void SortRoot (void) /***************************************************************************** * * Sort the moves at the root. The heuristic is simple. Try captures/ * promotions first. Other moves are ordered based on their swapoff values. * *****************************************************************************/ { leaf *p; int f, t ; int side, xside; BitBoard enemyP; side = board.side; xside = 1^side; enemyP = board.b[xside][pawn]; for (p = TreePtr[1]; p < TreePtr[2]; p++) { f = Value[cboard[FROMSQ(p->move)]]; if (cboard[TOSQ(p->move)] != 0 || (p->move & PROMOTION)) { t = Value[cboard[TOSQ(p->move)]]; if (f < t) p->score = -1000 + t - f; else p->score = -1000 + SwapOff (p->move); } else p->score = -3000 + SwapOff (p->move); p->score += taxicab[FROMSQ(p->move)][D5] - taxicab[TOSQ(p->move)][E4]; if ( f == ValueP ) { /* Look at pushing Passed pawns first */ if ( (enemyP & PassedPawnMask[side][TOSQ(p->move)]) == NULLBITBOARD ) p->score +=50; } } }
void ShowMoveList (int ply) /************************************************************************** * * Print out the move list. * **************************************************************************/ { leaf *node; int i = 0; for (node = TreePtr[ply]; node < TreePtr[ply+1]; node++) { SANMove (node->move, ply); printf ("%5s %3d\t", SANmv, SwapOff(node->move)); if (++i == 5) { printf ("\n"); i = 0; } } printf ("\n"); }
int PhasePick (leaf **p1, int ply) /*************************************************************************** * * A phase style routine which returns the next move to the search. * Hash move is first returned. If it doesn't fail high, captures are * generated, sorted and tried. If no fail high still occur, the rest of * the moves are generated and tried. * The idea behind all this is to save time generating moves which might * not be needed. * CAVEAT: To implement this, the way that genmoves & friends are called * have to be modified. In particular, TreePtr[ply+1] = TreePtr[ply] must * be set before the calls can be made. * If the board ever gets corrupted during the search, then there is a bug * in IsLegalMove() which has to be fixed. * ***************************************************************************/ { static leaf* p[MAXPLYDEPTH]; leaf *p2; int mv; int side; side = board.side; switch (pickphase[ply]) { case PICKHASH: TreePtr[ply+1] = TreePtr[ply]; pickphase[ply] = PICKGEN1; if (Hashmv[ply] && IsLegalMove (Hashmv[ply])) { TreePtr[ply+1]->move = Hashmv[ply]; *p1 = TreePtr[ply+1]++; return (true); } case PICKGEN1: pickphase[ply] = PICKCAPT; p[ply] = TreePtr[ply+1]; GenCaptures (ply); for (p2 = p[ply]; p2 < TreePtr[ply+1]; p2++) p2->score = SwapOff(p2->move) * WEIGHT + Value[cboard[TOSQ(p2->move)]]; case PICKCAPT: while (p[ply] < TreePtr[ply+1]) { pick (p[ply], ply); if ((p[ply]->move & MOVEMASK) == Hashmv[ply]) { p[ply]++; continue; } *p1 = p[ply]++; return (true); } case PICKKILL1: pickphase[ply] = PICKKILL2; if (killer1[ply] && killer1[ply] != Hashmv[ply] && IsLegalMove (killer1[ply])) { TreePtr[ply+1]->move = killer1[ply]; *p1 = TreePtr[ply+1]; TreePtr[ply+1]++; return (true); } case PICKKILL2: pickphase[ply] = PICKGEN2; if (killer2[ply] && killer2[ply] != Hashmv[ply] && IsLegalMove (killer2[ply])) { TreePtr[ply+1]->move = killer2[ply]; *p1 = TreePtr[ply+1]; TreePtr[ply+1]++; return (true); } case PICKGEN2: pickphase[ply] = PICKREST; p[ply] = TreePtr[ply+1]; GenNonCaptures (ply); for (p2 = p[ply]; p2 < TreePtr[ply+1]; p2++) { p2->score = history[side][(p2->move & 0x0FFF)] + taxicab[FROMSQ(p2->move)][D5] - taxicab[TOSQ(p2->move)][E4]; if (p2->move & CASTLING) p2->score += CASTLINGSCORE; } case PICKREST: while (p[ply] < TreePtr[ply+1]) { pick (p[ply], ply); mv = p[ply]->move & MOVEMASK; if (mv == Hashmv[ply] || mv == killer1[ply] || mv == killer2[ply]) { p[ply]++; continue; } *p1 = p[ply]++; return (true); } } return (false); }
static int negascout(struct SearchData *sd, int alpha, int beta, const int depth, int node_type #if MP ,int exclusiveP #endif /* MP */ ) { struct Position *p = sd->position; struct SearchStatus *st; int best = -INF; int bestm = M_NONE; int tmp; int talpha; int incheck; int lmove; int move; int extend = 0; int threat = FALSE; int reduce_extensions; int next_type; int was_futile = FALSE; #if FUTILITY int is_futile; int optimistic = 0; #endif #if MP int deferred_cnt = 0; int deferred_list[MAX_DEFERRED]; int deferred_depth[MAX_DEFERRED]; #endif EnterNode(sd); Nodes++; /* check for search termination */ if (sd->master && TerminateSearch(sd)) { AbortSearch = TRUE; goto EXIT; } /* max search depth reached */ if (sd->ply >= MaxDepth) goto EXIT; /* * Check for insufficent material or theoretical draw. */ if ( /* InsufMat(p) || CheckDraw(p) || */ Repeated(p, FALSE)) { best = 0; goto EXIT; } /* * check extension */ incheck = InCheck(p, p->turn); if (incheck && p->material[p->turn] > 0) { extend += CheckExtend(p); ChkExt++; } /* * Check the hashtable */ st = sd->current; HTry++; #if MP switch (ProbeHT(p->hkey, &tmp, depth, &(st->st_hashmove), &threat, sd->ply, exclusiveP, sd->localHashTable)) #else switch (ProbeHT(p->hkey, &tmp, depth, &(st->st_hashmove), &threat, sd->ply)) #endif /* MP */ { case ExactScore: HHit++; best = tmp; goto EXIT; case UpperBound: if (tmp <= alpha) { HHit++; best = tmp; goto EXIT; } break; case LowerBound: if (tmp >= beta) { HHit++; best = tmp; goto EXIT; } break; case Useless: threat = !incheck && MateThreat(p, OPP(p->turn)); break; #if MP case OnEvaluation: best = -ON_EVALUATION; goto EXIT; #endif } /* * Probe EGTB */ if (depth > EGTBDepth && ProbeEGTB(p, &tmp, sd->ply)) { best = tmp; goto EXIT; } /* * Probe recognizers */ switch (ProbeRecognizer(p, &tmp)) { case ExactScore: best = tmp; goto EXIT; case LowerBound: if (tmp >= beta) { best = tmp; goto EXIT; } break; case UpperBound: if (tmp <= alpha) { best = tmp; goto EXIT; } break; } #if NULLMOVE /* * Null move search. * See Christian Donninger, "Null Move and Deep Search" * ICCA Journal Volume 16, No. 3, pp. 137-143 */ if (!incheck && node_type == CutNode && !threat) { int next_depth; int nms; next_depth = depth - ReduceNullMove; if (next_depth > 0) { next_depth = depth - ReduceNullMoveDeep; } DoNull(p); if (next_depth < 0) { nms = -quies(sd, -beta, -beta+1, 0); } else { #if MP nms = -negascout(sd, -beta, -beta+1, next_depth, AllNode, 0); #else nms = -negascout(sd, -beta, -beta+1, next_depth, AllNode); #endif } UndoNull(p); if (AbortSearch) goto EXIT; if (nms >= beta) { if (p->nonPawn[p->turn] >= Value[Queen]) { best = nms; goto EXIT; } else { if (next_depth < 0) { nms = quies(sd, beta-1, beta, 0); } else { #if MP nms = negascout(sd, beta-1, beta, next_depth, CutNodeNoNull, 