
|
|
|
pos.do_null_move(st);
|
|
(ss+1)->skipNullMove = true;
|
|
nullValue = -search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY, ply+1);
|
|
(ss+1)->skipNullMove = false;
|
|
pos.undo_null_move();
|
|
|
|
if (nullValue >= beta)
|
|
{
|
|
// Do not return unproven mate scores
|
|
if (nullValue >= value_mate_in(PLY_MAX))
|
|
nullValue = beta;
|
|
|
|
if (depth < 6 * ONE_PLY)
|
|
return nullValue;
|
|
|
|
// Do verification search at high depths
|
|
ss->skipNullMove = true;
|
|
Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY, ply);
|
|
ss->skipNullMove = false;
|
|
|
|
if (v >= beta)
|
|
return nullValue;
|
|
}
|
|
else
|
|
{
|
|
// The null move failed low, which means that we may be faced with
|
|
// some kind of threat. If the previous move was reduced, check if
|
|
// the move that refuted the null move was somehow connected to the
|
|
// move which was reduced. If a connection is found, return a fail
|
|
// low score (which will cause the reduced move to fail high in the
|
|
// parent node, which will trigger a re-search with full depth).
|
|
if (nullValue == value_mated_in(ply + 2))
|
|
mateThreat = true;
|
|
|
|
threatMove = (ss+1)->bestMove;
|
|
if ( depth < ThreatDepth
|
|
&& (ss-1)->reduction
|
|
&& threatMove != MOVE_NONE
|
|
&& connected_moves(pos, (ss-1)->currentMove, threatMove))
|
|
return beta - 1;
|
|
}
|
|
}
|
|
|
|
// Step 9. Internal iterative deepening
|
|
if ( depth >= IIDDepth[PvNode]
|
|
&& ttMove == MOVE_NONE
|
|
&& (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
|
|
{
|
|
Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
|
|
|
|
ss->skipNullMove = true;
|
|
search<PvNode>(pos, ss, alpha, beta, d, ply);
|
|
ss->skipNullMove = false;
|
|
|
|
ttMove = ss->bestMove;
|
|
tte = TT.retrieve(posKey);
|
|
}
|
|
|
|
// Expensive mate threat detection (only for PV nodes)
|
|
if (PvNode)
|
|
mateThreat = pos.has_mate_threat();
|
|
|
|
split_point_start: // At split points actual search starts from here
|
|
|
|
// Initialize a MovePicker object for the current position
|
|
MovePickerExt<SpNode, Root> mp(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
|
|
CheckInfo ci(pos);
|
|
ss->bestMove = MOVE_NONE;
|
|
futilityBase = ss->eval + ss->evalMargin;
|
|
singularExtensionNode = !Root
|
|
&& !SpNode
|
|
&& depth >= SingularExtensionDepth[PvNode]
|
|
&& tte
|
|
&& tte->move()
|
|
&& !excludedMove // Do not allow recursive singular extension search
|
|
&& (tte->type() & VALUE_TYPE_LOWER)
|
|
&& tte->depth() >= depth - 3 * ONE_PLY;
|
|
if (SpNode)
|
|
{
|
|
lock_grab(&(sp->lock));
|
|
bestValue = sp->bestValue;
|
|
}
|
|
|
|
// Step 10. Loop through moves
|
|
// Loop through all legal moves until no moves remain or a beta cutoff occurs
|
|
while ( bestValue < beta
|
|
&& (move = mp.get_next_move()) != MOVE_NONE
|
|
&& !ThreadsMgr.cutoff_at_splitpoint(threadID))
|
|
{
|
|
assert(move_is_ok(move));
|
|
|
|
if (SpNode)
|
|
{
|
|
moveCount = ++sp->moveCount;
|
|
lock_release(&(sp->lock));
|
|
}
|
|
else if (move == excludedMove)
|
|
continue;
|
|
else
|
|
moveCount++;
|
|
|
|
if (Root)
|
|
{
|
|
// This is used by time management
|
|
FirstRootMove = (moveCount == 1);
|
|
|
|
// Save the current node count before the move is searched
|
|
nodes = pos.nodes_searched();
|
|
|
|
// If it's time to send nodes info, do it here where we have the
|
|
// correct accumulated node counts searched by each thread.
|
|
if (SendSearchedNodes)
|
|
{
|
|
SendSearchedNodes = false;
|
|
cout << "info nodes " << nodes
|
|
<< " nps " << nps(pos)
|
|
<< " time " << current_search_time() << endl;
|
|
}
|
|
|
|
if (current_search_time() >= 1000)
|
|
cout << "info currmove " << move
|
|
<< " currmovenumber " << moveCount << endl;
|
|
}
|
|
|
|
isPvMove = (PvNode && moveCount <= (Root ? MultiPV : 1));
|
|
moveIsCheck = pos.move_is_check(move, ci);
|
|
captureOrPromotion = pos.move_is_capture_or_promotion(move);
|
|
|
|
// Step 11. Decide the new search depth
|
|
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, mateThreat, &dangerous);
|
|
|
|
// 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, if result is
|
|
// lower than ttValue minus a margin then we extend ttMove.
|
|
if ( singularExtensionNode
|
|
&& move == tte->move()
|
|
&& ext < ONE_PLY)
|
|
{
|
|
Value ttValue = value_from_tt(tte->value(), ply);
|
|
|
|
if (abs(ttValue) < VALUE_KNOWN_WIN)
|
|
{
|
|
Value b = ttValue - SingularExtensionMargin;
|
|
ss->excludedMove = move;
|
|
ss->skipNullMove = true;
|
|
Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
|
|
ss->skipNullMove = false;
|
|
ss->excludedMove = MOVE_NONE;
|
|
ss->bestMove = MOVE_NONE;
|
|
if (v < b)
|
|
ext = ONE_PLY;
|
|
}
|
|
}
|
|
|
|
// Update current move (this must be done after singular extension search)
|
|
ss->currentMove = move;
|
|
newDepth = depth - (!Root ? ONE_PLY : DEPTH_ZERO) + ext;
|
|
|
|
// Step 12. Futility pruning (is omitted in PV nodes)
|
|
if ( !PvNode
|
|
&& !captureOrPromotion
|
|
&& !isCheck
|
|
&& !dangerous
|
|
&& move != ttMove
|
|
&& !move_is_castle(move))
|
|
{
|
|
// Move count based pruning
|
|
if ( moveCount >= futility_move_count(depth)
|
|
&& !(threatMove && connected_threat(pos, move, threatMove))
|
|
&& bestValue > value_mated_in(PLY_MAX)) // FIXME bestValue is racy
|
|
{
|
|
if (SpNode)
|
|
lock_grab(&(sp->lock));
|
|
|
|
continue;
|
|
}
|
|
|
|
// Value based pruning
|
|
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
|
|
// but fixing this made program slightly weaker.
