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- /*
- Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Stockfish is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Stockfish is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #include <algorithm>
- #include <cassert>
- #include <cmath>
- #include <cstring> // For std::memset
- #include <iostream>
- #include <sstream>
- #include "evaluate.h"
- #include "misc.h"
- #include "movegen.h"
- #include "movepick.h"
- #include "search.h"
- #include "timeman.h"
- #include "thread.h"
- #include "tt.h"
- #include "uci.h"
- #include "syzygy/tbprobe.h"
- namespace Search {
- SignalsType Signals;
- LimitsType Limits;
- StateStackPtr SetupStates;
- }
- namespace Tablebases {
- int Cardinality;
- uint64_t Hits;
- bool RootInTB;
- bool UseRule50;
- Depth ProbeDepth;
- Value Score;
- }
- namespace TB = Tablebases;
- using std::string;
- using Eval::evaluate;
- using namespace Search;
- namespace {
- // Different node types, used as template parameter
- enum NodeType { Root, PV, NonPV };
- // Razoring and futility margin based on depth
- const int razor_margin[4] = { 483, 570, 603, 554 };
- Value futility_margin(Depth d) { return Value(200 * d); }
- // Futility and reductions lookup tables, initialized at startup
- int FutilityMoveCounts[2][16]; // [improving][depth]
- Depth Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
- template <bool PvNode> Depth reduction(bool i, Depth d, int mn) {
- return Reductions[PvNode][i][std::min(d, 63 * ONE_PLY)][std::min(mn, 63)];
- }
- // Skill struct is used to implement strength limiting
- struct Skill {
- Skill(int l) : level(l) {}
- bool enabled() const { return level < 20; }
- bool time_to_pick(Depth depth) const { return depth / ONE_PLY == 1 + level; }
- Move best_move(size_t multiPV) { return best ? best : pick_best(multiPV); }
- Move pick_best(size_t multiPV);
- int level;
- Move best = MOVE_NONE;
- };
- // EasyMoveManager struct is used to detect a so called 'easy move'; when PV is
- // stable across multiple search iterations we can fast return the best move.
- struct EasyMoveManager {
- void clear() {
- stableCnt = 0;
- expectedPosKey = 0;
- pv[0] = pv[1] = pv[2] = MOVE_NONE;
- }
- Move get(Key key) const {
- return expectedPosKey == key ? pv[2] : MOVE_NONE;
- }
- void update(Position& pos, const std::vector<Move>& newPv) {
- assert(newPv.size() >= 3);
- // Keep track of how many times in a row 3rd ply remains stable
- stableCnt = (newPv[2] == pv[2]) ? stableCnt + 1 : 0;
- if (!std::equal(newPv.begin(), newPv.begin() + 3, pv))
- {
- std::copy(newPv.begin(), newPv.begin() + 3, pv);
- StateInfo st[2];
- pos.do_move(newPv[0], st[0], pos.gives_check(newPv[0], CheckInfo(pos)));
- pos.do_move(newPv[1], st[1], pos.gives_check(newPv[1], CheckInfo(pos)));
- expectedPosKey = pos.key();
- pos.undo_move(newPv[1]);
- pos.undo_move(newPv[0]);
- }
- }
- int stableCnt;
- Key expectedPosKey;
- Move pv[3];
- };
- EasyMoveManager EasyMove;
- double BestMoveChanges;
- Value DrawValue[COLOR_NB];
- CounterMovesHistoryStats CounterMovesHistory;
- template <NodeType NT>
- Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode);
- template <NodeType NT, bool InCheck>
- Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
- Value value_to_tt(Value v, int ply);
- Value value_from_tt(Value v, int ply);
- void update_pv(Move* pv, Move move, Move* childPv);
- void update_stats(const Position& pos, Stack* ss, Move move, Depth depth, Move* quiets, int quietsCnt);
- } // namespace
- /// Search::init() is called during startup to initialize various lookup tables
- void Search::init() {
- const double K[][2] = {{ 0.799, 2.281 }, { 0.484, 3.023 }};
- for (int pv = 0; pv <= 1; ++pv)
- for (int imp = 0; imp <= 1; ++imp)
- for (int d = 1; d < 64; ++d)
- for (int mc = 1; mc < 64; ++mc)
- {
- double r = K[pv][0] + log(d) * log(mc) / K[pv][1];
- if (r >= 1.5)
- Reductions[pv][imp][d][mc] = int(r) * ONE_PLY;
- // Increase reduction when eval is not improving
- if (!pv && !imp && Reductions[pv][imp][d][mc] >= 2 * ONE_PLY)
- Reductions[pv][imp][d][mc] += ONE_PLY;
- }
- for (int d = 0; d < 16; ++d)
- {
- FutilityMoveCounts[0][d] = int(2.4 + 0.773 * pow(d + 0.00, 1.8));
- FutilityMoveCounts[1][d] = int(2.9 + 1.045 * pow(d + 0.49, 1.8));
- }
- }
- /// Search::clear() resets to zero search state, to obtain reproducible results
- void Search::clear() {
- TT.clear();
- CounterMovesHistory.clear();
- for (Thread* th : Threads)
- {
- th->history.clear();
- th->counterMoves.clear();
- }
- }
- /// Search::perft() is our utility to verify move generation. All the leaf nodes
- /// up to the given depth are generated and counted and the sum returned.
- template<bool Root>
- uint64_t Search::perft(Position& pos, Depth depth) {
- StateInfo st;
- uint64_t cnt, nodes = 0;
- CheckInfo ci(pos);
- const bool leaf = (depth == 2 * ONE_PLY);
- for (const auto& m : MoveList<LEGAL>(pos))
- {
- if (Root && depth <= ONE_PLY)
- cnt = 1, nodes++;
- else
- {
- pos.do_move(m, st, pos.gives_check(m, ci));
- cnt = leaf ? MoveList<LEGAL>(pos).size() : perft<false>(pos, depth - ONE_PLY);
- nodes += cnt;
- pos.undo_move(m);
- }
- if (Root)
- sync_cout << UCI::move(m, pos.is_chess960()) << ": " << cnt << sync_endl;
- }
- return nodes;
- }
- template uint64_t Search::perft<true>(Position&, Depth);
- /// MainThread::think() is called by the main thread when the program receives
- /// the UCI 'go' command. It searches from root position and at the end prints
- /// the "bestmove" to output.
