int QuiesceChecks(POS *p, int ply, int alpha, int beta, int *pv) { int stand_pat, best, score, move, new_pv[MAX_PLY]; int is_pv = (beta > alpha + 1); MOVES m[1]; UNDO u[1]; if (InCheck(p)) return QuiesceFlee(p, ply, alpha, beta, pv); nodes++; CheckTimeout(); if (abort_search) return 0; *pv = 0; if (IsDraw(p)) return DrawScore(p); if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); best = stand_pat = Eval.Return(p, 1); if (best >= beta) return best; if (best > alpha) alpha = best; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, 0, ply)) return score; InitCaptures(p, m); while ((move = NextCaptureOrCheck(m))) { p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } score = -Quiesce(p, ply + 1, -beta, -alpha, new_pv); p->UndoMove(move, u); if (abort_search) return 0; if (score >= beta) { TransStore(p->hash_key, move, score, LOWER, 0, ply); return score; } if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } if (*pv) TransStore(p->hash_key, *pv, best, EXACT, 0, ply); else TransStore(p->hash_key, 0, best, UPPER, 0, ply); return best; }
void MoveList::prune(Piece::Color enemies, Board *board) { std::vector<iterator> movesToPrune; for (iterator moveItr = begin(); moveItr != end(); moveItr++) { board->executeMove(*moveItr); // For each move, execute it on the board, and check for any danger to the king. //if (UnderThreat(board->getKing((Piece::Color)!enemies)->pos, enemies, board)) if (InCheck((Piece::Color)!enemies, board)) movesToPrune.push_back(moveItr); board->reverseMove(*moveItr); } for (std::vector<iterator>::iterator badMoveItr = movesToPrune.begin(); badMoveItr != movesToPrune.end(); badMoveItr++) { erase(*badMoveItr); } }
bool Position::IsGameOver(std::string& message) { bool hasMoves = false; MoveList mvlist; mvlist.GenAllMoves(*this); for (int i = 0; i < mvlist.Size(); ++i) { if (MakeMove(mvlist[i].m_mv)) { hasMoves = true; UnmakeMove(); break; } } if (hasMoves == false) { if (InCheck()) message = (m_side == WHITE)? "0-1 {Black mates}" : "1-0 {White mates}"; else message = "1/2-1/2 {Draw: stalemate}"; return true; } if (EstimateDraw(*this) == EVAL_THEORETICAL_DRAW) { message = "1/2-1/2 {Draw: material}"; return true; } if (GetRepetitions() >= 3) { message = "1/2-1/2 {Draw: 3rd repetition}"; 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 */ } }
static int quies(struct SearchData *sd, int alpha, int beta, int depth) { struct Position *p = sd->position; int best; int move; int talpha; int tmp; QNodes++; EnterNode(sd); /* max search depth reached */ if (sd->ply >= MaxDepth || Repeated(p, FALSE)) { best = 0; goto EXIT; } /* * Probe recognizers. If the probe is successful, use the * recognizer score as evaluation score. * * Otherwise, use ScorePosition() */ switch (ProbeRecognizer(p, &tmp)) { case ExactScore: best = tmp; goto EXIT; case LowerBound: best = tmp; if (best >= beta) { goto EXIT; } break; case UpperBound: best = tmp; if (best <= alpha) { goto EXIT; } break; default: best = ScorePosition(p, alpha, beta); break; } if (best >= beta) { goto EXIT; } talpha = MAX(alpha, best); while ((move = NextMoveQ(sd, alpha) ) != M_NONE) { DoMove(p, move); if (InCheck(p, OPP(p->turn))) UndoMove(p, move); else { tmp = -quies(sd, -beta, -talpha, depth-1); UndoMove(p, move); if (tmp >= beta) { best = tmp; goto EXIT; } if (tmp > best) { best = tmp; if (best > talpha) { talpha = best; } } } } EXIT: LeaveNode(sd); return best; }
