Пример #1
0
static bool capture_is_good(int move, const board_t * board) {

   int piece, capture;

   ASSERT(move_is_ok(move));
   ASSERT(board!=NULL);

   ASSERT(MOVE_IS_TACTICAL(move,board));

   // special cases

   if (MOVE_IS_EN_PASSANT(move)) return true;
   if (MOVE_IS_UNDER_PROMOTE(move)) return false; // REMOVE ME?

   // captures and queen promotes

   capture = board->square[MOVE_TO(move)];

   if (capture != Empty) {

      // capture

      ASSERT(move_is_capture(move,board));

      if (MOVE_IS_PROMOTE(move)) return true; // promote-capture

      piece = board->square[MOVE_FROM(move)];
      if (VALUE_PIECE(capture) >= VALUE_PIECE(piece)) return true;
   }

   return see_move(move,board,0) >= 0;
}
Пример #2
0
static int see_rec(alists_t * alists, const board_t * board, int colour, int to, int piece_value) {

   int from, piece;
   int value;

   ASSERT(alists!=NULL);
   ASSERT(board!=NULL);
   ASSERT(COLOUR_IS_OK(colour));
   ASSERT(SQUARE_IS_OK(to));
   ASSERT(piece_value>0);

   // find the least valuable attacker

   from = alist_pop(alists->alist[colour],board);
   if (from == SquareNone) return 0; // no more attackers

   // find hidden attackers

   alists_hidden(alists,board,from,to);

   // calculate the capture value

   value = +piece_value; // captured piece
   if (value == ValueKing) return value; // do not allow an answer to a king capture

   piece = board->square[from];
   ASSERT(piece_is_ok(piece));
   ASSERT(COLOUR_IS(piece,colour));
   piece_value = VALUE_PIECE(piece);

   // promote

   if (piece_value == ValuePawn && SQUARE_IS_PROMOTE(to)) { // HACK: PIECE_IS_PAWN(piece)
      ASSERT(PIECE_IS_PAWN(piece));
      piece_value = ValueQueen;
      value += ValueQueen - ValuePawn;
   }

   value -= see_rec(alists,board,COLOUR_OPP(colour),to,piece_value);

   if (value < 0) value = 0;

   return value;
}
Пример #3
0
int see_square(const board_t * board, int to, int colour) {

   int att, def;
   alists_t alists[1];
   alist_t * alist;
   int piece_value;
   int piece;

   ASSERT(board!=NULL);
   ASSERT(SQUARE_IS_OK(to));
   ASSERT(COLOUR_IS_OK(colour));

   ASSERT(COLOUR_IS(board->square[to],COLOUR_OPP(colour)));

   // build attacker list

   att = colour;
   alist = alists->alist[att];

   ALIST_CLEAR(alist);
   alist_build(alist,board,to,att);

   if (alist->size == 0) return 0; // no attacker => stop SEE

   // build defender list

   def = COLOUR_OPP(att);
   alist = alists->alist[def];

   ALIST_CLEAR(alist);
   alist_build(alist,board,to,def);

   // captured piece

   piece = board->square[to];
   ASSERT(piece_is_ok(piece));
   ASSERT(COLOUR_IS(piece,def));

   piece_value = VALUE_PIECE(piece);

   // SEE search

   return see_rec(alists,board,att,to,piece_value);
}
Пример #4
0
int see_move(int move, const board_t * board) {

   int att, def;
   int from, to;
   alists_t alists[1];
   int value, piece_value;
   int piece, capture;
   alist_t * alist;
   int pos;

   ASSERT(move_is_ok(move));
   ASSERT(board!=NULL);

   // init

   from = MOVE_FROM(move);
   to = MOVE_TO(move);

   // move the piece

   piece_value = 0;

   piece = board->square[from];
   ASSERT(piece_is_ok(piece));

   att = PIECE_COLOUR(piece);
   def = COLOUR_OPP(att);

   // promote

   if (MOVE_IS_PROMOTE(move)) {
      ASSERT(PIECE_IS_PAWN(piece));
      piece = move_promote(move);
      ASSERT(piece_is_ok(piece));
      ASSERT(COLOUR_IS(piece,att));
   }

   piece_value += VALUE_PIECE(piece);

   // clear attacker lists

   ALIST_CLEAR(alists->alist[Black]);
   ALIST_CLEAR(alists->alist[White]);

   // find hidden attackers

   alists_hidden(alists,board,from,to);