- void MainThread::think() {
- Color us = rootPos.side_to_move();
- Time.init(Limits, us, rootPos.game_ply());
- int contempt = Options["Contempt"] * PawnValueEg / 100; // From centipawns
- DrawValue[ us] = VALUE_DRAW - Value(contempt);
- DrawValue[~us] = VALUE_DRAW + Value(contempt);
- TB::Hits = 0;
- TB::RootInTB = false;
- TB::UseRule50 = Options["Syzygy50MoveRule"];
- TB::ProbeDepth = Options["SyzygyProbeDepth"] * ONE_PLY;
- TB::Cardinality = Options["SyzygyProbeLimit"];
- // Skip TB probing when no TB found: !TBLargest -> !TB::Cardinality
- if (TB::Cardinality > TB::MaxCardinality)
- {
- TB::Cardinality = TB::MaxCardinality;
- TB::ProbeDepth = DEPTH_ZERO;
- }
- if (rootMoves.empty())
- {
- rootMoves.push_back(RootMove(MOVE_NONE));
- sync_cout << "info depth 0 score "
- << UCI::value(rootPos.checkers() ? -VALUE_MATE : VALUE_DRAW)
- << sync_endl;
- }
- else
- {
- if (TB::Cardinality >= rootPos.count<ALL_PIECES>(WHITE)
- + rootPos.count<ALL_PIECES>(BLACK))
- {
- // If the current root position is in the tablebases then RootMoves
- // contains only moves that preserve the draw or win.
- TB::RootInTB = Tablebases::root_probe(rootPos, rootMoves, TB::Score);
- if (TB::RootInTB)
- TB::Cardinality = 0; // Do not probe tablebases during the search
- else // If DTZ tables are missing, use WDL tables as a fallback
- {
- // Filter out moves that do not preserve a draw or win
- TB::RootInTB = Tablebases::root_probe_wdl(rootPos, rootMoves, TB::Score);
- // Only probe during search if winning
- if (TB::Score <= VALUE_DRAW)
- TB::Cardinality = 0;
- }
- if (TB::RootInTB)
- {
- TB::Hits = rootMoves.size();
- if (!TB::UseRule50)
- TB::Score = TB::Score > VALUE_DRAW ? VALUE_MATE - MAX_PLY - 1
- : TB::Score < VALUE_DRAW ? -VALUE_MATE + MAX_PLY + 1
- : VALUE_DRAW;
- }
- }
- for (Thread* th : Threads)
- {
- th->maxPly = 0;
- th->rootDepth = DEPTH_ZERO;
- th->searching = true;
- if (th != this)
- {
- th->rootPos = Position(rootPos, th);
- th->rootMoves = rootMoves;
- th->notify_one(); // Wake up the thread and start searching
- }
- }
- Threads.timer->run = true;
- Threads.timer->notify_one(); // Start the recurring timer
- search(true); // Let's start searching!
- // Stop the threads and the timer
- Signals.stop = true;
- Threads.timer->run = false;
- // Wait until all threads have finished
- for (Thread* th : Threads)
- if (th != this)
- th->wait_while(th->searching);
- }
- // When playing in 'nodes as time' mode, subtract the searched nodes from
- // the available ones before to exit.
- if (Limits.npmsec)
- Time.availableNodes += Limits.inc[us] - Threads.nodes_searched();
- // When we reach the maximum depth, we can arrive here without a raise of
- // Signals.stop. However, if we are pondering or in an infinite search,
- // the UCI protocol states that we shouldn't print the best move before the
- // GUI sends a "stop" or "ponderhit" command. We therefore simply wait here
- // until the GUI sends one of those commands (which also raises Signals.stop).
- if (!Signals.stop && (Limits.ponder || Limits.infinite))
- {
- Signals.stopOnPonderhit = true;
- wait(Signals.stop);
- }
- sync_cout << "bestmove " << UCI::move(rootMoves[0].pv[0], rootPos.is_chess960());
- if (rootMoves[0].pv.size() > 1 || rootMoves[0].extract_ponder_from_tt(rootPos))
- std::cout << " ponder " << UCI::move(rootMoves[0].pv[1], rootPos.is_chess960());
- std::cout << sync_endl;
- }
- // Thread::search() is the main iterative deepening loop. It calls search()
- // repeatedly with increasing depth until the allocated thinking time has been
- // consumed, user stops the search, or the maximum search depth is reached.
- void Thread::search(bool isMainThread) {
- Stack stack[MAX_PLY+4], *ss = stack+2; // To allow referencing (ss-2) and (ss+2)
- Value bestValue, alpha, beta, delta;
- Move easyMove = MOVE_NONE;
- std::memset(ss-2, 0, 5 * sizeof(Stack));
- bestValue = delta = alpha = -VALUE_INFINITE;
- beta = VALUE_INFINITE;
- if (isMainThread)
- {
- easyMove = EasyMove.get(rootPos.key());
- EasyMove.clear();
- BestMoveChanges = 0;
- TT.new_search();
- }
- size_t multiPV = Options["MultiPV"];
- Skill skill(Options["Skill Level"]);
- // When playing with strength handicap enable MultiPV search that we will
- // use behind the scenes to retrieve a set of possible moves.
- // if (skill.enabled())
- multiPV = std::max(multiPV, (size_t)4);
- multiPV = std::min(multiPV, rootMoves.size());
- // Iterative deepening loop until requested to stop or target depth reached
- while (++rootDepth < DEPTH_MAX && !Signals.stop && (!Limits.depth || rootDepth <= Limits.depth))
- {
- // Set up the new depth for the helper threads
- if (!isMainThread)
- rootDepth = Threads.main()->rootDepth + Depth(int(2.2 * log(1 + this->idx)));
- // Age out PV variability metric
- if (isMainThread)
- BestMoveChanges *= 0.5;
- // Save the last iteration's scores before first PV line is searched and
- // all the move scores except the (new) PV are set to -VALUE_INFINITE.
- for (RootMove& rm : rootMoves)
- rm.previousScore = rm.score;
- // MultiPV loop. We perform a full root search for each PV line
- for (PVIdx = 0; PVIdx < multiPV && !Signals.stop; ++PVIdx)
- {
- // Reset aspiration window starting size
- if (rootDepth >= 5 * ONE_PLY)
- {
- delta = Value(18);
- alpha = std::max(rootMoves[PVIdx].previousScore - delta,-VALUE_INFINITE);
- beta = std::min(rootMoves[PVIdx].previousScore + delta, VALUE_INFINITE);
- }
- // Start with a small aspiration window and, in the case of a fail
- // high/low, re-search with a bigger window until we're not failing
- // high/low anymore.
- while (true)
- {
- bestValue = ::search<Root>(rootPos, ss, alpha, beta, rootDepth, false);
- // Bring the best move to the front. It is critical that sorting
- // is done with a stable algorithm because all the values but the
- // first and eventually the new best one are set to -VALUE_INFINITE
- // and we want to keep the same order for all the moves except the
- // new PV that goes to the front. Note that in case of MultiPV
- // search the already searched PV lines are preserved.