|
|
Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
|
|
futilityValueScaled = futilityBase + futility_margin(predictedDepth, moveCount)
|
|
+ H.gain(pos.piece_on(move_from(move)), move_to(move));
|
|
|
|
if (futilityValueScaled < beta)
|
|
{
|
|
if (SpNode)
|
|
{
|
|
lock_grab(&(sp->lock));
|
|
if (futilityValueScaled > sp->bestValue)
|
|
sp->bestValue = bestValue = futilityValueScaled;
|
|
}
|
|
else if (futilityValueScaled > bestValue)
|
|
bestValue = futilityValueScaled;
|
|
|
|
continue;
|
|
}
|
|
|
|
// Prune moves with negative SEE at low depths
|
|
if ( predictedDepth < 2 * ONE_PLY
|
|
&& bestValue > value_mated_in(PLY_MAX)
|
|
&& pos.see_sign(move) < 0)
|
|
{
|
|
if (SpNode)
|
|
lock_grab(&(sp->lock));
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Step 13. Make the move
|
|
pos.do_move(move, st, ci, moveIsCheck);
|
|
|
|
if (!SpNode && !captureOrPromotion)
|
|
movesSearched[playedMoveCount++] = move;
|
|
|
|
// Step extra. pv search (only in PV nodes)
|
|
// The first move in list is the expected PV
|
|
if (isPvMove)
|
|
{
|
|
// Aspiration window is disabled in multi-pv case
|
|
if (Root && MultiPV > 1)
|
|
alpha = -VALUE_INFINITE;
|
|
|
|
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
|
|
}
|
|
else
|
|
{
|
|
// Step 14. Reduced depth search
|
|
// If the move fails high will be re-searched at full depth.
|
|
bool doFullDepthSearch = true;
|
|
|
|
if ( depth >= 3 * ONE_PLY
|
|
&& !captureOrPromotion
|
|
&& !dangerous
|
|
&& !move_is_castle(move)
|
|
&& ss->killers[0] != move
|
|
&& ss->killers[1] != move)
|
|
{
|
|
ss->reduction = reduction<PvNode>(depth, moveCount);
|
|
if (ss->reduction)
|
|
{
|
|
alpha = SpNode ? sp->alpha : alpha;
|
|
Depth d = newDepth - ss->reduction;
|
|
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
|
|
|
|
doFullDepthSearch = (value > alpha);
|
|
}
|
|
ss->reduction = DEPTH_ZERO; // Restore original reduction
|
|
}
|
|
|
|
// Step 15. Full depth search
|
|
if (doFullDepthSearch)
|
|
{
|
|
alpha = SpNode ? sp->alpha : alpha;
|
|
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
|
|
|
|
// Step extra. pv search (only in PV nodes)
|
|
// Search only for possible new PV nodes, if instead value >= beta then
|
|
// parent node fails low with value <= alpha and tries another move.
|
|
if (PvNode && value > alpha && (Root || value < beta))
|
|
value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
|
|
}
|
|
}
|
|
|
|
// Step 16. Undo move
|
|
pos.undo_move(move);
|
|
|
|
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
|
|
|
|
// Step 17. Check for new best move
|
|
if (SpNode)
|
|
{
|
|
lock_grab(&(sp->lock));
|
|
bestValue = sp->bestValue;
|
|
alpha = sp->alpha;
|
|
}
|
|
|
|
if (!Root && value > bestValue && !(SpNode && ThreadsMgr.cutoff_at_splitpoint(threadID)))
|
|
{
|
|
bestValue = value;
|
|
|
|
if (SpNode)
|
|
sp->bestValue = value;
|
|
|
|
if (value > alpha)
|
|
{
|
|
if (PvNode && value < beta) // We want always alpha < beta
|
|
{
|
|
alpha = value;
|
|
|
|
if (SpNode)
|
|
sp->alpha = value;
|
|
}
|
|
else if (SpNode)
|
|
sp->betaCutoff = true;
|
|
|
|
if (value == value_mate_in(ply + 1))
|
|
ss->mateKiller = move;
|
|
|
|
ss->bestMove = move;
|
|
|
|
if (SpNode)
|
|
sp->parentSstack->bestMove = move;
|
|
}
|
|
}
|
|
|
|
if (Root)
|
|
{
|
|
// To avoid to exit with bestValue == -VALUE_INFINITE
|
|
if (value > bestValue)
|
|
bestValue = value;
|
|
|
|
// Finished searching the move. If StopRequest is true, the search
|
|
// was aborted because the user interrupted the search or because we
|
|
// ran out of time. In this case, the return value of the search cannot
|
|
// be trusted, and we break out of the loop without updating the best
|
|
// move and/or PV.
|
|
if (StopRequest)
|
|
break;
|
|
|
|
// Remember searched nodes counts for this move
|
|
mp.rm->nodes += pos.nodes_searched() - nodes;
|
|
|
|
// Step 17. Check for new best move
|
|
if (!isPvMove && value <= alpha)
|
|
mp.rm->pv_score = -VALUE_INFINITE;
|
|
else
|
|
{
|
|
// PV move or new best move!
|
|
|
|
// Update PV
|
|
ss->bestMove = move;
|
|
mp.rm->pv_score = value;
|
|
mp.rm->extract_pv_from_tt(pos);
|
|
|
|
// 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 (!isPvMove && MultiPV == 1)
|
|
Rml.bestMoveChanges++;
|
|
|
|
Rml.sort_multipv(moveCount);
|
|
|
|
// Update alpha. In multi-pv we don't use aspiration window, so
|
|
// set alpha equal to minimum score among the PV lines.
|
|
if (MultiPV > 1)
|
|
alpha = Rml[Min(moveCount, MultiPV) - 1].pv_score; // FIXME why moveCount?
|
|
else if (value > alpha)
|
|
alpha = value;
|
|
|
|
} // PV move or new best move
|
|
}
|
|
|
|
// Step 18. Check for split
|
|
if ( !Root
|
|
&& !SpNode
|
|
&& depth >= ThreadsMgr.min_split_depth()
|
|
&& ThreadsMgr.active_threads() > 1
|
|
&& bestValue < beta
|
|
&& ThreadsMgr.available_thread_exists(threadID)
|
|
&& !StopRequest
|
|
&& !ThreadsMgr.cutoff_at_splitpoint(threadID))
|
|
ThreadsMgr.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
|
|
threatMove, mateThreat, moveCount, &mp, PvNode);
|
|
}
|
|
|
|
// Step 19. Check for mate and stalemate
|
|
// All legal moves have been searched and if there are
|
|
// no legal moves, it must be mate or stalemate.
|
|
// If one move was excluded return fail low score.
|
|
if (!SpNode && !moveCount)
|
|
return excludedMove ? oldAlpha : isCheck ? value_mated_in(ply) : VALUE_DRAW;
|
|
|
|
// Step 20. Update tables
|
|
// If the search is not aborted, update the transposition table,
|
|
// history counters, and killer moves.
|
|
if (!SpNode && !StopRequest && !ThreadsMgr.cutoff_at_splitpoint(threadID))
|
|
{
|
|
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
|
|
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
|
|
: bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
|
|
|
|
TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, ss->evalMargin);
|
|
|
|
// Update killers and history only for non capture moves that fails high
|
|
if ( bestValue >= beta
|
|
&& !pos.move_is_capture_or_promotion(move))
|
|
{
|
|
update_history(pos, move, depth, movesSearched, playedMoveCount);
|
|
update_killers(move, ss->killers);
|
|
}
|
|
}
|
|
|
|
if (SpNode)
|
|
{
|
|
// Here we have the lock still grabbed
|
|
sp->slaves[threadID] = 0;
|
|
sp->nodes += pos.nodes_searched();
|
|
lock_release(&(sp->lock));
|
|
}
|
|
|
|
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 <NodeType PvNode>
|
|
Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
|
|
|
|
assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
|
|
assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
|
|
assert(PvNode || alpha == beta - 1);
|
|
assert(depth <= 0);
|
|
assert(ply > 0 && ply < PLY_MAX);
|
|
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
|
|
|
|
StateInfo st;
|
|
Move ttMove, move;
|
|
Value bestValue, value, evalMargin, futilityValue, futilityBase;
|
|
bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
|
|
const TTEntry* tte;
|
|
Depth ttDepth;
|
|
Value oldAlpha = alpha;
|
|
|
|
ss->bestMove = ss->currentMove = MOVE_NONE;
|
|
|
|
// Check for an instant draw or maximum ply reached
|
|
if (pos.is_draw() || ply >= PLY_MAX - 1)
|
|
return VALUE_DRAW;
|
|
|
|
// 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.