   // capture the piece

   value = 0;

   capture = board->square[to];

   if (capture != Empty) {

      ASSERT(piece_is_ok(capture));
      ASSERT(COLOUR_IS(capture,def));

      value += VALUE_PIECE(capture);
   }

   // promote

   if (MOVE_IS_PROMOTE(move)) {
      value += VALUE_PIECE(piece) - ValuePawn;
   }

   // en-passant

   if (MOVE_IS_EN_PASSANT(move)) {
      ASSERT(value==0);
      ASSERT(PIECE_IS_PAWN(board->square[SQUARE_EP_DUAL(to)]));
      value += ValuePawn;
      alists_hidden(alists,board,SQUARE_EP_DUAL(to),to);
   }

   // build defender list

   alist = alists->alist[def];

   alist_build(alist,board,to,def);
   if (alist->size == 0) return value; // no defender => stop SEE

   // build attacker list

   alist = alists->alist[att];

   alist_build(alist,board,to,att);

   // remove the moved piece (if it's an attacker)

   for (pos = 0; pos < alist->size && alist->square[pos] != from; pos++)
      ;

   if (pos < alist->size) alist_remove(alist,pos);

   // SEE search

   value -= see_rec(alists,board,def,to,piece_value);

   return value;
}
Пример #5
0
       bool capture_is_good(int move, const board_t * board, bool in_pv) {
#else
static bool capture_is_good(int move, const board_t * board, bool in_pv) {
#endif

   int piece, capture;
   int see_value; // WHM 11/22/08

   ASSERT(move_is_ok(move));
   ASSERT(board!=NULL);

   ASSERT(move_is_tactical(move,board));

   // special cases

   if (MOVE_IS_EN_PASSANT(move)) return true;
   if (move_is_under_promote(move)) return false; // REMOVE ME?  Keep, looks good to me.  WHM;
// if (MOVE_IS_PROMOTE(move)) return true; // WHM; promote-to-queen, measures a little weaker
//                                                 too many garbage lines going nuts.
   
   // captures and queen promotes
   capture = board->square[MOVE_TO(move)];
   piece = board->square[MOVE_FROM(move)];

   if (capture != Empty) {

      // capture

      ASSERT(move_is_capture(move,board));

      if (MOVE_IS_PROMOTE(move)) return true; // capture a piece on Rank8 and promote to queen
      
      if (VALUE_PIECE(capture) >= VALUE_PIECE(piece)) return true;
   }


// return see_move(move,board) >= 0; WHM 11/22/08

// WHM 11/22/08 START

   see_value = see_move(move,board);
   if (see_value >= 0) return true;

   if (TryNodePVQueenPromotes) {
      if (in_pv && MOVE_IS_PROMOTE(move)) {
          ASSERT(!move_is_under_promote(move));
          return true; // WHM:
      }
   }
   
   if (TryKingAttackSacs || TryKingBoxSacs || TryPasserSacs) {
      if (in_pv  &&  see_value > -ValueBishop  &&  capture != Empty) {
         ASSERT(COLOUR_IS(capture,COLOUR_OPP(board->turn)));
         // king attack sacs.  
         if (TryKingAttackSacs) {
            if (narrow_piece_attack_king(board, piece, MOVE_TO(move), KING_POS(board,COLOUR_OPP(board->turn)))) {
               return true;
            }
         }
         // sacrifice attacks around the narrow/close king box can be examined more fully.  Rybka lessons.  
         if (TryKingBoxSacs) {
            if (DISTANCE(MOVE_TO(move),KING_POS(board,COLOUR_OPP(board->turn))) <= 1) {
               return true;
            }
         }
         // passer sacrifices...
         if (TryPasserSacs) {
            if (PIECE_IS_PAWN(capture) && PAWN_RANK(MOVE_TO(move),COLOUR_OPP(board->turn)) >= Rank6) {
               return true;
            }
         }
      }
   } // WHM 11/22/08 END
   
   
   return false;
}
Пример #6
0
static void square_set(board_t * board, int square, int piece, int pos, bool update) {

   int piece_12, colour;
   int sq;
   int i, size;
   int sq_64;
   uint64 hash_xor;

   ASSERT(board!=NULL);
   ASSERT(SQUARE_IS_OK(square));
   ASSERT(piece_is_ok(piece));
   ASSERT(pos>=0);
   ASSERT(update==true||update==false);

   // init

   piece_12 = PIECE_TO_12(piece);
   colour = PIECE_COLOUR(piece);

