// 唯一着法检验是ElephantEye在搜索上的一大特色,用来判断用以某种深度进行的搜索是否找到了唯一着法。 // 其原理是把找到的最佳着法设成禁止着法,然后以(-WIN_VALUE, 1 - WIN_VALUE)的窗口重新搜索, // 如果低出边界则说明其他着法都将被杀。 static bool SearchUnique(int vlBeta, int nDepth) { int vl, mv; Search2.MoveSort.ResetRoot(ROOT_UNIQUE); // 跳过第一个着法 while ((mv = Search2.MoveSort.NextRoot()) != 0) { if (Search.pos.MakeMove(mv)) { vl = -SearchCut(1 - vlBeta, Search.pos.LastMove().ChkChs > 0 ? nDepth : nDepth - 1); Search.pos.UndoMakeMove(); if (Search2.bStop || vl >= vlBeta) { return false; } } } return true; }
/* 根结点搜索例程,和完全搜索的区别有以下几点: * * 1. 省略无害裁剪(也不获取置换表着法); * 2. 不使用空着裁剪; * 3. 选择性延伸只使用将军延伸; * 4. 过滤掉禁止着法; * 5. 搜索到最佳着法时要做很多处理(包括记录主要变例、结点排序等); * 6. 不更新历史表和杀手着法表。 */ static int SearchRoot(int nDepth) { int nNewDepth, vlBest, vl, mv, nCurrMove; #ifndef CCHESS_A3800 uint32_t dwMoveStr; #endif uint16_t wmvPvLine[LIMIT_DEPTH]; // 根结点搜索例程包括以下几个步骤: // 1. 初始化 vlBest = -MATE_VALUE; Search2.MoveSort.ResetRoot(); // 2. 逐一搜索每个着法(要过滤禁止着法) nCurrMove = 0; while ((mv = Search2.MoveSort.NextRoot()) != 0) { if (Search.pos.MakeMove(mv)) { #ifndef CCHESS_A3800 if (Search2.bPopCurrMove || Search.bDebug) { dwMoveStr = MOVE_COORD(mv); nCurrMove ++; printf("info currmove %.4s currmovenumber %d\n", (const char *) &dwMoveStr, nCurrMove); fflush(stdout); } #endif // 3. 尝试选择性延伸(只考虑将军延伸) nNewDepth = (Search.pos.LastMove().ChkChs > 0 ? nDepth : nDepth - 1); // 4. 主要变例搜索 if (vlBest == -MATE_VALUE) { vl = -SearchPV(-MATE_VALUE, MATE_VALUE, nNewDepth, wmvPvLine); __ASSERT(vl > vlBest); } else { vl = -SearchCut(-vlBest, nNewDepth); if (vl > vlBest) { // 这里不需要" && vl < MATE_VALUE"了 vl = -SearchPV(-MATE_VALUE, -vlBest, nNewDepth, wmvPvLine); } } Search.pos.UndoMakeMove(); if (Search2.bStop) { return vlBest; } // 5. Alpha-Beta边界判定("vlBest"代替了"SearchPV()"中的"vlAlpha") if (vl > vlBest) { // 6. 如果搜索到第一着法,那么"未改变最佳着法"的计数器加1,否则清零 Search2.nUnchanged = (vlBest == -MATE_VALUE ? Search2.nUnchanged + 1 : 0); vlBest = vl; // 7. 搜索到最佳着法时记录主要变例 AppendPvLine(Search2.wmvPvLine, mv, wmvPvLine); #ifndef CCHESS_A3800 PopPvLine(nDepth, vl); #endif // 8. 如果要考虑随机性,则Alpha值要作随机浮动,但已搜索到杀棋时不作随机浮动 if (vlBest > -WIN_VALUE && vlBest < WIN_VALUE) { vlBest += (Search.rc4Random.NextLong() & Search.nRandomMask) - (Search.rc4Random.NextLong() & Search.nRandomMask); vlBest = (vlBest == Search.pos.DrawValue() ? vlBest - 1 : vlBest); } // 9. 更新根结点着法列表 Search2.MoveSort.UpdateRoot(mv); } } } return vlBest; }