|
|
isCheck = pos.is_check();
|
|
ttDepth = (isCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS);
|
|
|
|
// Transposition table lookup. At PV nodes, we don't use the TT for
|
|
// pruning, but only for move ordering.
|
|
tte = TT.retrieve(pos.get_key());
|
|
ttMove = (tte ? tte->move() : MOVE_NONE);
|
|
|
|
if (!PvNode && tte && ok_to_use_TT(tte, ttDepth, beta, ply))
|
|
{
|
|
ss->bestMove = ttMove; // Can be MOVE_NONE
|
|
return value_from_tt(tte->value(), ply);
|
|
}
|
|
|
|
// Evaluate the position statically
|
|
if (isCheck)
|
|
{
|
|
bestValue = futilityBase = -VALUE_INFINITE;
|
|
ss->eval = evalMargin = VALUE_NONE;
|
|
enoughMaterial = false;
|
|
}
|
|
else
|
|
{
|
|
if (tte)
|
|
{
|
|
assert(tte->static_value() != VALUE_NONE);
|
|
|
|
evalMargin = tte->static_value_margin();
|
|
ss->eval = bestValue = tte->static_value();
|
|
}
|
|
else
|
|
ss->eval = bestValue = evaluate(pos, evalMargin);
|
|
|
|
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
|
|
|
|
// Stand pat. Return immediately if static value is at least beta
|
|
if (bestValue >= beta)
|
|
{
|
|
if (!tte)
|
|
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
|
|
|
|
return bestValue;
|
|
}
|
|
|
|
if (PvNode && bestValue > alpha)
|
|
alpha = bestValue;
|
|
|
|
// Futility pruning parameters, not needed when in check
|
|
futilityBase = ss->eval + evalMargin + FutilityMarginQS;
|
|
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
|
|
}
|
|
|
|
// 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, H);
|
|
CheckInfo ci(pos);
|
|
|
|
// Loop through the moves until no moves remain or a beta cutoff occurs
|
|
while ( alpha < beta
|
|
&& (move = mp.get_next_move()) != MOVE_NONE)
|
|
{
|
|
assert(move_is_ok(move));
|
|
|
|
moveIsCheck = pos.move_is_check(move, ci);
|
|
|
|
// Futility pruning
|
|
if ( !PvNode
|
|
&& !isCheck
|
|
&& !moveIsCheck
|
|
&& move != ttMove
|
|
&& enoughMaterial
|
|
&& !move_is_promotion(move)
|
|
&& !pos.move_is_passed_pawn_push(move))
|
|
{
|
|
futilityValue = futilityBase
|
|
+ pos.endgame_value_of_piece_on(move_to(move))
|
|
+ (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO);
|
|
|
|
if (futilityValue < alpha)
|
|
{
|
|
if (futilityValue > bestValue)
|
|
bestValue = futilityValue;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Detect non-capture evasions that are candidate to be pruned
|
|
evasionPrunable = isCheck
|
|
&& bestValue > value_mated_in(PLY_MAX)
|
|
&& !pos.move_is_capture(move)
|
|
&& !pos.can_castle(pos.side_to_move());
|
|
|
|
// Don't search moves with negative SEE values
|
|
if ( !PvNode
|
|
&& (!isCheck || evasionPrunable)
|
|
&& move != ttMove
|
|
&& !move_is_promotion(move)
|
|
&& pos.see_sign(move) < 0)
|
|
continue;
|
|
|
|
// Don't search useless checks
|
|
if ( !PvNode
|
|
&& !isCheck
|
|
&& moveIsCheck
|
|
&& move != ttMove
|
|
&& !pos.move_is_capture_or_promotion(move)
|
|
&& ss->eval + PawnValueMidgame / 4 < beta
|
|
&& !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
|
|
{
|
|
if (ss->eval + PawnValueMidgame / 4 > bestValue)
|
|
bestValue = ss->eval + PawnValueMidgame / 4;
|
|
|
|
continue;
|
|
}
|
|
|
|
// Update current move
|
|
ss->currentMove = move;
|
|
|
|
// Make and search the move
|
|
pos.do_move(move, st, ci, moveIsCheck);
|
|
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-ONE_PLY, ply+1);
|
|
pos.undo_move(move);
|
|
|
|
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
|
|
|
|
// New best move?
|
|
if (value > bestValue)
|
|
{
|
|
bestValue = value;
|
|
if (value > alpha)
|
|
{
|
|
alpha = value;
|
|
ss->bestMove = move;
|
|
}
|
|
}
|
|
}
|
|
|
|
// All legal moves have been searched. A special case: If we're in check
|
|
// and no legal moves were found, it is checkmate.
|
|
if (isCheck && bestValue == -VALUE_INFINITE)
|
|
return value_mated_in(ply);
|
|
|
|
// Update transposition table
|
|
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
|
|
TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
|
|
|
|
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
|
|
|
|
return bestValue;
|
|
}
|
|
|
|
|
|
// qsearch_scoring() scores each move of a list using a qsearch() evaluation,
|
|
// it is used in RootMoveList to get an initial scoring.
|
|
void qsearch_scoring(Position& pos, MoveStack* mlist, MoveStack* last) {
|
|
|
|
SearchStack ss[PLY_MAX_PLUS_2];
|
|
StateInfo st;
|
|
|
|
memset(ss, 0, 4 * sizeof(SearchStack));
|
|
ss[0].eval = ss[0].evalMargin = VALUE_NONE;
|
|
|
|
for (MoveStack* cur = mlist; cur != last; cur++)
|
|
{
|
|
ss[0].currentMove = cur->move;
|
|
pos.do_move(cur->move, st);
|
|
cur->score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, DEPTH_ZERO, 1);
|
|
pos.undo_move(cur->move);
|
|
}
|
|
}
|
|
|
|
|
|
// check_is_dangerous() tests if a checking move can be pruned in qsearch().
|
|
// bestValue is updated only when returning false because in that case move
|
|
// will be pruned.
|
|
|
|
bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bestValue)
|
|
{
|
|
Bitboard b, occ, oldAtt, newAtt, kingAtt;
|
|
Square from, to, ksq, victimSq;
|
|
Piece pc;
|
|
Color them;
|
|
Value futilityValue, bv = *bestValue;
|
|
|
|
from = move_from(move);
|
|
to = move_to(move);
|
|
them = opposite_color(pos.side_to_move());
|
|
ksq = pos.king_square(them);
|
|
kingAtt = pos.attacks_from<KING>(ksq);
|
|
pc = pos.piece_on(from);
|
|
|
|
occ = pos.occupied_squares() & ~(1ULL << from) & ~(1ULL << ksq);
|
|
oldAtt = pos.attacks_from(pc, from, occ);
|
|
newAtt = pos.attacks_from(pc, to, occ);
|
|
|
|
// Rule 1. Checks which give opponent's king at most one escape square are dangerous
|
|
b = kingAtt & ~pos.pieces_of_color(them) & ~newAtt & ~(1ULL << to);
|
|
|
|
if (!(b && (b & (b - 1))))
|
|
return true;
|
|
|
|
// Rule 2. Queen contact check is very dangerous
|
|
if ( type_of_piece(pc) == QUEEN
|
|
&& bit_is_set(kingAtt, to))
|
|
return true;
|
|
|
|
// Rule 3. Creating new double threats with checks
|
|
b = pos.pieces_of_color(them) & newAtt & ~oldAtt & ~(1ULL << ksq);
|
|
|
|
while (b)
|
|
{
|
|
victimSq = pop_1st_bit(&b);
|
|
futilityValue = futilityBase + pos.endgame_value_of_piece_on(victimSq);
|
|
|
|
// Note that here we generate illegal "double move"!