0); #else nms = negascout(sd, beta-1, beta, next_depth, CutNodeNoNull); #endif } if (nms >= beta) { best = nms; goto EXIT; } else { extend += ExtendZugzwang; ZZExt++; } } } else if (nms <= -CMLIMIT) { threat = TRUE; } } #endif /* NULLMOVE */ lmove = (p->actLog-1)->gl_Move; reduce_extensions = (sd->ply > 2*sd->depth); talpha = alpha; switch (node_type) { case AllNode: next_type = CutNode; break; case CutNode: case CutNodeNoNull: next_type = AllNode; break; default: next_type = PVNode; break; } #if FUTILITY is_futile = !incheck && !threat && alpha < CMLIMIT && alpha > -CMLIMIT; if (is_futile) { if (p->turn == White) { optimistic = MaterialBalance(p) + MaxPos; } else { optimistic = -MaterialBalance(p) + MaxPos; } } #endif /* FUTILITY */ /* * Internal iterative deepening. If we do not have a move, we try * a shallow search to find a good candidate. */ if (depth > 2*OnePly && ((alpha + 1) != beta) && !LegalMove(p, st->st_hashmove)) { int useless; #if MP useless = negascout(sd, alpha, beta, depth-2*OnePly, PVNode, 0); #else useless = negascout(sd, alpha, beta, depth-2*OnePly, PVNode); #endif st->st_hashmove = sd->pv_save[sd->ply+1]; } /* * Search all legal moves */ while ((move = incheck ? NextEvasion(sd) : NextMove(sd)) != M_NONE) { int next_depth = extend; if (move & M_CANY && !MayCastle(p, move)) continue; /* * recapture extension */ if ((move & M_CAPTURE) && (lmove & M_CAPTURE) && M_TO(move) == M_TO(lmove) && IsRecapture(p->piece[M_TO(move)], (p->actLog-1)->gl_Piece)) { RCExt += 1; next_depth += ExtendRecapture[TYPE(p->piece[M_TO(move)])]; } /* * passed pawn push extension */ if (TYPE(p->piece[M_FROM(move)]) == Pawn && p->nonPawn[OPP(p->turn)] <= Value[Queen]) { int to = M_TO(move); if (((p->turn == White && to >= a7) || (p->turn == Black && to <= h2)) && IsPassed(p, to, p->turn) && SwapOff(p, move) >= 0) { next_depth += ExtendPassedPawn; PPExt += 1; } } /* * limit extensions to sensible range. */ if (reduce_extensions) next_depth /= 2; next_depth += depth - OnePly; #if FUTILITY /* * Futility cutoffs */ if (is_futile) { if (next_depth < 0 && !IsCheckingMove(p, move)) { tmp = optimistic + ScoreMove(p, move); if (tmp <= alpha) { if (tmp > best) { best = tmp; bestm = move; was_futile = TRUE; } continue; } } #if EXTENDED_FUTILITY /* * Extended futility cutoffs and limited razoring. * See Ernst A. Heinz, "Extended Futility Pruning" * ICCA Journal Volume 21, No. 2, pp 75-83 */ else if (next_depth >= 0 && next_depth < OnePly && !IsCheckingMove(p, move)) { tmp = optimistic + ScoreMove(p, move) + (3*Value[Pawn]); if (tmp <= alpha) { if (tmp > best) { best = tmp; bestm = move; was_futile = TRUE; } continue; } } #if RAZORING else if (next_depth >= OnePly && next_depth < 2*OnePly && !IsCheckingMove(p, move)) { tmp = optimistic + ScoreMove(p, move) + (6*Value[Pawn]); if (tmp <= alpha) { next_depth -= OnePly; } } #endif /* RAZORING */ #endif /* EXTENDED_FUTILITY */ } #endif /* FUTILITY */ DoMove(p, move); if (InCheck(p, OPP(p->turn))) { UndoMove(p, move); } else { /* * Check extension */ if (p->material[p->turn] > 0 && InCheck(p, p->turn)) { next_depth += (reduce_extensions) ? ExtendInCheck>>1 : ExtendInCheck; } /* * Recursively search this position. If depth is exhausted, use * quies, otherwise use negascout. */ if (next_depth < 0) { tmp = -quies(sd, -beta, -talpha, 