/* 主要变例完全搜索例程,和零窗口完全搜索的区别有以下几点: * * 1. 启用内部迭代加深启发; * 2. 不使用有负面影响的裁剪; * 3. Alpha-Beta边界判定复杂; * 4. PV结点要获取主要变例; * 5. 考虑PV结点处理最佳着法的情况。 */ static int SearchPV(int vlAlpha, int vlBeta, int nDepth, uint16_t *lpwmvPvLine) { int nNewDepth, nHashFlag, vlBest, vl; int mvBest, mvHash, mv, mvEvade; MoveSortStruct MoveSort; uint16_t wmvPvLine[LIMIT_DEPTH]; // 完全搜索例程包括以下几个步骤: // 1. 在叶子结点处调用静态搜索; *lpwmvPvLine = 0; if (nDepth <= 0) { __ASSERT(nDepth >= -NULL_DEPTH); return SearchQuiesc(Search.pos, vlAlpha, vlBeta); } Search2.nAllNodes ++; // 2. 无害裁剪; vl = HarmlessPruning(Search.pos, vlBeta); if (vl > -MATE_VALUE) { return vl; } // 3. 置换裁剪; vl = ProbeHash(Search.pos, vlAlpha, vlBeta, nDepth, NO_NULL, mvHash); if (Search.bUseHash && vl > -MATE_VALUE) { // 由于PV结点不适用置换裁剪,所以不会发生PV路线中断的情况 return vl; } // 4. 达到极限深度,直接返回评价值; __ASSERT(Search.pos.nDistance > 0); if (Search.pos.nDistance == LIMIT_DEPTH) { return Evaluate(Search.pos, vlAlpha, vlBeta); } __ASSERT(Search.pos.nDistance < LIMIT_DEPTH); // 5. 中断调用; Search2.nMainNodes ++; vlBest = -MATE_VALUE; if ((Search2.nMainNodes & Search.nCountMask) == 0 && Interrupt()) { return vlBest; } // 6. 内部迭代加深启发; if (nDepth > IID_DEPTH && mvHash == 0) { __ASSERT(nDepth / 2 <= nDepth - IID_DEPTH); vl = SearchPV(vlAlpha, vlBeta, nDepth / 2, wmvPvLine); if (vl <= vlAlpha) { vl = SearchPV(-MATE_VALUE, vlBeta, nDepth / 2, wmvPvLine); } if (Search2.bStop) { return vlBest; } mvHash = wmvPvLine[0]; } // 7. 初始化; mvBest = 0; nHashFlag = HASH_ALPHA; if (Search.pos.LastMove().ChkChs > 0) { // 如果是将军局面,那么生成所有应将着法; mvEvade = MoveSort.InitEvade(Search.pos, mvHash, Search2.wmvKiller[Search.pos.nDistance]); } else { // 如果不是将军局面,那么使用正常的着法列表。 MoveSort.InitFull(Search.pos, mvHash, Search2.wmvKiller[Search.pos.nDistance]); mvEvade = 0; } // 8. 按照"MoveSortStruct::NextFull()"例程的着法顺序逐一搜索; while ((mv = MoveSort.NextFull(Search.pos)) != 0) { if (Search.pos.MakeMove(mv)) { // 9. 尝试选择性延伸; nNewDepth = (Search.pos.LastMove().ChkChs > 0 || mvEvade != 0 ? nDepth : nDepth - 1); // 10. 主要变例搜索; if (vlBest == -MATE_VALUE) { vl = -SearchPV(-vlBeta, -vlAlpha, nNewDepth, wmvPvLine); } else { vl = -SearchCut(-vlAlpha, nNewDepth); if (vl > vlAlpha && vl < vlBeta) { vl = -SearchPV(-vlBeta, -vlAlpha, nNewDepth, wmvPvLine); } } Search.pos.UndoMakeMove(); if (Search2.bStop) { return vlBest; } // 11. Alpha-Beta边界判定; if (vl > vlBest) { vlBest = vl; if (vl >= vlBeta) { mvBest = mv; nHashFlag = HASH_BETA; break; } if (vl > vlAlpha) { vlAlpha = vl; mvBest = mv; nHashFlag = HASH_PV; AppendPvLine(lpwmvPvLine, mv, wmvPvLine); } } } } // 12. 更新置换表、历史表和杀手着法表。 if (vlBest == -MATE_VALUE) { __ASSERT(Search.pos.IsMate()); return Search.pos.nDistance - MATE_VALUE; } else { RecordHash(Search.pos, nHashFlag, vlBest, nDepth, mvEvade == 0 ? mvBest : mvEvade); if (mvBest != 0 && !MoveSort.GoodCap(Search.pos, mvBest)) { SetBestMove(mvBest, nDepth, Search2.wmvKiller[Search.pos.nDistance]); } return vlBest; } }
