예제 #1
0
int Board::qsearch(int ply, int alpha, int beta)
{
	// quiescence search 

	int i, j, val;

	if (timedout) return 0;
	triangularLength[ply] = ply;
	if (isOwnKingAttacked()) return alphabetapvs(ply, 1, alpha, beta);
	
	if(EVAL_FUNC == 0){
		val = board.eval();
	}else {
		val = board.evalJL(PARAM_EVAL_MATERIAL, PARAM_EVAL_ESPACIAL, PARAM_EVAL_DINAMICA, PARAM_EVAL_POS_TABLERO, ply);
	}

	if (val >= beta) return val;
	if (val > alpha) alpha = val;

	// generate captures & promotions:
	// captgen returns a sorted move list
	moveBufLen[ply+1] = captgen(moveBufLen[ply]);
	for (i = moveBufLen[ply]; i < moveBufLen[ply+1]; i++)
	{
		makeMove(moveBuffer[i]);
		{
			if (!isOtherKingAttacked()) 
			{
				inodes++;
				if (--countdown <=0) readClockAndInput();
				val = -qsearch(ply+1, -beta, -alpha);
				unmakeMove(moveBuffer[i]);
				if (val >= beta) return val;
				if (val > alpha)
				{
					alpha = val;
					triangularArray[ply][ply] = moveBuffer[i];
					for (j = ply + 1; j < triangularLength[ply+1]; j++) 
					{
						triangularArray[ply][j] = triangularArray[ply+1][j];
					}
					triangularLength[ply] = triangularLength[ply+1];
				}
			}
			else unmakeMove(moveBuffer[i]);
		}
	}
	return alpha;
}
예제 #2
0
int Board::alphabetapvs(int ply, int depth, int alpha, int beta)
{
	// PV search

	int i, j, movesfound, pvmovesfound, val;

	triangularLength[ply] = ply;
	if (depth <= 0) 
	{
		followpv = false;
		return qsearch(ply, alpha, beta);
	}

	// repetition check:
	if (repetitionCount() >= 3) return DRAWSCORE;
	
	// now try a null move to get an early beta cut-off:
	if (!followpv && allownull)
	{
		if ((nextMove && (board.totalBlackPieces > NULLMOVE_LIMIT)) || (!nextMove && (board.totalWhitePieces > NULLMOVE_LIMIT)))
		{
			if (!isOwnKingAttacked())
			{
				allownull = false;
				inodes++;
				if (--countdown <=0) readClockAndInput();
				nextMove = !nextMove;
				hashkey ^= KEY.side; 
				val = -alphabetapvs(ply, depth - NULLMOVE_REDUCTION, -beta, -beta+1);
				nextMove = !nextMove;
				hashkey ^= KEY.side;
				if (timedout) return 0;
				allownull = true;
				if (val >= beta) return val;
			}
		}
	}
	allownull = true;

	movesfound = 0;
	pvmovesfound = 0;
	moveBufLen[ply+1] = movegen(moveBufLen[ply]);
	for (i = moveBufLen[ply]; i < moveBufLen[ply+1]; i++)
	{
		selectmove(ply, i, depth, followpv); 
		makeMove(moveBuffer[i]);
		{
			if (!isOtherKingAttacked()) 
			{
				inodes++;
				if (--countdown <=0) readClockAndInput();
				movesfound++;
				if (!ply) displaySearchStats(3, ply, i); 
				if (pvmovesfound)
				{
					val = -alphabetapvs(ply+1, depth-1, -alpha-1, -alpha); 
		            if ((val > alpha) && (val < beta))
					{
						 // in case of failure, proceed with normal alphabeta
						val = -alphabetapvs(ply+1, depth - 1, -beta, -alpha);  		        
					}
				} 
				// normal alphabeta
	 			else val = -alphabetapvs(ply+1, depth-1, -beta, -alpha);	    
				unmakeMove(moveBuffer[i]);
				if (timedout) return 0;
				if (val >= beta)
				{
					// update the history heuristic
					if (nextMove) 
						blackHeuristics[moveBuffer[i].getFrom()][moveBuffer[i].getTosq()] += depth*depth;
					else 
						whiteHeuristics[moveBuffer[i].getFrom()][moveBuffer[i].getTosq()] += depth*depth;
					return beta;
				}
				if (val > alpha)
				{
					alpha = val;								    // both sides want to maximize from *their* perspective
					pvmovesfound++;
					triangularArray[ply][ply] = moveBuffer[i];					// save this move
					for (j = ply + 1; j < triangularLength[ply+1]; j++) 
					{
						triangularArray[ply][j] = triangularArray[ply+1][j];	// and append the latest best PV from deeper plies
					}
					triangularLength[ply] = triangularLength[ply+1];
					if (!ply) displaySearchStats(2, depth, val);
				}
			}
			else unmakeMove(moveBuffer[i]);
		}
	}

	// update the history heuristic
	if (pvmovesfound)
	{
		if (nextMove) 
			blackHeuristics[triangularArray[ply][ply].getFrom()][triangularArray[ply][ply].getTosq()] += depth*depth;
		else
			whiteHeuristics[triangularArray[ply][ply].getFrom()][triangularArray[ply][ply].getTosq()] += depth*depth;
	}

	//	50-move rule:
	if (fiftyMove >= 100) return DRAWSCORE;

	//	Checkmate/stalemate detection:
	if (!movesfound)
	{
		if (isOwnKingAttacked())  return (-CHECKMATESCORE+ply-1);
		else  return (STALEMATESCORE);
	}

	return alpha;
}