|
|
if ( futilityValue >= beta
|
|
&& pos.see_sign(make_move(from, victimSq)) >= 0)
|
|
return true;
|
|
|
|
if (futilityValue > bv)
|
|
bv = futilityValue;
|
|
}
|
|
|
|
// Update bestValue only if check is not dangerous (because we will prune the move)
|
|
*bestValue = bv;
|
|
return false;
|
|
}
|
|
|
|
|
|
// connected_moves() tests whether two moves are 'connected' in the sense
|
|
// that the first move somehow made the second move possible (for instance
|
|
// if the moving piece is the same in both moves). The first move is assumed
|
|
// to be the move that was made to reach the current position, while the
|
|
// second move is assumed to be a move from the current position.
|
|
|
|
bool connected_moves(const Position& pos, Move m1, Move m2) {
|
|
|
|
Square f1, t1, f2, t2;
|
|
Piece p;
|
|
|
|
assert(m1 && move_is_ok(m1));
|
|
assert(m2 && move_is_ok(m2));
|
|
|
|
// Case 1: The moving piece is the same in both moves
|
|
f2 = move_from(m2);
|
|
t1 = move_to(m1);
|
|
if (f2 == t1)
|
|
return true;
|
|
|
|
// Case 2: The destination square for m2 was vacated by m1
|
|
t2 = move_to(m2);
|
|
f1 = move_from(m1);
|
|
if (t2 == f1)
|
|
return true;
|
|
|
|
// Case 3: Moving through the vacated square
|
|
if ( piece_is_slider(pos.piece_on(f2))
|
|
&& bit_is_set(squares_between(f2, t2), f1))
|
|
return true;
|
|
|
|
// Case 4: The destination square for m2 is defended by the moving piece in m1
|
|
p = pos.piece_on(t1);
|
|
if (bit_is_set(pos.attacks_from(p, t1), t2))
|
|
return true;
|
|
|
|
// Case 5: Discovered check, checking piece is the piece moved in m1
|
|
if ( piece_is_slider(p)
|
|
&& bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), f2)
|
|
&& !bit_is_set(squares_between(t1, pos.king_square(pos.side_to_move())), t2))
|
|
{
|
|
// discovered_check_candidates() works also if the Position's side to
|
|
// move is the opposite of the checking piece.
|
|
Color them = opposite_color(pos.side_to_move());
|
|
Bitboard dcCandidates = pos.discovered_check_candidates(them);
|
|
|
|
if (bit_is_set(dcCandidates, f2))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
// value_is_mate() checks if the given value is a mate one eventually
|
|
// compensated for the ply.
|
|
|
|
bool value_is_mate(Value value) {
|
|
|
|
assert(abs(value) <= VALUE_INFINITE);
|
|
|
|
return value <= value_mated_in(PLY_MAX)
|
|
|| value >= value_mate_in(PLY_MAX);
|
|
}
|
|
|
|
|
|
// value_to_tt() adjusts a mate score from "plies to mate from the root" to
|
|
// "plies to mate from the current ply". Non-mate scores are unchanged.
|
|
// The function is called before storing a value to the transposition table.
|
|
|
|
Value value_to_tt(Value v, int ply) {
|
|
|
|
if (v >= value_mate_in(PLY_MAX))
|
|
return v + ply;
|
|
|
|
if (v <= value_mated_in(PLY_MAX))
|
|
return v - ply;
|
|
|
|
return v;
|
|
}
|
|
|
|
|
|
// value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score from
|
|
// the transposition table to a mate score corrected for the current ply.
|
|
|
|
Value value_from_tt(Value v, int ply) {
|
|
|
|
if (v >= value_mate_in(PLY_MAX))
|
|
return v - ply;
|
|
|
|
if (v <= value_mated_in(PLY_MAX))
|
|
return v + ply;
|
|
|
|
return v;
|
|
}
|
|
|
|
|
|
// extension() decides whether a move should be searched with normal depth,
|
|
// or with extended depth. Certain classes of moves (checking moves, in
|
|
// particular) are searched with bigger depth than ordinary moves and in
|
|
// any case are marked as 'dangerous'. Note that also if a move is not
|
|
// extended, as example because the corresponding UCI option is set to zero,
|
|
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
|
|
template <NodeType PvNode>
|
|
Depth extension(const Position& pos, Move m, bool captureOrPromotion,
|
|
bool moveIsCheck, bool mateThreat, bool* dangerous) {
|
|
|
|
assert(m != MOVE_NONE);
|
|
|
|
Depth result = DEPTH_ZERO;
|
|
*dangerous = moveIsCheck | mateThreat;
|
|
|
|
if (*dangerous)
|
|
{
|
|
if (moveIsCheck && pos.see_sign(m) >= 0)
|
|
result += CheckExtension[PvNode];
|
|
|
|
if (mateThreat)
|
|
result += MateThreatExtension[PvNode];
|
|
}
|
|
|
|
if (pos.type_of_piece_on(move_from(m)) == PAWN)
|
|
{
|
|
Color c = pos.side_to_move();
|
|
if (relative_rank(c, move_to(m)) == RANK_7)
|
|
{
|
|
result += PawnPushTo7thExtension[PvNode];
|
|
*dangerous = true;
|
|
}
|
|
if (pos.pawn_is_passed(c, move_to(m)))
|
|
{
|
|
result += PassedPawnExtension[PvNode];
|
|
*dangerous = true;
|
|
}
|
|
}
|
|
|
|
if ( captureOrPromotion
|
|
&& pos.type_of_piece_on(move_to(m)) != PAWN
|
|
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
|
|
- pos.midgame_value_of_piece_on(move_to(m)) == VALUE_ZERO)
|
|
&& !move_is_promotion(m)
|
|
&& !move_is_ep(m))
|
|
{
|
|
result += PawnEndgameExtension[PvNode];
|
|
*dangerous = true;
|
|
}
|
|
|
|
if ( PvNode
|
|
&& captureOrPromotion
|
|
&& pos.type_of_piece_on(move_to(m)) != PAWN
|
|
&& pos.see_sign(m) >= 0)
|
|
{
|
|
result += ONE_PLY / 2;
|
|
*dangerous = true;
|
|
}
|
|
|
|
return Min(result, ONE_PLY);
|
|
}
|
|
|
|
|
|
// connected_threat() tests whether it is safe to forward prune a move or if
|
|
// is somehow connected to the threat move returned by null search.
|
|
|
|
bool connected_threat(const Position& pos, Move m, Move threat) {
|
|
|
|
assert(move_is_ok(m));
|
|
assert(threat && move_is_ok(threat));
|
|
assert(!pos.move_is_check(m));
|
|
assert(!pos.move_is_capture_or_promotion(m));
|
|
assert(!pos.move_is_passed_pawn_push(m));
|
|
|
|
Square mfrom, mto, tfrom, tto;
|
|
|
|
mfrom = move_from(m);
|
|
mto = move_to(m);
|
|
tfrom = move_from(threat);
|
|
tto = move_to(threat);
|
|
|
|
// Case 1: Don't prune moves which move the threatened piece
|
|
if (mfrom == tto)
|
|
return true;
|
|
|
|
// Case 2: If the threatened piece has value less than or equal to the
|
|
// value of the threatening piece, don't prune moves which defend it.