// 零窗口完全搜索例程 static int SearchCut(int vlBeta, int nDepth, bool bNoNull = false) { int nNewDepth, vlBest, vl; int mvHash, mv, mvEvade; MoveSortStruct MoveSort; // 完全搜索例程包括以下几个步骤: // 1. 在叶子结点处调用静态搜索; if (nDepth <= 0) { __ASSERT(nDepth >= -NULL_DEPTH); return SearchQuiesc(Search.pos, vlBeta - 1, vlBeta); } Search2.nAllNodes ++; // 2. 无害裁剪; vl = HarmlessPruning(Search.pos, vlBeta); if (vl > -MATE_VALUE) { return vl; } // 3. 置换裁剪; vl = ProbeHash(Search.pos, vlBeta - 1, vlBeta, nDepth, bNoNull, mvHash); if (Search.bUseHash && vl > -MATE_VALUE) { return vl; } // 4. 达到极限深度,直接返回评价值; if (Search.pos.nDistance == LIMIT_DEPTH) { return Evaluate(Search.pos, vlBeta - 1, vlBeta); } __ASSERT(Search.pos.nDistance < LIMIT_DEPTH); // 5. 中断调用; Search2.nMainNodes ++; vlBest = -MATE_VALUE; if ((Search2.nMainNodes & Search.nCountMask) == 0 && Interrupt()) { return vlBest; } // 6. 尝试空着裁剪; if (Search.bNullMove && !bNoNull && Search.pos.LastMove().ChkChs <= 0 && Search.pos.NullOkay()) { Search.pos.NullMove(); vl = -SearchCut(1 - vlBeta, nDepth - NULL_DEPTH - 1, NO_NULL); Search.pos.UndoNullMove(); if (Search2.bStop) { return vlBest; } if (vl >= vlBeta) { if (Search.pos.NullSafe()) { // a. 如果空着裁剪不带检验,那么记录深度至少为(NULL_DEPTH + 1); RecordHash(Search.pos, HASH_BETA, vl, MAX(nDepth, NULL_DEPTH + 1), 0); return vl; } else if (SearchCut(vlBeta, nDepth - NULL_DEPTH, NO_NULL) >= vlBeta) { // b. 如果空着裁剪带检验,那么记录深度至少为(NULL_DEPTH); RecordHash(Search.pos, HASH_BETA, vl, MAX(nDepth, NULL_DEPTH), 0); return vl; } } } // 7. 初始化; if (Search.pos.LastMove().ChkChs > 0) { // 如果是将军局面,那么生成所有应将着法; mvEvade = MoveSort.InitEvade(Search.pos, mvHash, Search2.wmvKiller[Search.pos.nDistance]); } else { // 如果不是将军局面,那么使用正常的着法列表。 MoveSort.InitFull(Search.pos, mvHash, Search2.wmvKiller[Search.pos.nDistance]); mvEvade = 0; } // 8. 按照"MoveSortStruct::NextFull()"例程的着法顺序逐一搜索; while ((mv = MoveSort.NextFull(Search.pos)) != 0) { if (Search.pos.MakeMove(mv)) { // 9. 尝试选择性延伸; nNewDepth = (Search.pos.LastMove().ChkChs > 0 || mvEvade != 0 ? nDepth : nDepth - 1); // 10. 零窗口搜索; vl = -SearchCut(1 - vlBeta, nNewDepth); Search.pos.UndoMakeMove(); if (Search2.bStop) { return vlBest; } // 11. 截断判定; if (vl > vlBest) { vlBest = vl; if (vl >= vlBeta) { RecordHash(Search.pos, HASH_BETA, vlBest, nDepth, mv); if (!MoveSort.GoodCap(Search.pos, mv)) { SetBestMove(mv, nDepth, Search2.wmvKiller[Search.pos.nDistance]); } return vlBest; } } } } // 12. 不截断措施。 if (vlBest == -MATE_VALUE) { __ASSERT(Search.pos.IsMate()); return Search.pos.nDistance - MATE_VALUE; } else { RecordHash(Search.pos, HASH_ALPHA, vlBest, nDepth, mvEvade); return vlBest; } }
