int alpha_beta(app_t *app, cnodeptr_t parent, int alpha, int beta, int depth) { int palpha = alpha; int i, score = -MATE, highest = -MATE; node_t node; move_t cutoff = 0; piece_t p; init_node(&node); assert(app); app->search.nodes++; node.depth = depth; /* max depth */ if (app->game.board->ply > (SEARCH_MAXDEPTH - 1)) { /* return evaluate(app->board); */ return quiescent(app, parent, alpha, beta); } /* recursive base */ if (depth == 0) { return evaluate(app->game.board); } /* draws */ if (repetitions(app) || (app->game.board->half >= 100)) { return 0; } /* if we are checked, set the nodes checked flag */ if (check(app->game.board, app->game.board->side)) { node.flags |= NODE_CHECK; /* extend our search by 1 depth if we are in check */ /* NOTES: we may want to NOT extend our search here if the parent is in check, because the means we already extended once */ depth++; } /* TODO: - NULL moves - Late-move reduction - Tactical extensions (pins & forks -> depth++) */ /* probe our table */ if (probe_hash(&app->hash, app->game.board, &cutoff, &score, depth, alpha, beta) == TRUE) { app->hash.cut++; return score; } /* generate moves */ generate_moves(app->game.board, &node.ml, &node.ml); /* reset score */ score = -MATE; /* try to match our hash hit move */ if (cutoff != 0) { for (i = 0; i < node.ml.count; i++) { if (node.ml.moves[i] == cutoff) { node.ml.scores[i] = 20000; break; } } } /* search negamax */ for (i = 0; i < node.ml.count; i++) { /* get the next move ordered */ next_move(i, &node.ml); if (!(do_move(app->game.board, &app->game.undo, node.ml.moves[i]))) continue; score = -alpha_beta(app, &node, -beta, -alpha, depth - 1); node.made++; undo_move(app->game.board, &app->game.undo); /* score whatever is best so far */ if (score > highest) { node.best = node.ml.moves[i]; highest = score; /* update alpha */ if (score > alpha) { if (score >= beta) { /* non-captures causing beta cutoffs (killers) */ if (!is_capture(node.ml.moves[i])) { app->game.board->killers[1][app->game.board->ply] = app->game.board->killers[0][app->game.board->ply]; app->game.board->killers[0][app->game.board->ply] = node.ml.moves[i]; } /* store this beta in our transposition table */ store_hash(&app->hash, app->game.board, node.best, beta, HASH_BETA, depth); return beta; } /* update alpha */ alpha = score; /* update our history */ if (!is_capture(node.best)) { p = app->game.board->pos.squares[move_from(node.best)]; app->game.board->history[piece_color(p)][piece_type(p)][move_to(node.best)] += depth; } } } } /* check for checkmate or stalemate */ if (!node.made) { if (node.flags & NODE_CHECK) { return -MATE + app->game.board->ply; } else { return 0; } } if (alpha != palpha) { /* store this as an exact, since we beat alpha */ store_hash(&app->hash, app->game.board, node.best, highest, HASH_EXACT, depth); } else { /* store the current alpha */ store_hash(&app->hash, app->game.board, node.best, alpha, HASH_ALPHA, depth); } return alpha; }
uint64 perft(int depth) { int i,move_count; move_t ms[MOVE_STACK]; uint64 nodes; uint64 val; #ifdef EVASIONS char strbuff[256]; move_t ms_test[MOVE_STACK]; #endif #ifdef BITS bitboard_t bb; #endif if(depth == 0) return 1; if((val = probe_hash(depth)) != 0) return val; nodes = 0; val = 0; #ifdef BITS bb = 0; for(i = PLS(WP); i <= H8; i = PLN(i)) bitset(&bb, rsz[i]); if(bb != board->bb_pawns[W]) printf("pawn_error\n"); bb = 0; for(i = PLS(BP); i <= H8; i = PLN(i)) bitset(&bb, rsz[i]); if(bb != board->bb_pawns[B]) printf("pawn_error\n"); #endif #ifdef EVASIONS if(is_in_check(board->side)) { move_count = move_gen_evasions(&ms[0]); if(move_count != move_gen_legal(&ms_test[0])) { board_to_fen(&strbuff[0]); printf("error: \n %s \n",strbuff); } } else { move_count = move_gen(&ms[0]); } #else move_count = move_gen(&ms[0]); #endif for(i = 0; i < move_count; i++) { if(!move_make(ms[i])) continue; if(depth == 1) nodes++; else nodes += perft(depth - 1); move_undo(); } record_hash(depth,nodes); return (nodes); }