- std::stable_sort(rootMoves.begin() + PVIdx, rootMoves.end());
- // Write PV back to transposition table in case the relevant
- // entries have been overwritten during the search.
- for (size_t i = 0; i <= PVIdx; ++i)
- rootMoves[i].insert_pv_in_tt(rootPos);
- // If search has been stopped break immediately. Sorting and
- // writing PV back to TT is safe because RootMoves is still
- // valid, although it refers to previous iteration.
- if (Signals.stop)
- break;
- // When failing high/low give some update (without cluttering
- // the UI) before a re-search.
- if ( isMainThread
- && multiPV == 1
- && (bestValue <= alpha || bestValue >= beta)
- && Time.elapsed() > 3000)
- sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl;
- // In case of failing low/high increase aspiration window and
- // re-search, otherwise exit the loop.
- if (bestValue <= alpha)
- {
- beta = (alpha + beta) / 2;
- alpha = std::max(bestValue - delta, -VALUE_INFINITE);
- if (isMainThread)
- {
- Signals.failedLowAtRoot = true;
- Signals.stopOnPonderhit = false;
- }
- }
- else if (bestValue >= beta)
- {
- alpha = (alpha + beta) / 2;
- beta = std::min(bestValue + delta, VALUE_INFINITE);
- }
- else
- break;
- delta += delta / 4 + 5;
- assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
- }
- // Sort the PV lines searched so far and update the GUI
- std::stable_sort(rootMoves.begin(), rootMoves.begin() + PVIdx + 1);
- if (!isMainThread)
- break;
- if (Signals.stop)
- sync_cout << "info nodes " << Threads.nodes_searched()
- << " time " << Time.elapsed() << sync_endl;
- else if (PVIdx + 1 == multiPV || Time.elapsed() > 3000)
- sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl;
- }
- if (!isMainThread)
- continue;
- // If skill level is enabled and time is up, pick a sub-optimal best move
- if (skill.time_to_pick(rootDepth))
- skill.pick_best(multiPV);
- // Have we found a "mate in x"?
- if ( Limits.mate
- && bestValue >= VALUE_MATE_IN_MAX_PLY
- && VALUE_MATE - bestValue <= 2 * Limits.mate)
- Signals.stop = true;
- // Do we have time for the next iteration? Can we stop searching now?
- if (Limits.use_time_management())
- {
- if (!Signals.stop && !Signals.stopOnPonderhit)
- {
- // Take some extra time if the best move has changed
- if (rootDepth > 4 * ONE_PLY && multiPV == 1)
- Time.pv_instability(BestMoveChanges);
- // Stop the search if only one legal move is available or all
- // of the available time has been used or we matched an easyMove
- // from the previous search and just did a fast verification.
- if ( rootMoves.size() == 1
- || Time.elapsed() > Time.available()
- || ( rootMoves[0].pv[0] == easyMove
- && BestMoveChanges < 0.03
- && Time.elapsed() > Time.available() / 10))
- {
- // If we are allowed to ponder do not stop the search now but
- // keep pondering until the GUI sends "ponderhit" or "stop".
- if (Limits.ponder)
- Signals.stopOnPonderhit = true;
- else
- Signals.stop = true;
- }
- }
- if (rootMoves[0].pv.size() >= 3)
- EasyMove.update(rootPos, rootMoves[0].pv);
- else
- EasyMove.clear();
- }
- }
- searching = false;
- notify_one(); // Wake up main thread if is sleeping waiting for us
- if (!isMainThread)
- return;
- // Clear any candidate easy move that wasn't stable for the last search
- // iterations; the second condition prevents consecutive fast moves.
- if (EasyMove.stableCnt < 6 || Time.elapsed() < Time.available())
- EasyMove.clear();
- // If skill level is enabled, swap best PV line with the sub-optimal one
- // if (skill.enabled())
- std::swap(rootMoves[0], *std::find(rootMoves.begin(),
- rootMoves.end(), skill.best_move(multiPV)));
- }
- namespace {
- // search<>() is the main search function for both PV and non-PV nodes
- template <NodeType NT>
- Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth, bool cutNode) {
- const bool RootNode = NT == Root;
- const bool PvNode = NT == PV || NT == Root;
- assert(-VALUE_INFINITE <= alpha && alpha < beta && beta <= VALUE_INFINITE);
- assert(PvNode || (alpha == beta - 1));
- assert(depth > DEPTH_ZERO);
- Move pv[MAX_PLY+1], quietsSearched[64];
- StateInfo st;
- TTEntry* tte;
- Key posKey;
- Move ttMove, move, excludedMove, bestMove;
- Depth extension, newDepth, predictedDepth;
- Value bestValue, value, ttValue, eval, nullValue, futilityValue;
- bool ttHit, inCheck, givesCheck, singularExtensionNode, improving;
- bool captureOrPromotion, doFullDepthSearch;
- int moveCount, quietCount;
- // Step 1. Initialize node
- Thread* thisThread = pos.this_thread();
- inCheck = pos.checkers();
- moveCount = quietCount = ss->moveCount = 0;
- bestValue = -VALUE_INFINITE;
- ss->ply = (ss-1)->ply + 1;
- // Used to send selDepth info to GUI
- if (PvNode && thisThread->maxPly < ss->ply)
- thisThread->maxPly = ss->ply;
- if (!RootNode)
- {
- // Step 2. Check for aborted search and immediate draw
- if (Signals.stop.load(std::memory_order_relaxed) || pos.is_draw() || ss->ply >= MAX_PLY)
- return ss->ply >= MAX_PLY && !inCheck ? evaluate(pos)
- : DrawValue[pos.side_to_move()];
- // Step 3. Mate distance pruning. Even if we mate at the next move our score
- // would be at best mate_in(ss->ply+1), but if alpha is already bigger because
- // a shorter mate was found upward in the tree then there is no need to search
- // because we will never beat the current alpha. Same logic but with reversed
- // signs applies also in the opposite condition of being mated instead of giving
- // mate. In this case return a fail-high score.
- alpha = std::max(mated_in(ss->ply), alpha);
- beta = std::min(mate_in(ss->ply+1), beta);
- if (alpha >= beta)
- return alpha;
- }
- assert(0 <= ss->ply && ss->ply < MAX_PLY);
- ss->currentMove = ss->ttMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
- (ss+1)->skipEarlyPruning = false; (ss+1)->reduction = DEPTH_ZERO;
- (ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
- // Step 4. Transposition table lookup. We don't want the score of a partial
- // search to overwrite a previous full search TT value, so we use a different
- // position key in case of an excluded move.
