void cEval::ScoreHanging(POS *p, eData *e, int sd) { int pc, sq, sc; int op = Opp(sd); U64 bbHanging = p->cl_bb[op] & ~e->bbPawnTakes[op]; U64 bbThreatened = p->cl_bb[op] & e->bbPawnTakes[sd]; bbHanging |= bbThreatened; // piece attacked by our pawn isn't well defended bbHanging &= e->bbAllAttacks[sd]; // hanging piece has to be attacked bbHanging &= ~p->Pawns(op); // currently we don't evaluate threats against pawns U64 bbDefended = p->cl_bb[op] & e->bbAllAttacks[op]; bbDefended &= e->bbEvAttacks[sd]; // N, B, R attacks (pieces attacked by pawns are scored as hanging) bbDefended &= ~e->bbPawnTakes[sd]; // no defense against pawn attack bbDefended &= ~p->Pawns(op); // currently we don't evaluate threats against pawns // hanging pieces (attacked and undefended) while (bbHanging) { sq = BB.PopFirstBit(&bbHanging); pc = TpOnSq(p, sq); sc = tp_value[pc] / 64; Add(e, sd, F_PRESSURE, 10 + sc, 18 + sc); } // defended pieces under attack while (bbDefended) { sq = BB.PopFirstBit(&bbDefended); pc = TpOnSq(p, sq); sc = tp_value[pc] / 96; Add(e, sd, F_PRESSURE, 5 + sc, 9 + sc); } }
int StrToMove(POS *p, char *move_str) { int from, to, type; from = Sq(move_str[0] - 'a', move_str[1] - '1'); to = Sq(move_str[2] - 'a', move_str[3] - '1'); type = NORMAL; if (TpOnSq(p, from) == K && Abs(to - from) == 2) type = CASTLE; else if (TpOnSq(p, from) == P) { if (to == p->ep_sq) type = EP_CAP; else if (Abs(to - from) == 16) type = EP_SET; else if (move_str[4] != '\0') switch (move_str[4]) { case 'n': type = N_PROM; break; case 'b': type = B_PROM; break; case 'r': type = R_PROM; break; case 'q': type = Q_PROM; break; } } return (type << 12) | (to << 6) | from; }
int MvvLva(POS *p, int move) { // Captures if (p->pc[Tsq(move)] != NO_PC) return TpOnSq(p, Tsq(move)) * 6 + 5 - TpOnSq(p, Fsq(move)); // Non-capturing promotions if (IsProm(move)) return PromType(move) - 5; return 5; }
void ScoreQuiet(MOVES *m) { int *movep, *valuep; int move_score; valuep = m->value; for (movep = m->move; movep < m->last; movep++) { move_score = history[m->p->pc[Fsq(*movep)]][Tsq(*movep)]; if (TpOnSq(m->p,Fsq(*movep)) != K) move_score += Param.mg_pst[m->p->side][TpOnSq(m->p,Fsq(*movep))][Tsq(*movep)] - Param.mg_pst[m->p->side][TpOnSq(m->p, Fsq(*movep))][Fsq(*movep)]; //if (Fsq(*movep) == m->ref_sq && m->ref_sq != -1) move_score += 2048; *valuep++ = move_score; } }
U64 AttacksFrom(POS *p, int sq) { switch (TpOnSq(p, sq)) { case P: return BB.PawnAttacks(Cl(p->pc[sq]), sq); case N: return BB.KnightAttacks(sq); case B: return BB.BishAttacks(OccBb(p), sq); case R: return BB.RookAttacks(OccBb(p), sq); case Q: return BB.QueenAttacks(OccBb(p), sq); case K: return BB.KingAttacks(sq); } return 0; }
int BadCapture(POS *p, int move) { int fsq = Fsq(move); int tsq = Tsq(move); // Captures that gain material or capture equal piece are good by definition if (tp_value[TpOnSq(p, tsq)] >= tp_value[TpOnSq(p, fsq)]) return 0; // Bishop takes knight and knight takes bishop are good irrespectively from // the way minor pieces' values are tuned if ((TpOnSq(p, fsq) == B) && (TpOnSq(p, tsq) == N)) return 0; if ((TpOnSq(p, fsq) == N) && (TpOnSq(p, tsq) == B)) return 0; // En passant captures are good by definition if (MoveType(move) == EP_CAP) return 0; // We have to evaluate this capture using expensive Static Exchange Evaluation return Swap(p, fsq, tsq) < 0; }