   // square

   ASSERT(board->square[square]==Empty);
   board->square[square] = piece;

   // piece list

   if (!PIECE_IS_PAWN(piece)) {

      // init

      size = board->piece_size[colour];
      ASSERT(size>=0);

      // size

      size++;

      board->piece[colour][size] = SquareNone;
      board->piece_size[colour] = size;

      // stable swap

      ASSERT(pos>=0&&pos<size);

      for (i = size-1; i > pos; i--) {

         sq = board->piece[colour][i-1];

         board->piece[colour][i] = sq;

         ASSERT(board->pos[sq]==i-1);
         board->pos[sq] = i;
      }

      board->piece[colour][pos] = square;

      ASSERT(board->pos[square]==-1);
      board->pos[square] = pos;

   } else {

      // init

      size = board->pawn_size[colour];
      ASSERT(size>=0);

      // size

      size++;

      board->pawn[colour][size] = SquareNone;
      board->pawn_size[colour] = size;

      // stable swap

      ASSERT(pos>=0&&pos<size);

      for (i = size-1; i > pos; i--) {

         sq = board->pawn[colour][i-1];

         board->pawn[colour][i] = sq;

         ASSERT(board->pos[sq]==i-1);
         board->pos[sq] = i;
      }

      board->pawn[colour][pos] = square;

      ASSERT(board->pos[square]==-1);
      board->pos[square] = pos;

      // pawn "bitboard"

      board->pawn_file[colour][SQUARE_FILE(square)] ^= BIT(PAWN_RANK(square,colour));
   }

   // material

   ASSERT(board->piece_nb<32);
   board->piece_nb++;;

   ASSERT(board->number[piece_12]<9);
   board->number[piece_12]++;

   board->piece_material[colour] += VALUE_PIECE(piece);  // Thomas 
   
   // update

   if (update) {

      // init

      sq_64 = SQUARE_TO_64(square);

      // PST

      board->opening += PST(piece_12,sq_64,Opening);
      board->endgame += PST(piece_12,sq_64,Endgame);

      // hash key

      hash_xor = RANDOM_64(RandomPiece+(piece_12^1)*64+sq_64); // HACK: ^1 for PolyGlot book

      board->key ^= hash_xor;
      if (PIECE_IS_PAWN(piece)) board->pawn_key ^= hash_xor;

      // material key

      board->material_key ^= RANDOM_64(piece_12*16+(board->number[piece_12]-1));
   }
}
Пример #7
0
static int full_quiescence(board_t * board, int alpha, int beta, int depth, int height, mv_t pv[]) {

   bool in_check;
   int old_alpha;
   int value, best_value;
   int best_move;
   int move;
   int opt_value;
   attack_t attack[1];
   sort_t sort[1];
   undo_t undo[1];
   mv_t new_pv[HeightMax];
   int cd;

   ASSERT(board!=NULL);
   ASSERT(range_is_ok(alpha,beta));
   ASSERT(depth_is_ok(depth));
   ASSERT(height_is_ok(height));
   ASSERT(pv!=NULL);

   ASSERT(board_is_legal(board));
   ASSERT(depth<=0);

   // init

   SearchStack[height].best_move = MoveNone;
   SearchStack[height].move = MoveNone;
   SearchStack[height].threat_move = MoveNone;
   SearchStack[height].reduced = false;

   SearchCurrent->node_nb++;
   SearchInfo->check_nb--;
   PV_CLEAR(pv);

   if (height > SearchCurrent->max_depth) SearchCurrent->max_depth = height;

   if (SearchInfo->check_nb <= 0) {
      SearchInfo->check_nb += SearchInfo->check_inc;
      search_check();
   }

   // draw?

   if (board_is_repetition(board) || recog_draw(board)) return ValueDraw;

   // mate-distance pruning

   if (UseDistancePruning) {

      // lower bound

      value = VALUE_MATE(height+2); // does not work if the current position is mate
      if (value > alpha && board_is_mate(board)) value = VALUE_MATE(height);

      if (value > alpha) {
         alpha = value;
         if (value >= beta) return value;
      }

      // upper bound

      value = -VALUE_MATE(height+1);

      if (value < beta) {
         beta = value;
         if (value <= alpha) return value;
      }
   }

   // more init

   attack_set(attack,board);
   in_check = ATTACK_IN_CHECK(attack);

   if (in_check) {
      ASSERT(depth<0);
      depth++; // in-check extension
   }

   // height limit

   if (height >= HeightMax-1) return eval(board, alpha, beta);