- excludedMove = ss->excludedMove;
- posKey = excludedMove ? pos.exclusion_key() : pos.key();
- tte = TT.probe(posKey, ttHit);
- ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
- ss->ttMove = ttMove = RootNode ? thisThread->rootMoves[thisThread->PVIdx].pv[0]
- : ttHit ? tte->move() : MOVE_NONE;
- // At non-PV nodes we check for an early TT cutoff
- if ( !PvNode
- && ttHit
- && tte->depth() >= depth
- && ttValue != VALUE_NONE // Possible in case of TT access race
- && (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
- : (tte->bound() & BOUND_UPPER)))
- {
- ss->currentMove = ttMove; // Can be MOVE_NONE
- // If ttMove is quiet, update killers, history, counter move on TT hit
- if (ttValue >= beta && ttMove && !pos.capture_or_promotion(ttMove))
- update_stats(pos, ss, ttMove, depth, nullptr, 0);
- return ttValue;
- }
- // Step 4a. Tablebase probe
- if (!RootNode && TB::Cardinality)
- {
- int piecesCnt = pos.count<ALL_PIECES>(WHITE) + pos.count<ALL_PIECES>(BLACK);
- if ( piecesCnt <= TB::Cardinality
- && (piecesCnt < TB::Cardinality || depth >= TB::ProbeDepth)
- && pos.rule50_count() == 0)
- {
- int found, v = Tablebases::probe_wdl(pos, &found);
- if (found)
- {
- TB::Hits++;
- int drawScore = TB::UseRule50 ? 1 : 0;
- value = v < -drawScore ? -VALUE_MATE + MAX_PLY + ss->ply
- : v > drawScore ? VALUE_MATE - MAX_PLY - ss->ply
- : VALUE_DRAW + 2 * v * drawScore;
- tte->save(posKey, value_to_tt(value, ss->ply), BOUND_EXACT,
- std::min(DEPTH_MAX - ONE_PLY, depth + 6 * ONE_PLY),
- MOVE_NONE, VALUE_NONE, TT.generation());
- return value;
- }
- }
- }
- // Step 5. Evaluate the position statically
- if (inCheck)
- {
- ss->staticEval = eval = VALUE_NONE;
- goto moves_loop;
- }
- else if (ttHit)
- {
- // Never assume anything on values stored in TT
- if ((ss->staticEval = eval = tte->eval()) == VALUE_NONE)
- eval = ss->staticEval = evaluate(pos);
- // Can ttValue be used as a better position evaluation?
- if (ttValue != VALUE_NONE)
- if (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER))
- eval = ttValue;
- }
- else
- {
- eval = ss->staticEval =
- (ss-1)->currentMove != MOVE_NULL ? evaluate(pos)
- : -(ss-1)->staticEval + 2 * Eval::Tempo;
- tte->save(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
- ss->staticEval, TT.generation());
- }
- if (ss->skipEarlyPruning)
- goto moves_loop;
- // Step 6. Razoring (skipped when in check)
- if ( !PvNode
- && depth < 4 * ONE_PLY
- && eval + razor_margin[depth] <= alpha
- && ttMove == MOVE_NONE)
- {
- if ( depth <= ONE_PLY
- && eval + razor_margin[3 * ONE_PLY] <= alpha)
- return qsearch<NonPV, false>(pos, ss, alpha, beta, DEPTH_ZERO);
- Value ralpha = alpha - razor_margin[depth];
- Value v = qsearch<NonPV, false>(pos, ss, ralpha, ralpha+1, DEPTH_ZERO);
- if (v <= ralpha)
- return v;
- }
- // Step 7. Futility pruning: child node (skipped when in check)
- if ( !RootNode
- && depth < 7 * ONE_PLY
- && eval - futility_margin(depth) >= beta
- && eval < VALUE_KNOWN_WIN // Do not return unproven wins
- && pos.non_pawn_material(pos.side_to_move()))
- return eval - futility_margin(depth);
- // Step 8. Null move search with verification search (is omitted in PV nodes)
- if ( !PvNode
- && depth >= 2 * ONE_PLY
- && eval >= beta
- && pos.non_pawn_material(pos.side_to_move()))
- {
- ss->currentMove = MOVE_NULL;
- assert(eval - beta >= 0);
- // Null move dynamic reduction based on depth and value
- Depth R = ((823 + 67 * depth) / 256 + std::min((eval - beta) / PawnValueMg, 3)) * ONE_PLY;
- pos.do_null_move(st);
- (ss+1)->skipEarlyPruning = true;
- nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -beta+1, DEPTH_ZERO)
- : - search<NonPV>(pos, ss+1, -beta, -beta+1, depth-R, !cutNode);
- (ss+1)->skipEarlyPruning = false;
- pos.undo_null_move();
- if (nullValue >= beta)
- {
- // Do not return unproven mate scores
- if (nullValue >= VALUE_MATE_IN_MAX_PLY)
- nullValue = beta;
- if (depth < 12 * ONE_PLY && abs(beta) < VALUE_KNOWN_WIN)
- return nullValue;
- // Do verification search at high depths
- ss->skipEarlyPruning = true;
- Value v = depth-R < ONE_PLY ? qsearch<NonPV, false>(pos, ss, beta-1, beta, DEPTH_ZERO)
- : search<NonPV>(pos, ss, beta-1, beta, depth-R, false);
- ss->skipEarlyPruning = false;
- if (v >= beta)
- return nullValue;
- }
- }
- // Step 9. ProbCut (skipped when in check)
- // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
- // and a reduced search returns a value much above beta, we can (almost)
- // safely prune the previous move.