0); } else if (bestm != M_NONE && !was_futile) { #if MP tmp = -negascout(sd, -talpha-1, -talpha, next_depth, next_type, bestm != M_NONE); if (tmp != ON_EVALUATION && tmp > talpha && tmp < beta) { tmp = -negascout(sd, -beta, -tmp, next_depth, node_type == PVNode ? PVNode : AllNode, bestm != M_NONE); } #else tmp = -negascout(sd, -talpha-1, -talpha, next_depth, next_type); if (tmp > talpha && tmp < beta) { tmp = -negascout(sd, -beta, -tmp, next_depth, node_type == PVNode ? PVNode : AllNode); } #endif /* MP */ } else { #if MP tmp = -negascout(sd, -beta, -talpha, next_depth, next_type, bestm != M_NONE); #else tmp = -negascout(sd, -beta, -talpha, next_depth, next_type); #endif /* MP */ } UndoMove(p, move); if (AbortSearch) goto EXIT; #if MP if (tmp == ON_EVALUATION) { /* * This child is ON_EVALUATION. Remember move and * depth. */ deferred_list[deferred_cnt] = move; deferred_depth[deferred_cnt] = next_depth; deferred_cnt++; } else { #endif /* MP */ /* * beta cutoff, enter move in Killer/Countermove table */ if (tmp >= beta) { if (!(move & M_TACTICAL)) { PutKiller(sd, move); sd->counterTab[p->turn][lmove & 4095] = move; } StoreResult(sd, tmp, alpha, beta, move, depth, threat); best = tmp; goto EXIT; } /* * Improvement on best move to date */ if (tmp > best) { best = tmp; bestm = move; was_futile = FALSE; if (best > talpha) { talpha = best; } } next_type = CutNode; #if MP } #endif /* MP */ } }
int Quiesce (uint8_t ply, int alpha, int beta) /************************************************************************** * * Our quiescent search. This quiescent search is able to recognize * mates. * **************************************************************************/ { uint8_t side, xside; int best, delta, score, savealpha; leaf *p, *pbest; if (EvaluateDraw ()) return (DRAWSCORE); side = board.side; xside = 1^side; InChk[ply] = SqAtakd (board.king[side], xside); best = Evaluate (alpha, beta); if (best >= beta && !InChk[ply]) return (best); TreePtr[ply+1] = TreePtr[ply]; if (InChk[ply]) { GenCheckEscapes (ply); if (TreePtr[ply] == TreePtr[ply+1]) return (-MATE+ply-2); if (best >= beta) return (best); SortMoves (ply); } else { GenCaptures (ply); if (TreePtr[ply] == TreePtr[ply+1]) return (best); SortCaptures (ply); } savealpha = alpha; pbest = NULL; alpha = MAX(best, alpha); delta = MAX (alpha - 150 - best, 0); for (p = TreePtr[ply]; p < TreePtr[ply+1]; p++) { pick (p, ply); /* We are in check or capture cannot bring score near alpha, give up */ if (!InChk[ply] && SwapOff (p->move) < delta) continue; /* If capture cannot bring score near alpha, give up */ if (p->score == -INFINITY) continue; #ifdef THREATEXT /* See search.c for an explanation of the code below */ if (threatply+1 == ply) { if ((TOSQ(p->move) == FROMSQ(threatmv)) || (FROMSQ(p->move) == TOSQ(threatmv))) continue; } if (threatply && threatply+3 == ply && FROMSQ(p->move) == TOSQ(threatmv)) continue; #endif MakeMove (side, &p->move); QuiesCnt++; if (SqAtakd (board.king[side], xside)) { UnmakeMove (xside, &p->move); continue; } score = -Quiesce (ply+1, -beta, -alpha); UnmakeMove (xside, &p->move); if (score > best) { best = score; pbest = p; if (best >= beta) goto done; alpha = MAX (alpha, best); } } done: if (flags & USEHASH && pbest != NULL) TTPut (side, 0, ply, savealpha, beta, best, pbest->move); return (best); }