|
|
if ( pos.move_is_capture(threat)
|
|
&& ( pos.midgame_value_of_piece_on(tfrom) >= pos.midgame_value_of_piece_on(tto)
|
|
|| pos.type_of_piece_on(tfrom) == KING)
|
|
&& pos.move_attacks_square(m, tto))
|
|
return true;
|
|
|
|
// Case 3: If the moving piece in the threatened move is a slider, don't
|
|
// prune safe moves which block its ray.
|
|
if ( piece_is_slider(pos.piece_on(tfrom))
|
|
&& bit_is_set(squares_between(tfrom, tto), mto)
|
|
&& pos.see_sign(m) >= 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// ok_to_use_TT() returns true if a transposition table score
|
|
// can be used at a given point in search.
|
|
|
|
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
|
|
|
|
Value v = value_from_tt(tte->value(), ply);
|
|
|
|
return ( tte->depth() >= depth
|
|
|| v >= Max(value_mate_in(PLY_MAX), beta)
|
|
|| v < Min(value_mated_in(PLY_MAX), beta))
|
|
|
|
&& ( ((tte->type() & VALUE_TYPE_LOWER) && v >= beta)
|
|
|| ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
|
|
}
|
|
|
|
|
|
// refine_eval() returns the transposition table score if
|
|
// possible otherwise falls back on static position evaluation.
|
|
|
|
Value refine_eval(const TTEntry* tte, Value defaultEval, int ply) {
|
|
|
|
assert(tte);
|
|
|
|
Value v = value_from_tt(tte->value(), ply);
|
|
|
|
if ( ((tte->type() & VALUE_TYPE_LOWER) && v >= defaultEval)
|
|
|| ((tte->type() & VALUE_TYPE_UPPER) && v < defaultEval))
|
|
return v;
|
|
|
|
return defaultEval;
|
|
}
|
|
|
|
|
|
// update_history() registers a good move that produced a beta-cutoff
|
|
// in history and marks as failures all the other moves of that ply.
|
|
|
|
void update_history(const Position& pos, Move move, Depth depth,
|
|
Move movesSearched[], int moveCount) {
|
|
Move m;
|
|
Value bonus = Value(int(depth) * int(depth));
|
|
|
|
H.update(pos.piece_on(move_from(move)), move_to(move), bonus);
|
|
|
|
for (int i = 0; i < moveCount - 1; i++)
|
|
{
|
|
m = movesSearched[i];
|
|
|
|
assert(m != move);
|
|
|
|
H.update(pos.piece_on(move_from(m)), move_to(m), -bonus);
|
|
}
|
|
}
|
|
|
|
|
|
// update_killers() add a good move that produced a beta-cutoff
|
|
// among the killer moves of that ply.
|
|
|
|
void update_killers(Move m, Move killers[]) {
|
|
|
|
if (m != killers[0])
|
|
{
|
|
killers[1] = killers[0];
|
|
killers[0] = m;
|
|
}
|
|
}
|
|
|
|
|
|
// update_gains() updates the gains table of a non-capture move given
|
|
// the static position evaluation before and after the move.
|
|
|
|
void update_gains(const Position& pos, Move m, Value before, Value after) {
|
|
|
|
if ( m != MOVE_NULL
|
|
&& before != VALUE_NONE
|
|
&& after != VALUE_NONE
|
|
&& pos.captured_piece_type() == PIECE_TYPE_NONE
|
|
&& !move_is_special(m))
|
|
H.update_gain(pos.piece_on(move_to(m)), move_to(m), -(before + after));
|
|
}
|
|
|
|
|
|
// value_to_uci() converts a value to a string suitable for use with the UCI
|
|
// protocol specifications:
|
|
//
|
|
// cp <x> The score from the engine's point of view in centipawns.
|
|
// mate <y> Mate in y moves, not plies. If the engine is getting mated
|
|
// use negative values for y.
|
|
|
|
std::string value_to_uci(Value v) {
|
|
|
|
std::stringstream s;
|
|
|
|
if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
|
|
s << "cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to centipawns
|
|
else
|
|
s << "mate " << (v > 0 ? (VALUE_MATE - v + 1) / 2 : -(VALUE_MATE + v) / 2);
|
|
|
|
return s.str();
|
|
}
|
|
|
|
|
|
// current_search_time() returns the number of milliseconds which have passed
|
|
// since the beginning of the current search.
|
|
|
|
int current_search_time() {
|
|
|
|
return get_system_time() - SearchStartTime;
|
|
}
|
|
|
|
|
|
// nps() computes the current nodes/second count
|
|
|
|
int nps(const Position& pos) {
|
|
|
|
int t = current_search_time();
|
|
return (t > 0 ? int((pos.nodes_searched() * 1000) / t) : 0);
|
|
}
|
|
|
|
|
|
// poll() performs two different functions: It polls for user input, and it
|
|
// looks at the time consumed so far and decides if it's time to abort the
|
|
// search.
|
|
|
|
void poll(const Position& pos) {
|
|
|
|
static int lastInfoTime;
|
|
int t = current_search_time();
|
|
|
|
// Poll for input
|
|
if (input_available())
|
|
{
|
|
// We are line oriented, don't read single chars
|
|
std::string command;
|
|
|
|
if (!std::getline(std::cin, command))
|
|
command = "quit";
|
|
|
|
if (command == "quit")
|
|
{
|
|
// Quit the program as soon as possible
|
|
Pondering = false;
|
|
QuitRequest = StopRequest = true;
|
|
return;
|
|
}
|
|
else if (command == "stop")
|
|
{
|
|
// Stop calculating as soon as possible, but still send the "bestmove"
|
|
// and possibly the "ponder" token when finishing the search.
|
|
Pondering = false;
|
|
StopRequest = true;
|
|
}
|
|
else if (command == "ponderhit")
|
|
{
|
|
// The opponent has played the expected move. GUI sends "ponderhit" if
|
|
// we were told to ponder on the same move the opponent has played. We
|
|
// should continue searching but switching from pondering to normal search.
|
|
Pondering = false;
|
|
|
|
if (StopOnPonderhit)
|
|
StopRequest = true;
|
|
}
|
|
}
|
|
|
|
// Print search information
|
|
if (t < 1000)
|
|
lastInfoTime = 0;
|
|
|
|
else if (lastInfoTime > t)
|
|
// HACK: Must be a new search where we searched less than
|
|
// NodesBetweenPolls nodes during the first second of search.
|
|
lastInfoTime = 0;
|
|
|
|
else if (t - lastInfoTime >= 1000)
|
|
{
|
|
lastInfoTime = t;
|
|
|
|
if (dbg_show_mean)
|
|
dbg_print_mean();
|
|
|
|
if (dbg_show_hit_rate)
|
|
dbg_print_hit_rate();
|
|
|
|
// Send info on searched nodes as soon as we return to root
|
|
SendSearchedNodes = true;
|
|
}
|
|
|
|
// Should we stop the search?
|
|
if (Pondering)
|
|
return;
|
|
|
|
bool stillAtFirstMove = FirstRootMove
|
|
&& !AspirationFailLow
|
|
&& t > TimeMgr.available_time();
|
|
|
|
bool noMoreTime = t > TimeMgr.maximum_time()
|
|
|| stillAtFirstMove;
|
|
|
|
if ( (UseTimeManagement && noMoreTime)
|
|
|| (ExactMaxTime && t >= ExactMaxTime)
|
|
|| (MaxNodes && pos.nodes_searched() >= MaxNodes)) // FIXME
|
|
StopRequest = true;
|
|
}
|
|
|
|
|
|
// wait_for_stop_or_ponderhit() is called when the maximum depth is reached
|
|
// while the program is pondering. The point is to work around a wrinkle in
|
|
// the UCI protocol: When pondering, the engine is not allowed to give a
|
|
// "bestmove" before the GUI sends it a "stop" or "ponderhit" command.