void sManipulator::DoMove(sPosition *p, int move, UNDO *u) { int side = p->side; // moving side int fsq = Fsq(move); // start square int tsq = Tsq(move); // target square int ftp = TpOnSq(p, fsq); // moving piece int ttp = TpOnSq(p, tsq); // captured piece U64 bbMove = SqBb(fsq) | SqBb(tsq); // optimization from Stockfish // save data for undoing a move u->ttp = ttp; u->castleFlags = p->castleFlags; u->epSquare = p->epSquare; u->reversibleMoves = p->reversibleMoves; u->hashKey = p->hashKey; u->pawnKey = p->pawnKey; p->repetitionList[p->head++] = p->hashKey; // update reversible move counter (zeroing is done on captures and pawn moves) p->reversibleMoves++; p->hashKey ^= zobCastle[p->castleFlags]; p->castleFlags &= castleMask[fsq] & castleMask[tsq]; p->hashKey ^= zobCastle[p->castleFlags]; // clear en passant square if (p->epSquare != NO_SQ) { p->hashKey ^= zobEp[File(p->epSquare)]; p->epSquare = NO_SQ; } // move a piece from start square p->pc[fsq] = NO_PC; p->pc[tsq] = Pc(side, ftp); p->hashKey ^= zobPiece[Pc(side, ftp)][fsq] ^ zobPiece[Pc(side, ftp)][tsq]; if (ftp == P) { p->reversibleMoves = 0; p->pawnKey ^= zobPiece[Pc(side, ftp)][fsq] ^ zobPiece[Pc(side, ftp)][tsq]; } p->bbCl[side] ^= bbMove; p->bbTp[ftp] ^= bbMove; p->pstMg[side] += Data.pstMg[side][ftp][tsq] - Data.pstMg[side][ftp][fsq]; p->pstEg[side] += Data.pstEg[side][ftp][tsq] - Data.pstEg[side][ftp][fsq]; // on a king move update king location data if (ftp == K) p->kingSquare[side] = tsq; // capture if (ttp != NO_TP) { p->reversibleMoves = 0; p->hashKey ^= zobPiece[Pc(Opp(side), ttp)][tsq]; if (ttp == P) p->pawnKey ^= zobPiece[Pc(Opp(side), ttp)][tsq]; p->bbCl[Opp(side)] ^= SqBb(tsq); p->bbTp[ttp] ^= SqBb(tsq); p->pcCount[Opp(side)][ttp]--; p->pieceMat[Opp(side)] -= Data.matValue[ttp]; p->phase -= Data.phaseValue[ttp]; p->pstMg[Opp(side)] -= Data.pstMg[Opp(side)][ttp][tsq]; p->pstEg[Opp(side)] -= Data.pstEg[Opp(side)][ttp][tsq]; } switch (MoveType(move)) { case NORMAL: break; case CASTLE: if (tsq > fsq) { fsq += 3; tsq -= 1; } else { fsq -= 4; tsq += 1; } p->pc[fsq] = NO_PC; p->pc[tsq] = Pc(side, R); p->hashKey ^= zobPiece[Pc(side, R)][fsq] ^ zobPiece[Pc(side, R)][tsq]; p->bbCl[side] ^= SqBb(fsq) | SqBb(tsq); p->bbTp[R] ^= SqBb(fsq) | SqBb(tsq); p->pstMg[side] += Data.pstMg[side][R][tsq] - Data.pstMg[side][R][fsq]; p->pstEg[side] += Data.pstEg[side][R][tsq] - Data.pstEg[side][R][fsq]; break; case EP_CAP: tsq ^= 8; p->pc[tsq] = NO_PC; p->hashKey ^= zobPiece[Pc(Opp(side), P)][tsq]; p->pawnKey ^= zobPiece[Pc(Opp(side), P)][tsq]; p->bbCl[Opp(side)] ^= SqBb(tsq); p->bbTp[P] ^= SqBb(tsq); p->pcCount[Opp(side)][P]--; p->phase -= Data.phaseValue[P]; p->pstMg[Opp(side)] -= Data.pstMg[Opp(side)][P][tsq]; p->pstEg[Opp(side)] -= Data.pstEg[Opp(side)][P][tsq]; break; case EP_SET: tsq ^= 8; if (bbPawnAttacks[side][tsq] & bbPc(p, Opp(side), P)) { p->epSquare = tsq; p->hashKey ^= zobEp[File(tsq)]; } break; // promotion: (1) add promoted piece and add values associated with it case N_PROM: // (2) remove promoted pawn and substract values associated with it case B_PROM: case R_PROM: case Q_PROM: ftp = PromType(move); p->pc[tsq] = Pc(side, ftp); p->hashKey ^= zobPiece[Pc(side, P)][tsq] ^ zobPiece[Pc(side, ftp)][tsq]; p->pawnKey ^= zobPiece[Pc(side, P)][tsq]; p->bbTp[P] ^= SqBb(tsq); p->bbTp[ftp]^= SqBb(tsq); p->pcCount[side][ftp]++; p->pcCount[side][P]--; p->pieceMat[side] += Data.matValue[ftp]; p->phase += Data.phaseValue[ftp] - Data.phaseValue[P]; p->pstMg[side] += Data.pstMg[side][ftp][tsq] - Data.pstMg[side][P][tsq]; p->pstEg[side] += Data.pstEg[side][ftp][tsq] - Data.pstEg[side][P][tsq]; break; } p->side ^= 1; p->hashKey ^= SIDE_RANDOM; }
int Quiesce(POS *p, int ply, int alpha, int beta, int *pv) { int best, score, move, new_pv[MAX_PLY]; MOVES m[1]; UNDO u[1]; int op = Opp(p->side); // Statistics and attempt at quick exit if (InCheck(p)) return QuiesceFlee(p, ply, alpha, beta, pv); nodes++; CheckTimeout(); if (abort_search) return 0; *pv = 0; if (IsDraw(p)) return DrawScore(p); if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); // Get a stand-pat score and adjust bounds // (exiting if eval exceeds beta) best = Eval.Return(p, 1); if (best >= beta) return best; if (best > alpha) alpha = best; #ifdef USE_QS_HASH // Transposition table read if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, 0, ply)) return score; #endif InitCaptures(p, m); // Main loop while ((move = NextCapture(m))) { // Pruning in quiescence search // (not applicable