// Alpha-Beta 搜索 int SearchAlphaBeta ( int depth, int alpha, int beta ) { int mv, vl; int bmv[nBest], bvl[nBest]; ClearBmvBvl ( bmv, bvl ); int hash_type = HASH_TYPE_ALPHA; MoveSortStruct mvsort; if ( TimeOut() ) { // 超时 return bvl[0]; } // 无害裁剪 vl = HarmlessPruning (); if ( vl > - MATE_VALUE ) { return vl; } // 置换裁剪 vl = QueryValueInHashTable ( depth, alpha, beta ); if ( vl > - MATE_VALUE ) { Search.bmv[0] = QueryMoveInHashTable ( depth, alpha, beta ); Search.bvl[0] = vl; return vl; } // 达到极限深度 if ( depth <= 0 ) { return SearchQuiesc ( alpha, beta ); } // 内部迭代加深启发 if ( depth > 2 ) { mv = QueryMoveInHashTableWithoutLimit (); if ( mv == 0 ) { SearchAlphaBeta ( depth / 2, alpha, beta ); if ( TimeOut() ) { // 超时 return bvl[0]; } } } // 生成着法 int nMoveNum = mvsort.InitMove (); Search.nNode ++; // 大搜索 while ( (mv = mvsort.NextMove()) != 0 ) { pos.MakeMove ( mv ); int newDepth = ( pos.checked || nMoveNum == 1 ) ? depth : depth - 1; vl = - SearchCut ( newDepth, - alpha ); if ( vl > alpha && vl < beta ) { vl = - SearchAlphaBeta ( newDepth, -beta, -alpha ); } pos.UndoMakeMove (); if ( TimeOut() ) { return bvl[0]; } UpdateBmvBvl ( bmv, bvl, mv, vl ); if ( bvl[0] >= beta ) { Search.nBeta ++; hash_type = HASH_TYPE_BETA; break; } if ( bvl[0] > alpha ) { alpha = bvl[0]; hash_type = HASH_TYPE_PV; } } // 最后 InsertInfoToHashTable ( depth, bmv[0], bvl[0], hash_type ); InsertHistoryTable ( bmv[0], depth ); CopyBmvBvl ( Search.bmv, Search.bvl, bmv, bvl ); return bvl[0]; }
// 零窗口搜索 int SearchCut ( int depth, int beta, bool bNoNull = false ) { int mv, vl; int bmv = 0; int bvl = - MATE_VALUE; MoveSortStruct mvsort; if ( TimeOut() ) { // 超时 return bvl; } // 无害裁剪 vl = HarmlessPruning (); if ( vl > - MATE_VALUE ) { return vl; } // 置换裁剪 vl = QueryValueInHashTable ( depth, beta - 1, beta ); if ( vl > - MATE_VALUE ) { return vl; } // 达到极限深度 if ( depth <= 0 ) { return SearchQuiesc ( beta - 1, beta ); } // 空着裁剪 : 大切に if ( !bNoNull && pos.checked == false && pos.NullOkay() ) { pos.NullMove (); vl = - SearchCut ( depth - NULL_DEPTH - 1, beta, true ); pos.UndoNullMove (); if ( TimeOut() ) { // 超时 return bvl; } if ( vl >= beta ) { if ( pos.NullSafe() ) { InsertInfoToHashTable ( MAX(depth, NULL_DEPTH + 1), 0, vl, HASH_TYPE_BETA ); return vl; } else if ( SearchCut(depth - NULL_DEPTH, beta, true) >= beta ) { InsertInfoToHashTable ( MAX(depth, NULL_DEPTH), 0, vl, HASH_TYPE_BETA ); return vl; } } } // 生成着法 int nMoveNum = mvsort.InitMove (); Search.nNode ++; // 大搜索 while ( (mv = mvsort.NextMove()) != 0 ) { pos.MakeMove ( mv ); int newDepth = ( pos.checked || nMoveNum == 1 ) ? depth : depth - 1; vl = - SearchCut ( newDepth, 1 - beta ); pos.UndoMakeMove (); if ( TimeOut() ) { // 超时 return bvl; } // 边界 if ( vl > bvl ) { bvl = vl; bmv = mv; if ( bvl >= beta ) { Search.nBeta ++; InsertInfoToHashTable ( depth, bmv, bvl, HASH_TYPE_BETA ); InsertHistoryTable ( bmv, depth ); return bvl; } } } // 最后 InsertInfoToHashTable ( depth, bmv, bvl, HASH_TYPE_ALPHA ); return bvl; }