static int AlphaBeta(BOARD *board, unsigned int depth, int alpha, int beta, int root, CONTROL *control, char skip_null, MOVE killers[][2]) { int nmoves, nlegal = 0; MOVE moves[MAXMOVES]; MOVE best_move = 0; char str_mov[MVLEN]; int val = ERRORVALUE; char hash_flag = HASH_ALPHA; int reduce = 0, LMR = 0; if(depth){ if(root > 0){ val = GetHashEval(&hash_table, board->zobrist_key, depth, alpha, beta); if(val != ERRORVALUE) return val; } if(depth > 2 && !InCheck(board, 0)){ if(!skip_null && board->piece_material[board->white_to_move] != 0){ MOVE null_mv = NULL_MOVE; MakeMove(board, &null_mv); val = -AlphaBeta(board, depth-3, -beta, -beta+1, root+1, control, 1, killers); Takeback(board, null_mv); if(val >= beta) return beta; } reduce = 1; /*Try Late Move reductions.*/ } nmoves = MoveGen(board, moves, 1); int good = SortMoves(board, moves, nmoves, killers[root]); for(int i = 0; i < nmoves; i++){ MakeMove(board, &moves[i]); control->node_count++; if(!LeftInCheck(board)){ if(root == 0){ if(!control->best_move) control->best_move = moves[i]; /* Better than nothing. */ if(depth > 6 && !control->ponder){ MoveToAlgeb(moves[i], str_mov); printf("info depth %i hashfull %i currmove %s currmovenumber %i\n", depth, hash_table.full/(hash_table.size/1000), str_mov, i+1); } } nlegal++; val = AssesDraw(board); if(val) { if(best_move){ LMR = (reduce && i > good && !CAPTMASK(moves[i]) && !InCheck(board, 0)) ? 1 : 0; val = -AlphaBeta(board, depth-LMR-1, -alpha-1, -alpha, root+1, control, 0, killers); if(val > alpha){ val = -AlphaBeta(board, depth-1, -alpha-1, -alpha, root+1, control, 0, killers); if(val > alpha && val < beta){ val = -AlphaBeta(board, depth-1, -beta, -alpha, root+1, control, 0, killers); } } }else val = -AlphaBeta(board, depth-1, -beta, -alpha, root+1, control, 0, killers); } Takeback(board, moves[i]); if(!control->ponder && control->stop) return alpha; if(val >= beta){ UpdateTable(&hash_table, board->zobrist_key, val, moves[i], depth, HASH_BETA); if(CAPTMASK(moves[i]) == 0 && killers[root][0] != moves[i] && killers[root][1] != moves[i]){ killers[root][1] = killers[root][0]; killers[root][0] = moves[i]; } return beta; } if(val > alpha){ alpha = val; hash_flag = HASH_EXACT; best_move = moves[i]; if(root == 0) control->best_move = best_move; } if(root == 0 && ((clock() - control->init_time) > control->wish_time*CPMS)){ /* if short of time, don't search anymore after current move */ control->stop = 1; return alpha; } }else Takeback(board, moves[i]); } if(nlegal == 0){ if(InCheck(board, 0)){ /*UpdateTable(&hash_table, board->zobrist_key, MATE_VALUE+root, 0, depth, HASH_EXACT, hash_table.entries);*/ return MATE_VALUE; }else{ /*UpdateTable(&hash_table, board->zobrist_key, DRAW_VALUE, 0, depth, HASH_EXACT, hash_table.entries);*/ return DRAW_VALUE; /*Stalemate*/ } }else UpdateTable(&hash_table, board->zobrist_key, alpha, best_move, depth, hash_flag); }else if(InCheck(board, 0)){ alpha = AlphaBeta(board, 1, alpha, beta, root+1, control, 1, killers); }else{ alpha = Quiescent(board, alpha, beta, root, control, killers); } return alpha; }