|
|
// We simply wait here until one of these commands is sent, and return,
|
|
// after which the bestmove and pondermove will be printed.
|
|
|
|
void wait_for_stop_or_ponderhit() {
|
|
|
|
std::string command;
|
|
|
|
while (true)
|
|
{
|
|
// Wait for a command from stdin
|
|
if (!std::getline(std::cin, command))
|
|
command = "quit";
|
|
|
|
if (command == "quit")
|
|
{
|
|
QuitRequest = true;
|
|
break;
|
|
}
|
|
else if (command == "ponderhit" || command == "stop")
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// init_thread() is the function which is called when a new thread is
|
|
// launched. It simply calls the idle_loop() function with the supplied
|
|
// threadID. There are two versions of this function; one for POSIX
|
|
// threads and one for Windows threads.
|
|
|
|
#if !defined(_MSC_VER)
|
|
|
|
void* init_thread(void* threadID) {
|
|
|
|
ThreadsMgr.idle_loop(*(int*)threadID, NULL);
|
|
return NULL;
|
|
}
|
|
|
|
#else
|
|
|
|
DWORD WINAPI init_thread(LPVOID threadID) {
|
|
|
|
ThreadsMgr.idle_loop(*(int*)threadID, NULL);
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
/// The ThreadsManager class
|
|
|
|
|
|
// read_uci_options() updates number of active threads and other internal
|
|
// parameters according to the UCI options values. It is called before
|
|
// to start a new search.
|
|
|
|
void ThreadsManager::read_uci_options() {
|
|
|
|
maxThreadsPerSplitPoint = Options["Maximum Number of Threads per Split Point"].value<int>();
|
|
minimumSplitDepth = Options["Minimum Split Depth"].value<int>() * ONE_PLY;
|
|
useSleepingThreads = Options["Use Sleeping Threads"].value<bool>();
|
|
activeThreads = Options["Threads"].value<int>();
|
|
}
|
|
|
|
|
|
// idle_loop() is where the threads are parked when they have no work to do.
|
|
// The parameter 'sp', if non-NULL, is a pointer to an active SplitPoint
|
|
// object for which the current thread is the master.
|
|
|
|
void ThreadsManager::idle_loop(int threadID, SplitPoint* sp) {
|
|
|
|
assert(threadID >= 0 && threadID < MAX_THREADS);
|
|
|
|
int i;
|
|
bool allFinished = false;
|
|
|
|
while (true)
|
|
{
|
|
// Slave threads can exit as soon as AllThreadsShouldExit raises,
|
|
// master should exit as last one.
|
|
if (allThreadsShouldExit)
|
|
{
|
|
assert(!sp);
|
|
threads[threadID].state = THREAD_TERMINATED;
|
|
return;
|
|
}
|
|
|
|
// If we are not thinking, wait for a condition to be signaled
|
|
// instead of wasting CPU time polling for work.
|
|
while ( threadID >= activeThreads || threads[threadID].state == THREAD_INITIALIZING
|
|
|| (useSleepingThreads && threads[threadID].state == THREAD_AVAILABLE))
|
|
{
|
|
assert(!sp || useSleepingThreads);
|
|
assert(threadID != 0 || useSleepingThreads);
|
|
|
|
if (threads[threadID].state == THREAD_INITIALIZING)
|
|
threads[threadID].state = THREAD_AVAILABLE;
|
|
|
|
// Grab the lock to avoid races with wake_sleeping_thread()
|
|
lock_grab(&sleepLock[threadID]);
|
|
|
|
// If we are master and all slaves have finished do not go to sleep
|
|
for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
|
|
allFinished = (i == activeThreads);
|
|
|
|
if (allFinished || allThreadsShouldExit)
|
|
{
|
|
lock_release(&sleepLock[threadID]);
|
|
break;
|
|
}
|
|
|
|
// Do sleep here after retesting sleep conditions
|
|
if (threadID >= activeThreads || threads[threadID].state == THREAD_AVAILABLE)
|
|
cond_wait(&sleepCond[threadID], &sleepLock[threadID]);
|
|
|
|
lock_release(&sleepLock[threadID]);
|
|
}
|
|
|
|
// If this thread has been assigned work, launch a search
|
|
if (threads[threadID].state == THREAD_WORKISWAITING)
|
|
{
|
|
assert(!allThreadsShouldExit);
|
|
|
|
threads[threadID].state = THREAD_SEARCHING;
|
|
|
|
// Here we call search() with SplitPoint template parameter set to true
|
|
SplitPoint* tsp = threads[threadID].splitPoint;
|
|
Position pos(*tsp->pos, threadID);
|
|
SearchStack* ss = tsp->sstack[threadID] + 1;
|
|
ss->sp = tsp;
|
|
|
|
if (tsp->pvNode)
|
|
search<PV, true, false>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
|
|
else
|
|
search<NonPV, true, false>(pos, ss, tsp->alpha, tsp->beta, tsp->depth, tsp->ply);
|
|
|
|
assert(threads[threadID].state == THREAD_SEARCHING);
|
|
|
|
threads[threadID].state = THREAD_AVAILABLE;
|
|
|
|
// Wake up master thread so to allow it to return from the idle loop in
|
|
// case we are the last slave of the split point.
|
|
if (useSleepingThreads && threadID != tsp->master && threads[tsp->master].state == THREAD_AVAILABLE)
|
|
wake_sleeping_thread(tsp->master);
|
|
}
|
|
|
|
// If this thread is the master of a split point and all slaves have
|
|
// finished their work at this split point, return from the idle loop.
|
|
for (i = 0; sp && i < activeThreads && !sp->slaves[i]; i++) {}
|
|
allFinished = (i == activeThreads);
|
|
|
|
if (allFinished)
|
|
{
|
|
// Because sp->slaves[] is reset under lock protection,
|
|
// be sure sp->lock has been released before to return.
|
|
lock_grab(&(sp->lock));
|
|
lock_release(&(sp->lock));
|
|
|
|
// In helpful master concept a master can help only a sub-tree, and
|
|
// because here is all finished is not possible master is booked.
|
|
assert(threads[threadID].state == THREAD_AVAILABLE);
|
|
|
|
threads[threadID].state = THREAD_SEARCHING;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// init_threads() is called during startup. It launches all helper threads,
|
|
// and initializes the split point stack and the global locks and condition
|
|
// objects.
|
|
|
|
void ThreadsManager::init_threads() {
|
|
|
|
int i, arg[MAX_THREADS];
|
|
bool ok;
|
|
|
|
// Initialize global locks
|
|
lock_init(&mpLock);
|
|
|
|
for (i = 0; i < MAX_THREADS; i++)
|
|
{
|
|
lock_init(&sleepLock[i]);
|
|
cond_init(&sleepCond[i]);
|
|
}
|
|
|
|
// Initialize splitPoints[] locks
|
|
for (i = 0; i < MAX_THREADS; i++)
|
|
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
|
|
lock_init(&(threads[i].splitPoints[j].lock));
|
|
|
|
// Will be set just before program exits to properly end the threads
|
|
allThreadsShouldExit = false;
|
|
|
|
// Threads will be put all threads to sleep as soon as created
|
|
activeThreads = 1;
|
|
|
|
// All threads except the main thread should be initialized to THREAD_INITIALIZING
|
|
threads[0].state = THREAD_SEARCHING;
|
|
for (i = 1; i < MAX_THREADS; i++)
|
|
threads[i].state = THREAD_INITIALIZING;
|
|
|
|
// Launch the helper threads
|
|
for (i = 1; i < MAX_THREADS; i++)
|
|
{
|
|
arg[i] = i;
|
|
|
|
#if !defined(_MSC_VER)
|
|
pthread_t pthread[1];
|
|
ok = (pthread_create(pthread, NULL, init_thread, (void*)(&arg[i])) == 0);
|
|
pthread_detach(pthread[0]);
|
|
#else
|
|
ok = (CreateThread(NULL, 0, init_thread, (LPVOID)(&arg[i]), 0, NULL) != NULL);
|
|
#endif
|
|
if (!ok)
|
|
{
|
|
cout << "Failed to create thread number " << i << endl;
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// Wait until the thread has finished launching and is gone to sleep
|
|
while (threads[i].state == THREAD_INITIALIZING) {}
|
|
}
|
|
}
|
|
|
|
|
|
// exit_threads() is called when the program exits. It makes all the
|
|
// helper threads exit cleanly.