- if ( !PvNode
- && depth >= 5 * ONE_PLY
- && abs(beta) < VALUE_MATE_IN_MAX_PLY)
- {
- Value rbeta = std::min(beta + 200, VALUE_INFINITE);
- Depth rdepth = depth - 4 * ONE_PLY;
- assert(rdepth >= ONE_PLY);
- assert((ss-1)->currentMove != MOVE_NONE);
- assert((ss-1)->currentMove != MOVE_NULL);
- MovePicker mp(pos, ttMove, thisThread->history, PieceValue[MG][pos.captured_piece_type()]);
- CheckInfo ci(pos);
- while ((move = mp.next_move()) != MOVE_NONE)
- if (pos.legal(move, ci.pinned))
- {
- ss->currentMove = move;
- pos.do_move(move, st, pos.gives_check(move, ci));
- value = -search<NonPV>(pos, ss+1, -rbeta, -rbeta+1, rdepth, !cutNode);
- pos.undo_move(move);
- if (value >= rbeta)
- return value;
- }
- }
- // Step 10. Internal iterative deepening (skipped when in check)
- if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
- && !ttMove
- && (PvNode || ss->staticEval + 256 >= beta))
- {
- Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4);
- ss->skipEarlyPruning = true;
- search<PvNode ? PV : NonPV>(pos, ss, alpha, beta, d, true);
- ss->skipEarlyPruning = false;
- tte = TT.probe(posKey, ttHit);
- ttMove = ttHit ? tte->move() : MOVE_NONE;
- }
- moves_loop: // When in check search starts from here
- Square prevSq = to_sq((ss-1)->currentMove);
- Move cm = thisThread->counterMoves[pos.piece_on(prevSq)][prevSq];
- const CounterMovesStats& cmh = CounterMovesHistory[pos.piece_on(prevSq)][prevSq];
- MovePicker mp(pos, ttMove, depth, thisThread->history, cmh, cm, ss);
- CheckInfo ci(pos);
- value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
- improving = ss->staticEval >= (ss-2)->staticEval
- || ss->staticEval == VALUE_NONE
- ||(ss-2)->staticEval == VALUE_NONE;
- singularExtensionNode = !RootNode
- && depth >= 8 * ONE_PLY
- && ttMove != MOVE_NONE
- /* && ttValue != VALUE_NONE Already implicit in the next condition */
- && abs(ttValue) < VALUE_KNOWN_WIN
- && !excludedMove // Recursive singular search is not allowed
- && (tte->bound() & BOUND_LOWER)
- && tte->depth() >= depth - 3 * ONE_PLY;
- // Step 11. Loop through moves
- // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
- while ((move = mp.next_move()) != MOVE_NONE)
- {
- assert(is_ok(move));
- if (move == excludedMove)
- continue;
- // At root obey the "searchmoves" option and skip moves not listed in Root
- // Move List. As a consequence any illegal move is also skipped. In MultiPV
- // mode we also skip PV moves which have been already searched.
- if (RootNode && !std::count(thisThread->rootMoves.begin() + thisThread->PVIdx,
- thisThread->rootMoves.end(), move))
- continue;
- ss->moveCount = ++moveCount;
- if (RootNode && thisThread == Threads.main())
- {
- Signals.firstRootMove = (moveCount == 1);
- if (Time.elapsed() > 3000)
- sync_cout << "info depth " << depth / ONE_PLY
- << " currmove " << UCI::move(move, pos.is_chess960())
- << " currmovenumber " << moveCount + thisThread->PVIdx << sync_endl;
- }
- if (PvNode)
- (ss+1)->pv = nullptr;
- extension = DEPTH_ZERO;
- captureOrPromotion = pos.capture_or_promotion(move);
- givesCheck = type_of(move) == NORMAL && !ci.dcCandidates
- ? ci.checkSquares[type_of(pos.piece_on(from_sq(move)))] & to_sq(move)
- : pos.gives_check(move, ci);
- // Step 12. Extend checks
- if (givesCheck && pos.see_sign(move) >= VALUE_ZERO)
- extension = ONE_PLY;
- // Singular extension search. If all moves but one fail low on a search of
- // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
- // is singular and should be extended. To verify this we do a reduced search
- // on all the other moves but the ttMove and if the result is lower than
- // ttValue minus a margin then we extend the ttMove.
- if ( singularExtensionNode
- && move == ttMove
- && !extension
- && pos.legal(move, ci.pinned))
- {
- Value rBeta = ttValue - 2 * depth / ONE_PLY;
- ss->excludedMove = move;
- ss->skipEarlyPruning = true;
- value = search<NonPV>(pos, ss, rBeta - 1, rBeta, depth / 2, cutNode);
- ss->skipEarlyPruning = false;
- ss->excludedMove = MOVE_NONE;
- if (value < rBeta)
- extension = ONE_PLY;
- }
- // Update the current move (this must be done after singular extension search)
- newDepth = depth - ONE_PLY + extension;
- // Step 13. Pruning at shallow depth
- if ( !RootNode
- && !captureOrPromotion
- && !inCheck
- && !givesCheck
- && !pos.advanced_pawn_push(move)
- && bestValue > VALUE_MATED_IN_MAX_PLY)
- {
- // Move count based pruning
- if ( depth < 16 * ONE_PLY
- && moveCount >= FutilityMoveCounts[improving][depth])
- continue;
- // History based pruning
- if ( depth <= 3 * ONE_PLY
- && thisThread->history[pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO
- && cmh[pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO)
- continue;
- predictedDepth = newDepth - reduction<PvNode>(improving, depth, moveCount);
- // Futility pruning: parent node
- if (predictedDepth < 7 * ONE_PLY)
- {
- futilityValue = ss->staticEval + futility_margin(predictedDepth) + 256;
- if (futilityValue <= alpha)
- {
- bestValue = std::max(bestValue, futilityValue);
- continue;
- }
- }
- // Prune moves with negative SEE at low depths
- if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO)
- continue;
- }
- // Speculative prefetch as early as possible
- prefetch(TT.first_entry(pos.key_after(move)));
- // Check for legality just before making the move
- if (!RootNode && !pos.legal(move, ci.pinned))
- {
- ss->moveCount = --moveCount;
- continue;
- }
- ss->currentMove = move;
- // Step 14. Make the move
- pos.do_move(move, st, givesCheck);
- // Step 15. Reduced depth search (LMR). If the move fails high it will be
- // re-searched at full depth.
- if ( depth >= 3 * ONE_PLY
- && moveCount > 1
- && !captureOrPromotion
- && move != ss->killers[0]
- && move != ss->killers[1])
- {
- ss->reduction = reduction<PvNode>(improving, depth, moveCount);
- // Increase reduction for cut nodes and moves with a bad history
- if ( (!PvNode && cutNode)
- || ( thisThread->history[pos.piece_on(to_sq(move))][to_sq(move)] < VALUE_ZERO
- && cmh[pos.piece_on(to_sq(move))][to_sq(move)] <= VALUE_ZERO))
- ss->reduction += ONE_PLY;
- // Decrease reduction for moves with a good history
- if ( thisThread->history[pos.piece_on(to_sq(move))][to_sq(move)] > VALUE_ZERO
- && cmh[pos.piece_on(to_sq(move))][to_sq(move)] > VALUE_ZERO)
- ss->reduction = std::max(DEPTH_ZERO, ss->reduction - ONE_PLY);
- // Decrease reduction for moves that escape a capture
- if ( ss->reduction
- && type_of(move) == NORMAL
- && type_of(pos.piece_on(to_sq(move))) != PAWN
- && pos.see(make_move(to_sq(move), from_sq(move))) < VALUE_ZERO)
- ss->reduction = std::max(DEPTH_ZERO, ss->reduction - ONE_PLY);
- Depth d = std::max(newDepth - ss->reduction, ONE_PLY);
- value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
- doFullDepthSearch = (value > alpha && ss->reduction != DEPTH_ZERO);
- ss->reduction = DEPTH_ZERO;
- }
- else
- doFullDepthSearch = !PvNode || moveCount > 1;
- // Step 16. Full depth search, when LMR is skipped or fails high
- if (doFullDepthSearch)
- value = newDepth < ONE_PLY ?