static int AlphaBeta (BOARD *board, int depth, int alpha, int beta, int root, CONTROL *control, char skip_null, MOVE killers[][2]) { int nmoves, good = 0, nlegal = 0; MOVE moves[MAXMOVES]; MOVE best_move = 0; char str_mov[MVLEN]; int val = ERRORVALUE; char hash_flag = HASH_ALPHA; int in_check = InCheck(board, 0); if (root > control->seldepth) control->seldepth = root; if (depth > 0 || in_check) { if (root > 0) { val = GetHashEval(&hash_table, board->zobrist_key, depth, alpha, beta); if (val != ERRORVALUE) return val; } if (depth > 2 && !in_check) { if (!skip_null && board->piece_material[board->white_to_move] != 0) { MOVE null_mv = NULL_MOVE; MakeMove(board, &null_mv); val = -AlphaBeta(board, depth-3, -beta, -beta+1, root+1, control, 1, killers); Takeback(board, null_mv); if (val >= beta) return beta; } } nmoves = MoveGen(board, moves, 1); good = SortMoves(board, moves, nmoves, killers[root]); } else { if (!control->ponder && clock() - control->init_time >= control->max_time*CPMS) { control->stop = 1; } val = LazyEval(board); if (val-LAZYBETA >= beta) return beta; if (val+LAZYALPHA < alpha) return alpha; val = StaticEval(board); UpdateTable(&hash_table, board->zobrist_key, val, 0, 0, HASH_EXACT); if (val >= beta) return beta; if (val > alpha) alpha = val; nmoves = CaptureGen(board, moves); nmoves = FilterWinning(board, moves, nmoves); } for (int i = 0; i < nmoves; i++) { MakeMove(board, &moves[i]); control->node_count++; if (LeftInCheck(board)) { Takeback(board, moves[i]); continue; } if (root == 0) { if (!control->best_move) control->best_move = moves[i]; /* Better than nothing. */ if (depth > 6 && !control->ponder) { MoveToAlgeb(moves[i], str_mov); printf("info depth %i seldepth %i hashfull %i currmove %s currmovenumber %i\n", depth, control->seldepth, hash_table.full/(hash_table.size/1000), str_mov, i+1); } } nlegal++; val = AssessDraw(board, control->contempt); if (val == ERRORVALUE) { int ext = 0; //InCheck(board, 0) ? 1 : 0; if (best_move) { int LMR = (depth > 2 && !in_check && i > good && !CAPTMASK(moves[i]) && !InCheck(board, 0)) ? 1 : 0; val = -AlphaBeta(board, depth+ext-LMR-1, -alpha-1, -alpha, root+1, control, 0, killers); if (val > alpha) { val = -AlphaBeta(board, depth+ext-1, -alpha-1, -alpha, root+1, control, 0, killers); if (val > alpha && val < beta) { val = -AlphaBeta(board, depth+ext-1, -beta, -alpha, root+1, control, 0, killers); } } } else { val = -AlphaBeta(board, depth+ext-1, -beta, -alpha, root+1, control, 0, killers); } } Takeback(board, moves[i]); if (!control->ponder && control->stop) return alpha; if (val >= beta) { UpdateTable(&hash_table, board->zobrist_key, val, moves[i], depth, HASH_BETA); if (CAPTMASK(moves[i]) == 0 && killers[root][0] != moves[i] && killers[root][1] != moves[i]) { killers[root][1] = killers[root][0]; killers[root][0] = moves[i]; } return beta; } if (val > alpha) { alpha = val; hash_flag = HASH_EXACT; best_move = moves[i]; if (root == 0) control->best_move = best_move; } if (root == 0 && ((clock() - control->init_time) > control->wish_time*CPMS)) { /* if short of time, don't search anymore after current move */ control->stop = 1; return alpha; } } if (nlegal == 0) { if (in_check) { /*UpdateTable(&hash_table, board->zobrist_key, MATE_VALUE+root, 0, depth, HASH_EXACT, hash_table.entries);*/ return MATE_VALUE; } else if (depth > 0) { /*UpdateTable(&hash_table, board->zobrist_key, DRAW_VALUE, 0, depth, HASH_EXACT, hash_table.entries);*/ return DRAW_VALUE; /*Stalemate*/ } } else { UpdateTable(&hash_table, board->zobrist_key, alpha, best_move, depth, hash_flag); } return alpha; }