|
|
|
|
void ThreadsManager::exit_threads() {
|
|
|
|
allThreadsShouldExit = true; // Let the woken up threads to exit idle_loop()
|
|
|
|
// Wake up all the threads and waits for termination
|
|
for (int i = 1; i < MAX_THREADS; i++)
|
|
{
|
|
wake_sleeping_thread(i);
|
|
while (threads[i].state != THREAD_TERMINATED) {}
|
|
}
|
|
|
|
// Now we can safely destroy the locks
|
|
for (int i = 0; i < MAX_THREADS; i++)
|
|
for (int j = 0; j < MAX_ACTIVE_SPLIT_POINTS; j++)
|
|
lock_destroy(&(threads[i].splitPoints[j].lock));
|
|
|
|
lock_destroy(&mpLock);
|
|
|
|
// Now we can safely destroy the wait conditions
|
|
for (int i = 0; i < MAX_THREADS; i++)
|
|
{
|
|
lock_destroy(&sleepLock[i]);
|
|
cond_destroy(&sleepCond[i]);
|
|
}
|
|
}
|
|
|
|
|
|
// cutoff_at_splitpoint() checks whether a beta cutoff has occurred in
|
|
// the thread's currently active split point, or in some ancestor of
|
|
// the current split point.
|
|
|
|
bool ThreadsManager::cutoff_at_splitpoint(int threadID) const {
|
|
|
|
assert(threadID >= 0 && threadID < activeThreads);
|
|
|
|
SplitPoint* sp = threads[threadID].splitPoint;
|
|
|
|
for ( ; sp && !sp->betaCutoff; sp = sp->parent) {}
|
|
return sp != NULL;
|
|
}
|
|
|
|
|
|
// thread_is_available() checks whether the thread with threadID "slave" is
|
|
// available to help the thread with threadID "master" at a split point. An
|
|
// obvious requirement is that "slave" must be idle. With more than two
|
|
// threads, this is not by itself sufficient: If "slave" is the master of
|
|
// some active split point, it is only available as a slave to the other
|
|
// threads which are busy searching the split point at the top of "slave"'s
|
|
// split point stack (the "helpful master concept" in YBWC terminology).
|
|
|
|
bool ThreadsManager::thread_is_available(int slave, int master) const {
|
|
|
|
assert(slave >= 0 && slave < activeThreads);
|
|
assert(master >= 0 && master < activeThreads);
|
|
assert(activeThreads > 1);
|
|
|
|
if (threads[slave].state != THREAD_AVAILABLE || slave == master)
|
|
return false;
|
|
|
|
// Make a local copy to be sure doesn't change under our feet
|
|
int localActiveSplitPoints = threads[slave].activeSplitPoints;
|
|
|
|
// No active split points means that the thread is available as
|
|
// a slave for any other thread.
|
|
if (localActiveSplitPoints == 0 || activeThreads == 2)
|
|
return true;
|
|
|
|
// Apply the "helpful master" concept if possible. Use localActiveSplitPoints
|
|
// that is known to be > 0, instead of threads[slave].activeSplitPoints that
|
|
// could have been set to 0 by another thread leading to an out of bound access.
|
|
if (threads[slave].splitPoints[localActiveSplitPoints - 1].slaves[master])
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// available_thread_exists() tries to find an idle thread which is available as
|
|
// a slave for the thread with threadID "master".
|
|
|
|
bool ThreadsManager::available_thread_exists(int master) const {
|
|
|
|
assert(master >= 0 && master < activeThreads);
|
|
assert(activeThreads > 1);
|
|
|
|
for (int i = 0; i < activeThreads; i++)
|
|
if (thread_is_available(i, master))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// split() does the actual work of distributing the work at a node between
|
|
// several available threads. If it does not succeed in splitting the
|
|
// node (because no idle threads are available, or because we have no unused
|
|
// split point objects), the function immediately returns. If splitting is
|
|
// possible, a SplitPoint object is initialized with all the data that must be
|
|
// copied to the helper threads and we tell our helper threads that they have
|
|
// been assigned work. This will cause them to instantly leave their idle loops and
|
|
// call search().When all threads have returned from search() then split() returns.
|
|
|
|
template <bool Fake>
|
|
void ThreadsManager::split(Position& pos, SearchStack* ss, int ply, Value* alpha,
|
|
const Value beta, Value* bestValue, Depth depth, Move threatMove,
|
|
bool mateThreat, int moveCount, MovePicker* mp, bool pvNode) {
|
|
assert(pos.is_ok());
|
|
assert(ply > 0 && ply < PLY_MAX);
|
|
assert(*bestValue >= -VALUE_INFINITE);
|
|
assert(*bestValue <= *alpha);
|
|
assert(*alpha < beta);
|
|
assert(beta <= VALUE_INFINITE);
|
|
assert(depth > DEPTH_ZERO);
|
|
assert(pos.thread() >= 0 && pos.thread() < activeThreads);
|
|
assert(activeThreads > 1);
|
|
|
|
int i, master = pos.thread();
|
|
Thread& masterThread = threads[master];
|
|
|
|
lock_grab(&mpLock);
|
|
|
|
// If no other thread is available to help us, or if we have too many
|
|
// active split points, don't split.
|
|
if ( !available_thread_exists(master)
|
|
|| masterThread.activeSplitPoints >= MAX_ACTIVE_SPLIT_POINTS)
|
|
{
|
|
lock_release(&mpLock);
|
|
return;
|
|
}
|
|
|
|
// Pick the next available split point object from the split point stack
|
|
SplitPoint& splitPoint = masterThread.splitPoints[masterThread.activeSplitPoints++];
|
|
|
|
// Initialize the split point object
|
|
splitPoint.parent = masterThread.splitPoint;
|
|
splitPoint.master = master;
|
|
splitPoint.betaCutoff = false;
|
|
splitPoint.ply = ply;
|
|
splitPoint.depth = depth;
|
|
splitPoint.threatMove = threatMove;
|
|
splitPoint.mateThreat = mateThreat;
|
|
splitPoint.alpha = *alpha;
|
|
splitPoint.beta = beta;
|
|
splitPoint.pvNode = pvNode;
|
|
splitPoint.bestValue = *bestValue;
|
|
splitPoint.mp = mp;
|
|
splitPoint.moveCount = moveCount;
|
|
splitPoint.pos = &pos;
|
|
splitPoint.nodes = 0;
|
|
splitPoint.parentSstack = ss;
|
|
for (i = 0; i < activeThreads; i++)
|
|
splitPoint.slaves[i] = 0;
|
|
|
|
masterThread.splitPoint = &splitPoint;
|
|
|
|
// If we are here it means we are not available
|
|
assert(masterThread.state != THREAD_AVAILABLE);
|
|
|
|
int workersCnt = 1; // At least the master is included
|
|
|
|
// Allocate available threads setting state to THREAD_BOOKED
|
|
for (i = 0; !Fake && i < activeThreads && workersCnt < maxThreadsPerSplitPoint; i++)
|
|
if (thread_is_available(i, master))
|
|
{
|
|
threads[i].state = THREAD_BOOKED;
|
|
threads[i].splitPoint = &splitPoint;
|
|
splitPoint.slaves[i] = 1;
|
|
workersCnt++;
|
|
}
|
|
|
|
assert(Fake || workersCnt > 1);
|
|
|
|
// We can release the lock because slave threads are already booked and master is not available
|
|
lock_release(&mpLock);
|
|
|
|
// Tell the threads that they have work to do. This will make them leave
|
|
// their idle loop. But before copy search stack tail for each thread.