- givesCheck ? -qsearch<NonPV, true>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
- : -qsearch<NonPV, false>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
- : - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
- // For PV nodes only, do a full PV search on the first move or after a fail
- // high (in the latter case search only if value < beta), otherwise let the
- // parent node fail low with value <= alpha and to try another move.
- if (PvNode && (moveCount == 1 || (value > alpha && (RootNode || value < beta))))
- {
- (ss+1)->pv = pv;
- (ss+1)->pv[0] = MOVE_NONE;
- value = newDepth < ONE_PLY ?
- givesCheck ? -qsearch<PV, true>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
- : -qsearch<PV, false>(pos, ss+1, -beta, -alpha, DEPTH_ZERO)
- : - search<PV>(pos, ss+1, -beta, -alpha, newDepth, false);
- }
- // Step 17. Undo move
- pos.undo_move(move);
- assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- // Step 18. Check for new best move
- // Finished searching the move. If a stop occurred, the return value of
- // the search cannot be trusted, and we return immediately without
- // updating best move, PV and TT.
- if (Signals.stop.load(std::memory_order_relaxed))
- return VALUE_ZERO;
- if (RootNode)
- {
- RootMove& rm = *std::find(thisThread->rootMoves.begin(),
- thisThread->rootMoves.end(), move);
- // PV move or new best move ?
- if (moveCount == 1 || value > alpha)
- {
- rm.score = value;
- rm.pv.resize(1);
- assert((ss+1)->pv);
- for (Move* m = (ss+1)->pv; *m != MOVE_NONE; ++m)
- rm.pv.push_back(*m);
- // We record how often the best move has been changed in each
- // iteration. This information is used for time management: When
- // the best move changes frequently, we allocate some more time.
- if (moveCount > 1 && thisThread == Threads.main())
- ++BestMoveChanges;
- }
- else
- // All other moves but the PV are set to the lowest value: this is
- // not a problem when sorting because the sort is stable and the
- // move position in the list is preserved - just the PV is pushed up.
- rm.score = -VALUE_INFINITE;
- }
- if (value > bestValue)
- {
- bestValue = value;
- if (value > alpha)
- {
- // If there is an easy move for this position, clear it if unstable
- if ( PvNode
- && thisThread == Threads.main()
- && EasyMove.get(pos.key())
- && (move != EasyMove.get(pos.key()) || moveCount > 1))
- EasyMove.clear();
- bestMove = move;
- if (PvNode && !RootNode) // Update pv even in fail-high case
- update_pv(ss->pv, move, (ss+1)->pv);
- if (PvNode && value < beta) // Update alpha! Always alpha < beta
- alpha = value;
- else
- {
- assert(value >= beta); // Fail high
- break;
- }
- }
- }
- if (!captureOrPromotion && move != bestMove && quietCount < 64)
- quietsSearched[quietCount++] = move;
- }
- // Following condition would detect a stop only after move loop has been
- // completed. But in this case bestValue is valid because we have fully
- // searched our subtree, and we can anyhow save the result in TT.
- /*
- if (Signals.stop)
- return VALUE_DRAW;
- */
- // Step 20. Check for mate and stalemate
- // All legal moves have been searched and if there are no legal moves, it
- // must be mate or stalemate. If we are in a singular extension search then
- // return a fail low score.
- if (!moveCount)
- bestValue = excludedMove ? alpha
- : inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
- // Quiet best move: update killers, history and countermoves
- else if (bestMove && !pos.capture_or_promotion(bestMove))
- update_stats(pos, ss, bestMove, depth, quietsSearched, quietCount);
- // Bonus for prior countermove that caused the fail low
- else if ( depth >= 3 * ONE_PLY
- && !bestMove
- && !inCheck
- && !pos.captured_piece_type()
- && is_ok((ss - 1)->currentMove)
- && is_ok((ss - 2)->currentMove))
- {
- Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY) + depth / ONE_PLY - 1);
- Square prevPrevSq = to_sq((ss - 2)->currentMove);
- CounterMovesStats& prevCmh = CounterMovesHistory[pos.piece_on(prevPrevSq)][prevPrevSq];
- prevCmh.update(pos.piece_on(prevSq), prevSq, bonus);
- }
- tte->save(posKey, value_to_tt(bestValue, ss->ply),
- bestValue >= beta ? BOUND_LOWER :
- PvNode && bestMove ? BOUND_EXACT : BOUND_UPPER,
- depth, bestMove, ss->staticEval, TT.generation());
- assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
- return bestValue;
- }
- // qsearch() is the quiescence search function, which is called by the main
- // search function when the remaining depth is zero (or, to be more precise,
- // less than ONE_PLY).
- template <NodeType NT, bool InCheck>
- Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
- const bool PvNode = NT == PV;
- assert(NT == PV || NT == NonPV);
- assert(InCheck == !!pos.checkers());
- assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
- assert(PvNode || (alpha == beta - 1));
- assert(depth <= DEPTH_ZERO);
- Move pv[MAX_PLY+1];
- StateInfo st;
- TTEntry* tte;
- Key posKey;
- Move ttMove, move, bestMove;
- Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
- bool ttHit, givesCheck, evasionPrunable;
- Depth ttDepth;
- if (PvNode)
- {
- oldAlpha = alpha; // To flag BOUND_EXACT when eval above alpha and no available moves
- (ss+1)->pv = pv;
- ss->pv[0] = MOVE_NONE;
- }
- ss->currentMove = bestMove = MOVE_NONE;
- ss->ply = (ss-1)->ply + 1;
- // Check for an instant draw or if the maximum ply has been reached
- if (pos.is_draw() || ss->ply >= MAX_PLY)
- return ss->ply >= MAX_PLY && !InCheck ? evaluate(pos)
- : DrawValue[pos.side_to_move()];
- assert(0 <= ss->ply && ss->ply < MAX_PLY);
- // Decide whether or not to include checks: this fixes also the type of
- // TT entry depth that we are going to use. Note that in qsearch we use
- // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
- ttDepth = InCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS
- : DEPTH_QS_NO_CHECKS;
- // Transposition table lookup
- posKey = pos.key();
- tte = TT.probe(posKey, ttHit);
- ttMove = ttHit ? tte->move() : MOVE_NONE;
- ttValue = ttHit ? value_from_tt(tte->value(), ss->ply) : VALUE_NONE;
- if ( !PvNode
- && ttHit
- && tte->depth() >= ttDepth
- && ttValue != VALUE_NONE // Only in case of TT access race
- && (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
- : (tte->bound() & BOUND_UPPER)))
- {
- ss->currentMove = ttMove; // Can be MOVE_NONE
- return ttValue;
- }
- // Evaluate the position statically
- if (InCheck)
- {
- ss->staticEval = VALUE_NONE;
- bestValue = futilityBase = -VALUE_INFINITE;
- }
- else
- {
- if (ttHit)
- {
- // Never assume anything on values stored in TT
- if ((ss->staticEval = bestValue = tte->eval()) == VALUE_NONE)
- ss->staticEval = bestValue = evaluate(pos);
- // Can ttValue be used as a better position evaluation?