   // more init

   old_alpha = alpha;
   best_value = ValueNone;
   best_move = MoveNone;

   /* if (UseDelta) */ opt_value = +ValueInf;

   if (!in_check) {

      // lone-king stalemate?

      if (simple_stalemate(board)) return ValueDraw;

      // stand pat

      value = eval(board, alpha, beta);

      ASSERT(value>best_value);
      best_value = value;
      if (value > alpha) {
         alpha = value;
         if (value >= beta) goto cut;
      }

      if (UseDelta) {
         opt_value = value + DeltaMargin;
         ASSERT(opt_value<+ValueInf);
      }
   }

   // move loop

/*    cd = CheckDepth;
   if(cd < 0 && board->piece_size[board->turn] <= 5)
	   cd++; */

   sort_init_qs(sort,board,attack, depth>=CheckDepth /* depth>=cd */);

   while ((move=sort_next_qs(sort)) != MoveNone) {

	  SearchStack[height].move = move;

      // delta pruning

      if (UseDelta && beta == old_alpha+1) {

         if (!in_check && !move_is_check(move,board) && !capture_is_dangerous(move,board)) {

            ASSERT(move_is_tactical(move,board));

            // optimistic evaluation

            value = opt_value;

            int to = MOVE_TO(move);
            int capture = board->square[to];

            if (capture != Empty) {
               value += VALUE_PIECE(capture);
            } else if (MOVE_IS_EN_PASSANT(move)) {
               value += ValuePawn;
            }

            if (MOVE_IS_PROMOTE(move)) value += ValueQueen - ValuePawn;

            // pruning

            if (value <= alpha) {

               if (value > best_value) {
                  best_value = value;
                  PV_CLEAR(pv);
               }

               continue;
            }
         }
      }

      move_do(board,move,undo);
      value = -full_quiescence(board,-beta,-alpha,depth-1,height+1,new_pv);
      move_undo(board,move,undo);

      if (value > best_value) {
         best_value = value;
         pv_cat(pv,new_pv,move);
         if (value > alpha) {
            alpha = value;
            best_move = move;
			SearchStack[height].best_move = move;
            if (value >= beta) goto cut;
         }
      }
   }

   // ALL node

   if (best_value == ValueNone) { // no legal move
      ASSERT(board_is_mate(board));
      return VALUE_MATE(height);
   }

cut:

   ASSERT(value_is_ok(best_value));

   return best_value;
}
Пример #8
0
static int full_quiescence(board_t * board, int alpha, int beta, int depth, int height, mv_t pv[], int ThreadId) {

   bool in_check;
   int old_alpha;
   int value, best_value;
   int best_move;
   int move;
   int opt_value;
   attack_t attack[1];
   sort_t sort[1];
   undo_t undo[1];
   mv_t new_pv[HeightMax];
   int probe_score, probe_depth;  
   int trans_move, trans_depth, trans_flags, trans_value;
   entry_t * found_entry;

   ASSERT(board!=NULL);
   ASSERT(range_is_ok(alpha,beta));
   ASSERT(depth_is_ok(depth));
   ASSERT(height_is_ok(height));
   ASSERT(pv!=NULL);

   ASSERT(board_is_legal(board));
   ASSERT(depth<=0);

   // init

   SearchCurrent[ThreadId]->node_nb++;
   SearchInfo[ThreadId]->check_nb--;
   PV_CLEAR(pv);

   if (height > SearchCurrent[ThreadId]->max_depth) SearchCurrent[ThreadId]->max_depth = height;

   if (SearchInfo[ThreadId]->check_nb <= 0) {
      SearchInfo[ThreadId]->check_nb += SearchInfo[ThreadId]->check_inc;
      search_check(ThreadId);
   }

   // draw?

   if (board_is_repetition(board)) return ValueDraw;

	/*
		Interior node recognizer from scorpio by Daniel Shawul
		-> dont probe at the leaves as this will slow down search
	    For 4/3 pieces probe there also.
		-> After captures and pawn moves assume exact score and cutoff tree,
	    because we are making progress. Note this is not done only for speed.
		-> if we are far from root (depth / 2), assume exact score and cutoff tree
	*/

/*	if (egbb_is_loaded && board->piece_nb <= 4){ 
		if (probe_bitbases(board, probe_score)){
			probe_score = value_from_trans(probe_score,height);
			return probe_score;
		}
	}*/

	if (recog_draw(board,ThreadId)) return ValueDraw;