int Quiesce(POS *p, int ply, int alpha, int beta, int *pv) { int best, score, move, new_pv[MAX_PLY]; MOVES m[1]; UNDO u[1]; int op = Opp(p->side); // Statistics and attempt at quick exit if (InCheck(p)) return QuiesceFlee(p, ply, alpha, beta, pv); nodes++; CheckTimeout(); if (abort_search) return 0; *pv = 0; if (IsDraw(p)) return DrawScore(p); if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); // Get a stand-pat score and adjust bounds // (exiting if eval exceeds beta) best = Eval.Return(p, 1); if (best >= beta) return best; if (best > alpha) alpha = best; #ifdef USE_QS_HASH // Transposition table read if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, 0, ply)) return score; #endif InitCaptures(p, m); // Main loop while ((move = NextCapture(m))) { // Pruning in quiescence search // (not applicable if we are capturing last enemy piece) if (p->cnt[op][N] + p->cnt[op][B] + p->cnt[op][R] + p->cnt[op][Q] > 1) { // 1. Delta pruning if (best + tp_value[TpOnSq(p, Tsq(move))] + 300 < alpha) continue; // 2. SEE-based pruning of bad captures if (BadCapture(p, move)) continue; } p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } score = -Quiesce(p, ply + 1, -beta, -alpha, new_pv); p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { #ifdef USE_QS_HASH TransStore(p->hash_key, *pv, best, LOWER, 0, ply); #endif return score; } // Adjust alpha and score if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } #ifdef USE_QS_HASH if (*pv) TransStore(p->hash_key, *pv, best, EXACT, 0, ply); else TransStore(p->hash_key, 0, best, UPPER, 0, ply); #endif return best; }
int QuiesceFlee(POS *p, int ply, int alpha, int beta, int *pv) { int best, score, move, new_pv[MAX_PLY]; int fl_check, mv_type; int is_pv = (beta > alpha + 1); MOVES m[1]; UNDO u[1]; // Periodically check for timeout, ponderhit or stop command nodes++; CheckTimeout(); // Quick exit on a timeout or on a statically detected draw if (abort_search) return 0; if (ply) *pv = 0; if (IsDraw(p) ) return DrawScore(p); // Retrieving data from transposition table. We hope for a cutoff // or at least for a move to improve move ordering. move = 0; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, 0, ply)) return score; // Safeguard against exceeding ply limit if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); // Are we in check? Knowing that is useful when it comes // to pruning/reduction decisions fl_check = InCheck(p); // Init moves and variables before entering main loop best = -INF; InitMoves(p, m, move, -1, ply); // Main loop while ((move = NextMove(m, &mv_type))) { p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } score = -Quiesce(p, ply, -beta, -alpha, new_pv); p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { TransStore(p->hash_key, move, score, LOWER, 0, ply); return score; } // Updating score and alpha if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } // end of the main loop // Return correct checkmate/stalemate score if (best == -INF) return InCheck(p) ? -MATE + ply : DrawScore(p); // Save score in the transposition table if (*pv) TransStore(p->hash_key, *pv, best, EXACT, 0, ply); else TransStore(p->hash_key, 0, best, UPPER, 0, ply); return best; }
int Search(POS *p, int ply, int alpha, int beta, int depth, int was_null, int last_move, int last_capt_sq, int *pv) { int best, score, null_score, move, new_depth, new_pv[MAX_PLY]; int fl_check, fl_prunable_node, fl_prunable_move, mv_type, reduction; int is_pv = (beta > alpha + 1); int mv_tried = 0, quiet_tried = 0, fl_futility = 0; int mv_played[MAX_MOVES]; int mv_hist_score; int victim, last_capt; MOVES m[1]; UNDO u[1]; assert(ply > 0); // Quiescence search entry point if (depth <= 0) return QuiesceChecks(p, ply, alpha, beta, pv); // Periodically check for timeout, ponderhit or stop command nodes++; CheckTimeout(); // Quick exit on a timeout or on a statically detected draw if (abort_search) return 0; if (ply) *pv = 0; if (IsDraw(p)) return DrawScore(p); // Mate distance pruning int checkmatingScore = MATE - ply; if (checkmatingScore < beta) { beta = checkmatingScore; if (alpha >= checkmatingScore) return alpha; } int checkmatedScore = -MATE + ply; if (checkmatedScore > alpha) { alpha = checkmatedScore; if (beta <= checkmatedScore) return beta; } // Retrieving data from transposition table. We hope for a cutoff // or at least for a move to improve move ordering. move = 0; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply)) { // For move ordering purposes, a cutoff from hash is treated // exactly like a cutoff from search if (score >= beta) UpdateHistory(p, last_move, move, depth, ply); // In pv nodes only exact scores are returned. This is done because // there is much more pruning and reductions in zero-window nodes, // so retrieving such scores in pv nodes works like retrieving scores // from slightly lower depth. if (!is_pv || (score > alpha && score < beta)) return score; } // Safeguard against exceeding ply limit if (ply >= MAX_PLY - 1) return Eval.Return(p, 1); // Are we in check? Knowing that is useful when it comes // to pruning/reduction decisions fl_check = InCheck(p); // INTERNAL ITERATIVE DEEPENING - we try to get a hash move to improve move ordering if (!move && is_pv && depth >= 6 && !fl_check) { Search(p, ply, alpha, beta, depth - 2, 0, 0, -1, new_pv); if (abort_search) return 0; TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply); } // Can we prune this node? fl_prunable_node = !fl_check && !is_pv && alpha > -MAX_EVAL && beta < MAX_EVAL; // Beta pruning / static null move if (use_beta_pruning && fl_prunable_node && depth <= 3 && !was_null) { int sc = Eval.Return(p, 1) - 120 * depth; // TODO: Tune me! if (sc > beta) return sc; } // Null move if (use_nullmove && fl_prunable_node && depth > 1 && !was_null && MayNull(p) ) { int eval = Eval.Return(p, 1); if (eval > beta) { new_depth = depth - ((823 + 67 * depth) / 256); // simplified Stockfish formula // omit null move search if normal search to the same depth wouldn't exceed beta // (sometimes we can check it for free via hash table) if (TransRetrieve(p->hash_key, &move, &null_score, alpha, beta, new_depth, ply)) { if (null_score < beta) goto avoid_null; } p->DoNull(u); if (new_depth > 0) score = -Search(p, ply + 1, -beta, -beta + 1, new_depth, 1, 0, -1, new_pv); else score = -QuiesceChecks(p, ply + 1, -beta, -beta + 1, new_pv); p->UndoNull(u); // Verification search (nb. immediate null move within it is prohibited) if (new_depth > 6 && score >= beta && use_null_verification) score = Search(p, ply, alpha, beta, new_depth - 5, 1, move, -1, new_pv); if (abort_search ) return 0; if (score >= beta) return score; } } avoid_null: // end of null move code // Razoring based on Toga II 3.0 if (use_razoring && fl_prunable_node && !move && !was_null && !(p->Pawns(p->side) & bbRelRank[p->side][RANK_7]) // no pawns to promote in one move && depth <= 3) { int threshold = beta - razor_margin[depth]; int eval = Eval.Return(p, 1); if (eval < threshold) { score = QuiesceChecks(p, ply, alpha, beta, pv); if (score < threshold) return score; } } // end of razoring code // Init moves and variables before entering main loop best = -INF; InitMoves(p, m, move, Refutation(last_move), ply); // Main loop while ((move = NextMove(m, &mv_type))) { // Gather data about the move mv_hist_score = history[p->pc[Fsq(move)]][Tsq(move)]; victim = TpOnSq(p, Tsq(move)); if (victim != NO_TP) last_capt = Tsq(move); else last_capt = -1; // Set futility pruning flag before the first applicable move is tried if (mv_type == MV_NORMAL && quiet_tried == 0) { if (use_futility && fl_prunable_node && depth <= 6) { if (Eval.Return(p, 1) + fut_margin[depth] < beta) fl_futility = 1; } } p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } // Update move statistics // (needed for reduction/pruning decisions and for updating history score) mv_played[mv_tried] = move; mv_tried++; if (mv_type == MV_NORMAL) quiet_tried++; // Can we prune this move? fl_prunable_move = !InCheck(p) && (mv_type == MV_NORMAL) && (mv_hist_score < hist_limit); // Set new search depth new_depth = depth - 1; // Check extension (pv node or low depth) if (is_pv || depth < 9) { new_depth += InCheck(p); if (is_pv && Tsq(move) == last_capt_sq) new_depth += 1; } // Futility pruning if (fl_futility && fl_prunable_move && mv_tried > 1) { p->UndoMove(move, u); continue; } // Late move pruning if (use_lmp && fl_prunable_node && fl_prunable_move && quiet_tried > lmp_limit[depth] && depth <= 3 && MoveType(move) != CASTLE ) { p->UndoMove(move, u); continue; } // Late move reduction reduction = 0; if (use_lmr && depth >= 2 && mv_tried > 3 && alpha > -MAX_EVAL && beta < MAX_EVAL && !fl_check && fl_prunable_move && lmr_size[is_pv][depth][mv_tried] > 0 && MoveType(move) != CASTLE ) { // read reduction size from the table reduction = lmr_size[is_pv][depth][mv_tried]; // increase reduction on bad history score if (mv_hist_score < 0 && new_depth - reduction > 2 && lmr_hist_adjustement) reduction++; // reduce search depth new_depth -= reduction; } // a place to come back if reduction looks suspect re_search: // PVS if (best == -INF) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); else { score = -Search(p, ply + 1, -alpha - 1, -alpha, new_depth, 0, move, last_capt, new_pv); if (!abort_search && score > alpha && score < beta) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); } // Reduced move scored above alpha - we need to re-search it if (reduction && score > alpha) { new_depth += reduction; reduction = 0; goto re_search; } // Undo move p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { if (!fl_check) { UpdateHistory(p, last_move, move, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, move, score, LOWER, depth, ply); return score; } // Updating score and alpha if (score > best) { best = score; if (score > alpha) { alpha = score; BuildPv(pv, new_pv, move); } } } // end of the main loop // Return correct checkmate/stalemate score if (best == -INF) return InCheck(p) ? -MATE + ply : DrawScore(p); // Save score in the transposition table if (*pv) { if (!fl_check) { UpdateHistory(p, last_move, *pv, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, *pv, best, EXACT, depth, ply); } else TransStore(p->hash_key, 0, best, UPPER, depth, ply); return best; }
int SearchRoot(POS *p, int ply, int alpha, int beta, int depth, int *pv) { int best, score, move, new_depth, new_pv[MAX_PLY]; int fl_check, fl_prunable_move, mv_type, reduction; int mv_tried = 0, quiet_tried = 0; int mv_played[MAX_MOVES]; int mv_hist_score; int victim, last_capt; int move_change = 0; fl_has_choice = 0; MOVES m[1]; UNDO u[1]; // Periodically check for timeout, ponderhit or stop command nodes++; CheckTimeout(); // Quick exit if (abort_search) return 0; // Retrieving data from transposition table. We hope for a cutoff // or at least for a move to improve move ordering. move = 0; if (TransRetrieve(p->hash_key, &move, &score, alpha, beta, depth, ply)) { // For move ordering purposes, a cutoff from hash is treated // exactly like a cutoff from search if (score >= beta) UpdateHistory(p, -1, move, depth, ply); // Root node is a pv node, so we return only exact scores if (score > alpha && score < beta) return score; } // Are we in check? Knowing that is useful when it comes // to pruning/reduction decisions fl_check = InCheck(p); // Init moves and variables before entering main loop best = -INF; InitMoves(p, m, move, Refutation(-1), ply); // Main loop while ((move = NextMove(m, &mv_type))) { mv_hist_score = history[p->pc[Fsq(move)]][Tsq(move)]; victim = TpOnSq(p, Tsq(move)); if (victim != NO_TP) last_capt = Tsq(move); else last_capt = -1; p->DoMove(move, u); if (Illegal(p)) { p->UndoMove(move, u); continue; } // Update move statistics (needed for reduction/pruning decisions) mv_played[mv_tried] = move; mv_tried++; if (mv_tried > 1) fl_has_choice = 1; // we have a choice between at least two root moves if (depth > 16 && verbose) DisplayCurrmove(move, mv_tried); if (mv_type == MV_NORMAL) quiet_tried++; fl_prunable_move = !InCheck(p) && (mv_type == MV_NORMAL); // Set new search depth new_depth = depth - 1 + InCheck(p); // Late move reduction reduction = 0; if (use_lmr && depth >= 2 && mv_tried > 3 && mv_hist_score < hist_limit && alpha > -MAX_EVAL && beta < MAX_EVAL && !fl_check && fl_prunable_move && lmr_size[1][depth][mv_tried] > 0 && MoveType(move) != CASTLE ) { reduction = lmr_size[1][depth][mv_tried]; // increase reduction on bad history score if (mv_hist_score < 0 && new_depth - reduction > 2 && lmr_hist_adjustement) reduction++; new_depth -= reduction; } re_search: // PVS if (best == -INF) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); else { score = -Search(p, ply + 1, -alpha - 1, -alpha, new_depth, 0, move, last_capt, new_pv); if (!abort_search && score > alpha && score < beta) score = -Search(p, ply + 1, -beta, -alpha, new_depth, 0, move, last_capt, new_pv); } // Reduced move scored above alpha - we need to re-search it if (reduction && score > alpha) { new_depth += reduction; reduction = 0; goto re_search; } p->UndoMove(move, u); if (abort_search) return 0; // Beta cutoff if (score >= beta) { if (!fl_check) { UpdateHistory(p, -1, move, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, move, score, LOWER, depth, ply); // Update search time depending on whether the first move has changed if (depth > 4) { if (pv[0] != move) Timer.OnNewRootMove(); else Timer.OnOldRootMove(); } // Change the best move and show the new pv BuildPv(pv, new_pv, move); DisplayPv(score, pv); return score; } // Updating score and alpha if (score > best) { best = score; if (score > alpha) { alpha = score; // Update search time depending on whether the first move has changed if (depth > 4) { if (pv[0] != move) Timer.OnNewRootMove(); else Timer.OnOldRootMove(); } // Change the best move and show the new pv BuildPv(pv, new_pv, move); DisplayPv(score, pv); } } } // end of the main loop // Return correct checkmate/stalemate score if (best == -INF) return InCheck(p) ? -MATE + ply : DrawScore(p); // Save score in the transposition table if (*pv) { if (!fl_check) { UpdateHistory(p, -1, *pv, depth, ply); for (int mv = 0; mv < mv_tried; mv++) DecreaseHistory(p, mv_played[mv], depth); } TransStore(p->hash_key, *pv, best, EXACT, depth, ply); } else TransStore(p->hash_key, 0, best, UPPER, depth, ply); return best; }