|
|
for (i = 0; i < activeThreads; i++)
|
|
if (i == master || splitPoint.slaves[i])
|
|
{
|
|
memcpy(splitPoint.sstack[i], ss - 1, 4 * sizeof(SearchStack));
|
|
|
|
assert(i == master || threads[i].state == THREAD_BOOKED);
|
|
|
|
threads[i].state = THREAD_WORKISWAITING; // This makes the slave to exit from idle_loop()
|
|
|
|
if (useSleepingThreads && i != master)
|
|
wake_sleeping_thread(i);
|
|
}
|
|
|
|
// Everything is set up. The master thread enters the idle loop, from
|
|
// which it will instantly launch a search, because its state is
|
|
// THREAD_WORKISWAITING. We send the split point as a second parameter to the
|
|
// idle loop, which means that the main thread will return from the idle
|
|
// loop when all threads have finished their work at this split point.
|
|
idle_loop(master, &splitPoint);
|
|
|
|
// We have returned from the idle loop, which means that all threads are
|
|
// finished. Update alpha and bestValue, and return.
|
|
lock_grab(&mpLock);
|
|
|
|
*alpha = splitPoint.alpha;
|
|
*bestValue = splitPoint.bestValue;
|
|
masterThread.activeSplitPoints--;
|
|
masterThread.splitPoint = splitPoint.parent;
|
|
pos.set_nodes_searched(pos.nodes_searched() + splitPoint.nodes);
|
|
|
|
lock_release(&mpLock);
|
|
}
|
|
|
|
|
|
// wake_sleeping_thread() wakes up the thread with the given threadID
|
|
// when it is time to start a new search.
|
|
|
|
void ThreadsManager::wake_sleeping_thread(int threadID) {
|
|
|
|
lock_grab(&sleepLock[threadID]);
|
|
cond_signal(&sleepCond[threadID]);
|
|
lock_release(&sleepLock[threadID]);
|
|
}
|
|
|
|
|
|
/// RootMove and RootMoveList method's definitions
|
|
|
|
RootMove::RootMove() {
|
|
|
|
nodes = 0;
|
|
pv_score = non_pv_score = -VALUE_INFINITE;
|
|
pv[0] = MOVE_NONE;
|
|
}
|
|
|
|
RootMove& RootMove::operator=(const RootMove& rm) {
|
|
|
|
const Move* src = rm.pv;
|
|
Move* dst = pv;
|
|
|
|
// Avoid a costly full rm.pv[] copy
|
|
do *dst++ = *src; while (*src++ != MOVE_NONE);
|
|
|
|
nodes = rm.nodes;
|
|
pv_score = rm.pv_score;
|
|
non_pv_score = rm.non_pv_score;
|
|
return *this;
|
|
}
|
|
|
|
// extract_pv_from_tt() builds a PV by adding moves from the transposition table.
|
|
// We consider also failing high nodes and not only VALUE_TYPE_EXACT nodes. This
|
|
// allow to always have a ponder move even when we fail high at root and also a
|
|
// long PV to print that is important for position analysis.
|
|
|
|
void RootMove::extract_pv_from_tt(Position& pos) {
|
|
|
|
StateInfo state[PLY_MAX_PLUS_2], *st = state;
|
|
TTEntry* tte;
|
|
int ply = 1;
|
|
|
|
assert(pv[0] != MOVE_NONE && move_is_legal(pos, pv[0]));
|
|
|
|
pos.do_move(pv[0], *st++);
|
|
|
|
while ( (tte = TT.retrieve(pos.get_key())) != NULL
|
|
&& tte->move() != MOVE_NONE
|
|
&& move_is_legal(pos, tte->move())
|
|
&& ply < PLY_MAX
|
|
&& (!pos.is_draw() || ply < 2))
|
|
{
|
|
pv[ply] = tte->move();
|
|
pos.do_move(pv[ply++], *st++);
|
|
}
|
|
pv[ply] = MOVE_NONE;
|
|
|
|
do pos.undo_move(pv[--ply]); while (ply);
|
|
}
|
|
|
|
// 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[PLY_MAX_PLUS_2], *st = state;
|
|
TTEntry* tte;
|
|
Key k;
|
|
Value v, m = VALUE_NONE;
|
|
int ply = 0;
|
|
|
|
assert(pv[0] != MOVE_NONE && move_is_legal(pos, pv[0]));
|
|
|
|
do {
|
|
k = pos.get_key();
|
|
tte = TT.retrieve(k);
|
|
|
|
// Don't overwrite existing correct entries
|
|
if (!tte || tte->move() != pv[ply])
|
|
{
|
|
v = (pos.is_check() ? VALUE_NONE : evaluate(pos, m));
|
|
TT.store(k, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[ply], v, m);
|
|
}
|
|
pos.do_move(pv[ply], *st++);
|
|
|
|
} while (pv[++ply] != MOVE_NONE);
|
|
|
|
do pos.undo_move(pv[--ply]); while (ply);
|
|
}
|
|
|
|
// pv_info_to_uci() returns a string with information on the current PV line
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// formatted according to UCI specification. It is called at each iteration
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// or after a new pv is found.
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std::string RootMove::pv_info_to_uci(Position& pos, int depth, Value alpha, Value beta, int pvLine) {
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std::stringstream s, l;
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Move* m = pv;
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while (*m != MOVE_NONE)
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l << *m++ << " ";
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s << "info depth " << depth
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<< " seldepth " << int(m - pv)
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<< " multipv " << pvLine + 1
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<< " score " << value_to_uci(pv_score)
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<< (pv_score >= beta ? " lowerbound" : pv_score <= alpha ? " upperbound" : "")
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<< " time " << current_search_time()
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<< " nodes " << pos.nodes_searched()
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<< " nps " << nps(pos)
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<< " pv " << l.str();
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return s.str();
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}
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void RootMoveList::init(Position& pos, Move searchMoves[]) {
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MoveStack mlist[MOVES_MAX];
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Move* sm;
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clear();
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bestMoveChanges = 0;
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// Generate all legal moves and score them
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MoveStack* last = generate<MV_LEGAL>(pos, mlist);
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qsearch_scoring(pos, mlist, last);
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// Add each move to the RootMoveList's vector
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for (MoveStack* cur = mlist; cur != last; cur++)
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{
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// If we have a searchMoves[] list then verify cur->move
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// is in the list before to add it.
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for (sm = searchMoves; *sm && *sm != cur->move; sm++) {}
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if (searchMoves[0] && *sm != cur->move)
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continue;
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RootMove rm;
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rm.pv[0] = cur->move;
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rm.pv[1] = MOVE_NONE;
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rm.pv_score = Value(cur->score);
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push_back(rm);
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}
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sort();
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}
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} // namespace
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