- if (ttValue != VALUE_NONE)
- if (tte->bound() & (ttValue > bestValue ? BOUND_LOWER : BOUND_UPPER))
- bestValue = ttValue;
- }
- else
- ss->staticEval = bestValue =
- (ss-1)->currentMove != MOVE_NULL ? evaluate(pos)
- : -(ss-1)->staticEval + 2 * Eval::Tempo;
- // Stand pat. Return immediately if static value is at least beta
- if (bestValue >= beta)
- {
- if (!ttHit)
- tte->save(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER,
- DEPTH_NONE, MOVE_NONE, ss->staticEval, TT.generation());
- return bestValue;
- }
- if (PvNode && bestValue > alpha)
- alpha = bestValue;
- futilityBase = bestValue + 128;
- }
- // Initialize a MovePicker object for the current position, and prepare
- // to search the moves. Because the depth is <= 0 here, only captures,
- // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
- // be generated.
- MovePicker mp(pos, ttMove, depth, pos.this_thread()->history, to_sq((ss-1)->currentMove));
- CheckInfo ci(pos);
- // Loop through the moves until no moves remain or a beta cutoff occurs
- while ((move = mp.next_move()) != MOVE_NONE)
- {
- assert(is_ok(move));
- givesCheck = type_of(move) == NORMAL && !ci.dcCandidates
- ? ci.checkSquares[type_of(pos.piece_on(from_sq(move)))] & to_sq(move)
- : pos.gives_check(move, ci);
- // Futility pruning
- if ( !InCheck
- && !givesCheck
- && futilityBase > -VALUE_KNOWN_WIN
- && !pos.advanced_pawn_push(move))
- {
- assert(type_of(move) != ENPASSANT); // Due to !pos.advanced_pawn_push
- futilityValue = futilityBase + PieceValue[EG][pos.piece_on(to_sq(move))];
- if (futilityValue <= alpha)
- {
- bestValue = std::max(bestValue, futilityValue);
- continue;
- }
- if (futilityBase <= alpha && pos.see(move) <= VALUE_ZERO)
- {
- bestValue = std::max(bestValue, futilityBase);
- continue;
- }
- }
- // Detect non-capture evasions that are candidates to be pruned
- evasionPrunable = InCheck
- && bestValue > VALUE_MATED_IN_MAX_PLY
- && !pos.capture(move);
- // Don't search moves with negative SEE values
- if ( (!InCheck || evasionPrunable)
- && type_of(move) != PROMOTION
- && pos.see_sign(move) < VALUE_ZERO)
- continue;
- // Speculative prefetch as early as possible
- prefetch(TT.first_entry(pos.key_after(move)));
- // Check for legality just before making the move
- if (!pos.legal(move, ci.pinned))
- continue;
- ss->currentMove = move;
- // Make and search the move
- pos.do_move(move, st, givesCheck);
- value = givesCheck ? -qsearch<NT, true>(pos, ss+1, -beta, -alpha, depth - ONE_PLY)
- : -qsearch<NT, false>(pos, ss+1, -beta, -alpha, depth - ONE_PLY);
- pos.undo_move(move);
- assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
- // Check for new best move
- if (value > bestValue)
- {
- bestValue = value;
- if (value > alpha)
- {
- if (PvNode) // Update pv even in fail-high case
- update_pv(ss->pv, move, (ss+1)->pv);
- if (PvNode && value < beta) // Update alpha here!
- {
- alpha = value;
- bestMove = move;
- }
- else // Fail high
- {
- tte->save(posKey, value_to_tt(value, ss->ply), BOUND_LOWER,
- ttDepth, move, ss->staticEval, TT.generation());
- return value;
- }
- }
- }
- }
- // All legal moves have been searched. A special case: If we're in check
- // and no legal moves were found, it is checkmate.
- if (InCheck && bestValue == -VALUE_INFINITE)
- return mated_in(ss->ply); // Plies to mate from the root
- tte->save(posKey, value_to_tt(bestValue, ss->ply),
- PvNode && bestValue > oldAlpha ? BOUND_EXACT : BOUND_UPPER,
- ttDepth, bestMove, ss->staticEval, TT.generation());
- assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
- return bestValue;
- }
- // value_to_tt() adjusts a mate score from "plies to mate from the root" to
- // "plies to mate from the current position". Non-mate scores are unchanged.
- // The function is called before storing a value in the transposition table.
- Value value_to_tt(Value v, int ply) {
- assert(v != VALUE_NONE);
- return v >= VALUE_MATE_IN_MAX_PLY ? v + ply
- : v <= VALUE_MATED_IN_MAX_PLY ? v - ply : v;
- }
- // value_from_tt() is the inverse of value_to_tt(): It adjusts a mate score
- // from the transposition table (which refers to the plies to mate/be mated
- // from current position) to "plies to mate/be mated from the root".
- Value value_from_tt(Value v, int ply) {
- return v == VALUE_NONE ? VALUE_NONE
- : v >= VALUE_MATE_IN_MAX_PLY ? v - ply
- : v <= VALUE_MATED_IN_MAX_PLY ? v + ply : v;
- }
- // update_pv() adds current move and appends child pv[]
- void update_pv(Move* pv, Move move, Move* childPv) {
- for (*pv++ = move; childPv && *childPv != MOVE_NONE; )
- *pv++ = *childPv++;
- *pv = MOVE_NONE;
- }
- // update_stats() updates killers, history, countermove and countermove
- // history when a new quiet best move is found.