if we are capturing last enemy piece) if (p->cnt[op][N] + p->cnt[op][B] + p->cnt[op][R] + p->cnt[op][Q] > 1) { // 1. Delta pruning if (best + tp_value[TpOnSq(p, Tsq(move))] + 300 < alpha) continue; // 2. SEE-based pruning of bad captures if (BadCapture(p, move)) continue; } p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } score = -Quiesce(p, ply + 1, -beta, -alpha, new_pv); p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { #ifdef USE_QS_HASH TransStore(p->hash_key, *pv, best, LOWER, 0, ply); #endif return score; } // Adjust alpha and score if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } #ifdef USE_QS_HASH if (*pv) TransStore(p->hash_key, *pv, best, EXACT, 0, ply); else TransStore(p->hash_key, 0, best, UPPER, 0, ply); #endif return best; }
int Search(POS *p, int ply, int alpha, int beta, int depth, int was_null, int last_move, int last_capt_sq, int *pv) { int best, score, null_score, move, new_depth, new_pv[MAX_PLY]; int fl_check, fl_prunable_node, fl_prunable_move, mv_type, reduction; int is_pv = (beta > alpha + 1); int mv_tried = 0, quiet_tried = 0, fl_futility = 0; int mv_played[MAX_MOVES]; int mv_hist_score; int victim, last_capt; MOVES m[1]; UNDO u[1]; assert(ply > 0); // Quiescence search entry point if (depth <= 0) return QuiesceChecks(p, ply, alpha, beta, pv); // Periodically check for timeout, ponderhit or stop command nodes++; CheckTimeout(); // Quick exit on a timeout or on a statically detected draw if (abort_search) return 0; if (ply) *pv = 0; if (IsDraw(p)) return DrawScore(p); // Mate distance pruning int checkmatingScore = MATE - ply; if (checkmatingScore < beta) { beta = checkmatingScore; if (alpha >= checkmatingScore) return alpha; } int checkmatedScore = -MATE + ply; if (checkmatedScore > alpha) { alpha = checkmatedScore; if (beta <= checkmatedScore) return beta; } // Retrieving data from transposition table. We hope for a cutoff // or at least for a move to improve move ordering. move = 0; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply)) { // For move ordering purposes, a cutoff from hash is treated // exactly like a cutoff from search if (score >= beta) UpdateHistory(p, last_move, move, depth, ply); // In pv nodes only exact scores are returned. This is done because // there is much more pruning and reductions in zero-window nodes, // so retrieving such scores in pv nodes works like retrieving scores // from slightly lower depth. if (!is_pv || (score > alpha && score < beta)) return score; } // Safeguard against exceeding ply limit if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); // Are we in check? Knowing that is useful when it comes // to pruning/reduction decisions fl_check = InCheck(p); // INTERNAL ITERATIVE DEEPENING - we try to get a hash move to improve move ordering if (!move && is_pv && depth >= 6 && !fl_check) { Search(p, ply, alpha, beta, depth - 2, 0, 0, -1, new_pv); if (abort_search) return 0; TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply); } // Can we prune this node? fl_prunable_node = !fl_check && !is_pv && alpha > -MAX_EVAL && beta < MAX_EVAL; // Beta pruning / static null move if (use_beta_pruning && fl_prunable_node && depth <= 3 && !was_null) { int sc = Eval.Return(p, 1) - 120 * depth; // TODO: Tune me! if (sc > beta) return sc; } // Null move if (use_nullmove && fl_prunable_node && depth > 1 && !was_null && MayNull(p) ) { int eval = Eval.Return(p, 1); if (eval > beta) { new_depth = depth - ((823 + 67 * depth) / 256); // simplified Stockfish formula // omit null move search if normal search to the same depth wouldn't exceed beta // (sometimes we can check it for free via hash table) if (TransRetrieve(p->hash_key, &move, &null_score, alpha, beta, new_depth, ply)) { if (null_score < beta) goto avoid_null; } p->DoNull(u); if (new_depth > 0) score = -Search(p, ply + 1, -beta, -beta + 1, new_depth, 1, 0, -1, new_pv); else score = -QuiesceChecks(p, ply + 1, -beta, -beta + 1, new_pv); p->UndoNull(u); // Verification search (nb. immediate null move within it is prohibited) if (new_depth > 6 && score >= beta && use_null_verification) score = Search(p, ply, alpha, beta, new_depth - 5, 1, move, -1, new_pv); if (abort_search ) return 0; if (score >= beta) return score; } } avoid_null: // end of null move code // Razoring based on Toga II 3.0 if (use_razoring && fl_prunable_node && !move && !was_null && !