mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-21 09:37:16 +08:00
Small reformat to Skill class
Steamline a bit the implementation of skill levels. As a side effect we can retire MultiPV global and use a local variable instead. No functional change.
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@@ -73,7 +73,7 @@ namespace {
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return (Depth) Reductions[PvNode][i][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
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}
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size_t MultiPV, PVIdx;
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size_t PVIdx;
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TimeManager TimeMgr;
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double BestMoveChanges;
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Value DrawValue[COLOR_NB];
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@@ -94,18 +94,21 @@ namespace {
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string uci_pv(const Position& pos, int depth, Value alpha, Value beta);
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struct Skill {
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Skill(int l) : level(l), best(MOVE_NONE) {}
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Skill(int l, int rootSize) : level(l),
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candidates(l < 20 ? std::min(4, rootSize) : 0),
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best(MOVE_NONE) {}
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~Skill() {
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if (enabled()) // Swap best PV line with the sub-optimal one
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if (candidates) // Swap best PV line with the sub-optimal one
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std::swap(RootMoves[0], *std::find(RootMoves.begin(),
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RootMoves.end(), best ? best : pick_move()));
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}
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bool enabled() const { return level < 20; }
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size_t candidates_size() const { return candidates; }
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bool time_to_pick(int depth) const { return depth == 1 + level; }
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Move pick_move();
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int level;
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size_t candidates;
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Move best;
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};
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@@ -279,15 +282,12 @@ namespace {
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Countermoves.clear();
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Followupmoves.clear();
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MultiPV = Options["MultiPV"];
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Skill skill(Options["Skill Level"]);
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size_t multiPV = Options["MultiPV"];
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Skill skill(Options["Skill Level"], RootMoves.size());
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// Do we have to play with skill handicap? In this case enable MultiPV search
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// that we will use behind the scenes to retrieve a set of possible moves.
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if (skill.enabled() && MultiPV < 4)
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MultiPV = 4;
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MultiPV = std::min(MultiPV, RootMoves.size());
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multiPV = std::max(multiPV, skill.candidates_size());
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// Iterative deepening loop until requested to stop or target depth reached
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while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
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@@ -301,7 +301,7 @@ namespace {
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RootMoves[i].prevScore = RootMoves[i].score;
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// MultiPV loop. We perform a full root search for each PV line
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for (PVIdx = 0; PVIdx < MultiPV && !Signals.stop; ++PVIdx)
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for (PVIdx = 0; PVIdx < multiPV && PVIdx < RootMoves.size() && !Signals.stop; ++PVIdx)
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{
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// Reset aspiration window starting size
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if (depth >= 5)
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@@ -366,12 +366,12 @@ namespace {
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// Sort the PV lines searched so far and update the GUI
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std::stable_sort(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
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if (PVIdx + 1 == MultiPV || Time::now() - SearchTime > 3000)
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if (PVIdx + 1 == multiPV || Time::now() - SearchTime > 3000)
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sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
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}
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// If skill levels are enabled and time is up, pick a sub-optimal best move
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if (skill.enabled() && skill.time_to_pick(depth))
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if (skill.candidates_size() && skill.time_to_pick(depth))
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skill.pick_move();
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if (Options["Write Search Log"])
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@@ -395,7 +395,7 @@ namespace {
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if (Limits.use_time_management() && !Signals.stop && !Signals.stopOnPonderhit)
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{
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// Take some extra time if the best move has changed
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if (depth > 4 && MultiPV == 1)
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if (depth > 4 && multiPV == 1)
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TimeMgr.pv_instability(BestMoveChanges);
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// Stop the search if only one legal move is available or all
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@@ -1292,8 +1292,8 @@ moves_loop: // When in check and at SpNode search starts from here
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}
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// When playing with a strength handicap, choose best move among the MultiPV
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// set using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
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// When playing with a strength handicap, choose best move among the first 'candidates'
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// RootMoves using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
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Move Skill::pick_move() {
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@@ -1304,7 +1304,7 @@ moves_loop: // When in check and at SpNode search starts from here
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rk.rand<unsigned>();
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// RootMoves are already sorted by score in descending order
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int variance = std::min(RootMoves[0].score - RootMoves[MultiPV - 1].score, PawnValueMg);
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int variance = std::min(RootMoves[0].score - RootMoves[candidates - 1].score, PawnValueMg);
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int weakness = 120 - 2 * level;
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int max_s = -VALUE_INFINITE;
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best = MOVE_NONE;
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@@ -1312,12 +1312,12 @@ moves_loop: // When in check and at SpNode search starts from here
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// Choose best move. For each move score we add two terms both dependent on
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// weakness. One deterministic and bigger for weaker moves, and one random,
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// then we choose the move with the resulting highest score.
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for (size_t i = 0; i < MultiPV; ++i)
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for (size_t i = 0; i < candidates; ++i)
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{
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int s = RootMoves[i].score;
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// Don't allow crazy blunders even at very low skills
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if (i > 0 && RootMoves[i-1].score > s + 2 * PawnValueMg)
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if (i > 0 && RootMoves[i - 1].score > s + 2 * PawnValueMg)
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break;
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// This is our magic formula
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