- void update_stats(const Position& pos, Stack* ss, Move move,
- Depth depth, Move* quiets, int quietsCnt) {
- if (ss->killers[0] != move)
- {
- ss->killers[1] = ss->killers[0];
- ss->killers[0] = move;
- }
- Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY) + depth / ONE_PLY - 1);
- Square prevSq = to_sq((ss-1)->currentMove);
- CounterMovesStats& cmh = CounterMovesHistory[pos.piece_on(prevSq)][prevSq];
- Thread* thisThread = pos.this_thread();
- thisThread->history.update(pos.moved_piece(move), to_sq(move), bonus);
- if (is_ok((ss-1)->currentMove))
- {
- thisThread->counterMoves.update(pos.piece_on(prevSq), prevSq, move);
- cmh.update(pos.moved_piece(move), to_sq(move), bonus);
- }
- // Decrease all the other played quiet moves
- for (int i = 0; i < quietsCnt; ++i)
- {
- thisThread->history.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);
- if (is_ok((ss-1)->currentMove))
- cmh.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);
- }
- // Extra penalty for a quiet TT move in previous ply when it gets refuted
- if ( (ss-1)->moveCount == 1
- && !pos.captured_piece_type()
- && is_ok((ss-2)->currentMove))
- {
- Square prevPrevSq = to_sq((ss-2)->currentMove);
- CounterMovesStats& prevCmh = CounterMovesHistory[pos.piece_on(prevPrevSq)][prevPrevSq];
- prevCmh.update(pos.piece_on(prevSq), prevSq, -bonus - 2 * (depth + 1) / ONE_PLY);
- }
- }
- // When playing with strength handicap, choose best move among a set of RootMoves
- // using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
- Move Skill::pick_best(size_t multiPV) {
- const Search::RootMoveVector& rootMoves = Threads.main()->rootMoves;
- static PRNG rng(now()); // PRNG sequence should be non-deterministic
- // RootMoves are already sorted by score in descending order
- Value topScore = rootMoves[0].score;
- int delta = std::min(topScore - rootMoves[multiPV - 1].score, PawnValueMg);
- int weakness = 120 - 2 * level;
- int maxScore = -VALUE_INFINITE;
- // Choose best move. For each move score we add two terms, both dependent on
- // weakness. One deterministic and bigger for weaker levels, and one random,
- // then we choose the move with the resulting highest score.
- /* for (size_t i = 0; i < multiPV; ++i)
- {
- // This is our magic formula
- int push = ( weakness * int(topScore - rootMoves[i].score)
- + delta * (rng.rand<unsigned>() % weakness)) / 128;
- if (rootMoves[i].score + push > maxScore)
- {
- maxScore = rootMoves[i].score + push;
- */
- //Isaac: I need to generate a random int between 0 and Rootmoves.size
- int j = rand() % rootMoves.size();
- best = rootMoves[j].pv[0];
- // }
- // }
- return best;
- }
- } // namespace
- /// UCI::pv() formats PV information according to the UCI protocol. UCI requires
- /// that all (if any) unsearched PV lines are sent using a previous search score.
- string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
- std::stringstream ss;
- int elapsed = Time.elapsed() + 1;
- const Search::RootMoveVector& rootMoves = pos.this_thread()->rootMoves;
- size_t PVIdx = pos.this_thread()->PVIdx;
- size_t multiPV = std::min((size_t)Options["MultiPV"], rootMoves.size());
- uint64_t nodes_searched = Threads.nodes_searched();
- for (size_t i = 0; i < multiPV; ++i)
- {
- bool updated = (i <= PVIdx);
- if (depth == ONE_PLY && !updated)
- continue;
- Depth d = updated ? depth : depth - ONE_PLY;
- Value v = updated ? rootMoves[i].score : rootMoves[i].previousScore;
- bool tb = TB::RootInTB && abs(v) < VALUE_MATE - MAX_PLY;
- v = tb ? TB::Score : v;
- if (ss.rdbuf()->in_avail()) // Not at first line
- ss << "\n";
- ss << "info"
- << " depth " << d / ONE_PLY
- << " seldepth " << pos.this_thread()->maxPly
- << " multipv " << i + 1
- << " score " << UCI::value(v);
- if (!tb && i == PVIdx)
- ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
- ss << " nodes " << nodes_searched
- << " nps " << nodes_searched * 1000 / elapsed;
- if (elapsed > 1000) // Earlier makes little sense
- ss << " hashfull " << TT.hashfull();
- ss << " tbhits " << TB::Hits
- << " time " << elapsed
- << " pv";
- for (Move m : rootMoves[i].pv)
- ss << " " << UCI::move(m, pos.is_chess960());
- }
- return ss.str();
- }
- /// RootMove::insert_pv_in_tt() is called at the end of a search iteration, and
- /// inserts the PV back into the TT. This makes sure the old PV moves are searched
- /// first, even if the old TT entries have been overwritten.
- void RootMove::insert_pv_in_tt(Position& pos) {
- StateInfo state[MAX_PLY], *st = state;
- bool ttHit;
- for (Move m : pv)
- {
- assert(MoveList<LEGAL>(pos).contains(m));
- TTEntry* tte = TT.probe(pos.key(), ttHit);
- if (!ttHit || tte->move() != m) // Don't overwrite correct entries
- tte->save(pos.key(), VALUE_NONE, BOUND_NONE, DEPTH_NONE,
- m, VALUE_NONE, TT.generation());
- pos.do_move(m, *st++, pos.gives_check(m, CheckInfo(pos)));
- }
- for (size_t i = pv.size(); i > 0; )
- pos.undo_move(pv[--i]);
- }
- /// RootMove::extract_ponder_from_tt() is called in case we have no ponder move
- /// before exiting the search, for instance in case we stop the search during a
- /// fail high at root. We try hard to have a ponder move to return to the GUI,
- /// otherwise in case of 'ponder on' we have nothing to think on.
- bool RootMove::extract_ponder_from_tt(Position& pos)
- {
- StateInfo st;
- bool ttHit;
- assert(pv.size() == 1);
- pos.do_move(pv[0], st, pos.gives_check(pv[0], CheckInfo(pos)));
- TTEntry* tte = TT.probe(pos.key(), ttHit);
- pos.undo_move(pv[0]);
- if (ttHit)
- {
- Move m = tte->move(); // Local copy to be SMP safe
- if (MoveList<LEGAL>(pos).contains(m))
- return pv.push_back(m), true;
- }
- return false;
- }
- /// TimerThread::check_time() is called by when the timer triggers. It is used
- /// to print debug info and, more importantly, to detect when we are out of
- /// available time and thus stop the search.
- void TimerThread::check_time() {
- static TimePoint lastInfoTime = now();
- int elapsed = Time.elapsed();
- if (now() - lastInfoTime >= 1000)
- {
- lastInfoTime = now();
- dbg_print();
- }
- // An engine may not stop pondering until told so by the GUI
- if (Limits.ponder)
- return;
- if (Limits.use_time_management())
- {
- bool stillAtFirstMove = Signals.firstRootMove
- && !Signals.failedLowAtRoot
- && elapsed > Time.available() * 3 / 4;
- if ( stillAtFirstMove
- || elapsed > Time.maximum() - 2 * TimerThread::Resolution)
- Signals.stop = true;
- }
- else if (Limits.movetime && elapsed >= Limits.movetime)
- Signals.stop = true;
- else if (Limits.nodes && Threads.nodes_searched() >= Limits.nodes)
- Signals.stop = true;
- }
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