(p->Pawns(p->side) & bbRelRank[p->side][RANK_7]) // no pawns to promote in one move && depth <= 3) { int threshold = beta - razor_margin[depth]; int eval = Eval.Return(p, 1); if (eval < threshold) { score = QuiesceChecks(p, ply, alpha, beta, pv); if (score < threshold) return score; } } // end of razoring code // Init moves and variables before entering main loop best = -INF; InitMoves(p, m, move, Refutation(last_move), ply); // Main loop while ((move = NextMove(m, &mv_type))) { // Gather data about the move mv_hist_score = history[p->pc[Fsq(move)]][Tsq(move)]; victim = TpOnSq(p, Tsq(move)); if (victim != NO_TP) last_capt = Tsq(move); else last_capt = -1; // Set futility pruning flag before the first applicable move is tried if (mv_type == MV_NORMAL && quiet_tried == 0) { if (use_futility && fl_prunable_node && depth <= 6) { if (Eval.Return(p, 1) + fut_margin[depth] < beta) fl_futility = 1; } } p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } // Update move statistics // (needed for reduction/pruning decisions and for updating history score) mv_played[mv_tried] = move; mv_tried++; if (mv_type == MV_NORMAL) quiet_tried++; // Can we prune this move? fl_prunable_move = !InCheck(p) && (mv_type == MV_NORMAL) && (mv_hist_score < hist_limit); // Set new search depth new_depth = depth - 1; // Check extension (pv node or low depth) if (is_pv || depth < 9) { new_depth += InCheck(p); if (is_pv && Tsq(move) == last_capt_sq) new_depth += 1; } // Futility pruning if (fl_futility && fl_prunable_move && mv_tried > 1) { p->UndoMove(move, u); continue; } // Late move pruning if (use_lmp && fl_prunable_node && fl_prunable_move && quiet_tried > lmp_limit[depth] && depth <= 3 && MoveType(move) != CASTLE ) { p->UndoMove(move, u); continue; } // Late move reduction reduction = 0; if (use_lmr && depth >= 2 && mv_tried > 3 && alpha > -MAX_EVAL && beta < MAX_EVAL && !fl_check && fl_prunable_move && lmr_size[is_pv][depth][mv_tried] > 0 && MoveType(move) != CASTLE ) { // read reduction size from the table reduction = lmr_size[is_pv][depth][mv_tried]; // increase reduction on bad history score if (mv_hist_score < 0 && new_depth - reduction > 2 && lmr_hist_adjustement) reduction++; // reduce search depth new_depth -= reduction; } // a place to come back if reduction looks suspect re_search: // PVS if (best == -INF) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); else { score = -Search(p, ply + 1, -alpha - 1, -alpha, new_depth, 0, move, last_capt, new_pv); if (!abort_search && score > alpha && score < beta) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); } // Reduced move scored above alpha - we need to re-search it if (reduction && score > alpha) { new_depth += reduction; reduction = 0; goto re_search; } // Undo move p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { if (!fl_check) { UpdateHistory(p, last_move, move, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, move, score, LOWER, depth, ply); return score; } // Updating score and alpha if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } // end of the main loop // Return correct checkmate/stalemate score if (best == -INF) return InCheck(p) ? -MATE + ply : DrawScore(p); // Save score in the transposition table if (*pv) { if (!fl_check) { UpdateHistory(p, last_move, *pv, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, *pv, best, EXACT, depth, ply); } else TransStore(p->hash_key, 0, best, UPPER, depth, ply); return best; }