   // mate-distance pruning

   if (UseDistancePruning) {

      // lower bound

      value = VALUE_MATE(height+2); // does not work if the current position is mate
      if (value > alpha && board_is_mate(board)) value = VALUE_MATE(height);

      if (value > alpha) {
         alpha = value;
         if (value >= beta) return value;
      }

      // upper bound

      value = -VALUE_MATE(height+1);

      if (value < beta) {
         beta = value;
         if (value <= alpha) return value;
      }
   }
   
   // transposition table: added by Jerry Donald, about +20 elo self-play
   // new in Toga II 4.0: accept hash hits in PV ~ +3 elo
   
   trans_move = MoveNone;
   
   if (UseTrans) { 

      if (trans_retrieve(Trans,&found_entry,board->key,&trans_move,&trans_depth,&trans_flags,&trans_value)) {

		 trans_value = value_from_trans(trans_value,height);

	 	 if ((UseExact && trans_value != ValueNone && TRANS_IS_EXACT(trans_flags)) 
		 	 || (TRANS_IS_LOWER(trans_flags) && trans_value >= beta)
			 || (TRANS_IS_UPPER(trans_flags) && trans_value <= alpha)) {
			 return trans_value;
		 } 
	  }
   }

   // more init

   attack_set(attack,board);
   in_check = ATTACK_IN_CHECK(attack);

   if (in_check) {
      ASSERT(depth<0);
      depth++; // in-check extension
   }

   // height limit

   if (height >= HeightMax-1) return eval(board, alpha, beta, ThreadId);

   // more init

   old_alpha = alpha;
   best_value = ValueNone;
   best_move = MoveNone;

   /* if (UseDelta) */ opt_value = +ValueInf;

   if (!in_check) {

      // lone-king stalemate?

      if (simple_stalemate(board)) return ValueDraw;

      // stand pat

      value = eval(board, alpha, beta, ThreadId);

      ASSERT(value>best_value);
      best_value = value;
      if (value > alpha) {
         alpha = value;
         if (value >= beta) goto cut;
      }

      if (UseDelta) {
         opt_value = value + DeltaMargin;
         ASSERT(opt_value<+ValueInf);
      }
   }

   // move loop

/*    cd = CheckDepth;
   if(cd < 0 && board->piece_size[board->turn] <= 5)
	   cd++; */

   sort_init_qs(sort,board,attack, depth>=SearchCurrent[ThreadId]->CheckDepth /* depth>=cd */);

   while ((move=sort_next_qs(sort)) != MoveNone) {

	  // delta pruning

      if (UseDelta && beta == old_alpha+1) { // i.e. non-PV

         if (!in_check && !move_is_check(move,board) && !capture_is_dangerous(move,board)) {

            ASSERT(move_is_tactical(move,board));

            // optimistic evaluation

            value = opt_value;

            int to = MOVE_TO(move);
            int capture = board->square[to];

            if (capture != Empty) {
               value += VALUE_PIECE(capture);
            } else if (MOVE_IS_EN_PASSANT(move)) {
               value += ValuePawn;
            }

            if (MOVE_IS_PROMOTE(move)) value += ValueQueen - ValuePawn;

            // pruning

            if (value <= alpha) {

               if (value > best_value) {
                  best_value = value;
                  PV_CLEAR(pv);
               }

               continue;
            }
         }
      }

      move_do(board,move,undo);
      value = -full_quiescence(board,-beta,-alpha,depth-1,height+1,new_pv,ThreadId);
      move_undo(board,move,undo);

      if (value > best_value) {
         best_value = value;
         pv_cat(pv,new_pv,move);
         if (value > alpha) {
            alpha = value;
            best_move = move;
			if (value >= beta) goto cut;
         }
      }
   }

   // ALL node

   if (best_value == ValueNone) { // no legal move
      ASSERT(board_is_mate(board));
      return VALUE_MATE(height);
   }

cut:
    
   // store result in hash table (JD)
    
   if (UseTrans) {

      trans_move = best_move;
      trans_depth = 0;
      trans_flags = TransUnknown;
      if (best_value > old_alpha) trans_flags |= TransLower;
      if (best_value < beta) trans_flags |= TransUpper;
      trans_value = value_to_trans(best_value,height);

      trans_store(Trans,board->key,trans_move,trans_depth,trans_flags,trans_value);

   }

   ASSERT(value_is_ok(best_value));

   return best_value;
}