int SearchRoot(POS *p, int ply, int alpha, int beta, int depth, int *pv) { int best, score, move, new_depth, new_pv[MAX_PLY]; int fl_check, fl_prunable_move, mv_type, reduction; int mv_tried = 0, quiet_tried = 0; int mv_played[MAX_MOVES]; int mv_hist_score; int victim, last_capt; int move_change = 0; fl_has_choice = 0; MOVES m[1]; UNDO u[1]; // Periodically check for timeout, ponderhit or stop command nodes++; CheckTimeout(); // Quick exit if (abort_search) return 0; // Retrieving data from transposition table. We hope for a cutoff // or at least for a move to improve move ordering. move = 0; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply)) { // For move ordering purposes, a cutoff from hash is treated // exactly like a cutoff from search if (score >= beta) UpdateHistory(p, -1, move, depth, ply); // Root node is a pv node, so we return only exact scores if (score > alpha && score < beta) return score; } // Are we in check? Knowing that is useful when it comes // to pruning/reduction decisions fl_check = InCheck(p); // Init moves and variables before entering main loop best = -INF; InitMoves(p, m, move, Refutation(-1), ply); // Main loop while ((move = NextMove(m, &mv_type))) { mv_hist_score = history[p->pc[Fsq(move)]][Tsq(move)]; victim = TpOnSq(p, Tsq(move)); if (victim != NO_TP) last_capt = Tsq(move); else last_capt = -1; p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } // Update move statistics (needed for reduction/pruning decisions) mv_played[mv_tried] = move; mv_tried++; if (mv_tried > 1) fl_has_choice = 1; // we have a choice between at least two root moves if (depth > 16 && verbose) DisplayCurrmove(move, mv_tried); if (mv_type == MV_NORMAL) quiet_tried++; fl_prunable_move = !InCheck(p) && (mv_type == MV_NORMAL); // Set new search depth new_depth = depth - 1 + InCheck(p); // Late move reduction reduction = 0; if (use_lmr && depth >= 2 && mv_tried > 3 && mv_hist_score < hist_limit && alpha > -MAX_EVAL && beta < MAX_EVAL && !fl_check && fl_prunable_move && lmr_size[1][depth][mv_tried] > 0 && MoveType(move) != CASTLE ) { reduction = lmr_size[1][depth][mv_tried]; // increase reduction on bad history score if (mv_hist_score < 0 && new_depth - reduction > 2 && lmr_hist_adjustement) reduction++; new_depth -= reduction; } re_search: // PVS if (best == -INF) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); else { score = -Search(p, ply + 1, -alpha - 1, -alpha, new_depth, 0, move, last_capt, new_pv); if (!abort_search && score > alpha && score < beta) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); } // Reduced move scored above alpha - we need to re-search it if (reduction && score > alpha) { new_depth += reduction; reduction = 0; goto re_search; } p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { if (!fl_check) { UpdateHistory(p, -1, move, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, move, score, LOWER, depth, ply); // Update search time depending on whether the first move has changed if (depth > 4) { if (pv[0] != move) Timer.OnNewRootMove(); else Timer.OnOldRootMove(); } // Change the best move and show the new pv BuildPv(pv, new_pv, move); DisplayPv(score, pv); return score; } // Updating score and alpha if (score > best) { best = score; if (score > alpha) { alpha = score; // Update search time depending on whether the first move has changed if (depth > 4) { if (pv[0] != move) Timer.OnNewRootMove(); else Timer.OnOldRootMove(); } // Change the best move and show the new pv BuildPv(pv, new_pv, move); DisplayPv(score, pv); } } } // end of the main loop // Return correct checkmate/stalemate score if (best == -INF) return InCheck(p) ? -MATE + ply : DrawScore(p); // Save score in the transposition table if (*pv) { if (!fl_check) { UpdateHistory(p, -1, *pv, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, *pv, best, EXACT, depth, ply); } else TransStore(p->hash_key, 0, best, UPPER, depth, ply); return best; }