/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include #include "movepick.h" #include "thread.h" namespace { enum Stages { MAIN_SEARCH, CAPTURES_S1, KILLERS_S1, QUIETS_1_S1, QUIETS_2_S1, BAD_CAPTURES_S1, EVASION, EVASIONS_S2, QSEARCH_0, CAPTURES_S3, QUIET_CHECKS_S3, QSEARCH_1, CAPTURES_S4, PROBCUT, CAPTURES_S5, RECAPTURE, CAPTURES_S6, STOP }; // Our insertion sort, which is guaranteed to be stable, as it should be void insertion_sort(ExtMove* begin, ExtMove* end) { ExtMove tmp, *p, *q; for (p = begin + 1; p < end; ++p) { tmp = *p; for (q = p; q != begin && *(q-1) < tmp; --q) *q = *(q-1); *q = tmp; } } // pick_best() finds the best move in the range (begin, end) and moves it to // the front. It's faster than sorting all the moves in advance when there // are few moves e.g. the possible captures. inline Move pick_best(ExtMove* begin, ExtMove* end) { std::swap(*begin, *std::max_element(begin, end)); return *begin; } } // namespace /// Constructors of the MovePicker class. As arguments we pass information /// to help it to return the (presumably) good moves first, to decide which /// moves to return (in the quiescence search, for instance, we only want to /// search captures, promotions and some checks) and how important good move /// ordering is at the current node. MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, Move* cm, Move* fm, Search::Stack* s) : pos(p), history(h), depth(d) { assert(d > DEPTH_ZERO); endBadCaptures = moves + MAX_MOVES - 1; countermoves = cm; followupmoves = fm; ss = s; if (pos.checkers()) stage = EVASION; else stage = MAIN_SEARCH; ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); endMoves += (ttMove != MOVE_NONE); } MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, Square s) : pos(p), history(h) { assert(d <= DEPTH_ZERO); if (pos.checkers()) stage = EVASION; else if (d > DEPTH_QS_NO_CHECKS) stage = QSEARCH_0; else if (d > DEPTH_QS_RECAPTURES) stage = QSEARCH_1; else { stage = RECAPTURE; recaptureSquare = s; ttm = MOVE_NONE; } ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); endMoves += (ttMove != MOVE_NONE); } MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, PieceType pt) : pos(p), history(h) { assert(!pos.checkers()); stage = PROBCUT; // In ProbCut we generate only captures that are better than the parent's // captured piece. captureThreshold = PieceValue[MG][pt]; ttMove = (ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE); if (ttMove && (!pos.capture(ttMove) || pos.see(ttMove) <= captureThreshold)) ttMove = MOVE_NONE; endMoves += (ttMove != MOVE_NONE); } /// score() assign a numerical value to each move in a move list. The moves with /// highest values will be picked first. template<> void MovePicker::score() { // Winning and equal captures in the main search are ordered by MVV/LVA. // Suprisingly, this appears to perform slightly better than SEE based // move ordering. The reason is probably that in a position with a winning // capture, capturing a more valuable (but sufficiently defended) piece // first usually doesn't hurt. The opponent will have to recapture, and // the hanging piece will still be hanging (except in the unusual cases // where it is possible to recapture with the hanging piece). Exchanging // big pieces before capturing a hanging piece probably helps to reduce // the subtree size. // In main search we want to push captures with negative SEE values to the // badCaptures[] array, but instead of doing it now we delay until the move // has been picked up in pick_move_from_list(). This way we save some SEE // calls in case we get a cutoff. for (auto& m : *this) if (type_of(m) == ENPASSANT) m.value = PieceValue[MG][PAWN] - Value(PAWN); else if (type_of(m) == PROMOTION) m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(PAWN) + PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN]; else m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(type_of(pos.moved_piece(m))); } template<> void MovePicker::score() { for (auto& m : *this) m.value = history[pos.moved_piece(m)][to_sq(m)]; } template<> void MovePicker::score() { // Try good captures ordered by MVV/LVA, then non-captures if destination square // is not under attack, ordered by history value, then bad-captures and quiet // moves with a negative SEE. This last group is ordered by the SEE value. Value see; for (auto& m : *this) if ((see = pos.see_sign(m)) < VALUE_ZERO) m.value = see - HistoryStats::Max; // At the bottom else if (pos.capture(m)) m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max; else m.value = history[pos.moved_piece(m)][to_sq(m)]; } /// generate_next_stage() generates, scores and sorts the next bunch of moves, /// when there are no more moves to try for the current stage. void MovePicker::generate_next_stage() { cur = moves; switch (++stage) { case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6: endMoves = generate(pos, moves); score(); break; case KILLERS_S1: cur = killers; endMoves = cur + 6; killers[0] = ss->killers[0]; killers[1] = ss->killers[1]; killers[2] = countermoves[0]; killers[3] = countermoves[1]; killers[4] = followupmoves[0]; killers[5] = followupmoves[1]; break; case QUIETS_1_S1: endQuiets = endMoves = generate(pos, moves); score(); endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; }); insertion_sort(cur, endMoves); break; case QUIETS_2_S1: cur = endMoves; endMoves = endQuiets; if (depth >= 3 * ONE_PLY) insertion_sort(cur, endMoves); break; case BAD_CAPTURES_S1: // Just pick them in reverse order to get MVV/LVA ordering cur = moves + MAX_MOVES - 1; endMoves = endBadCaptures; break; case EVASIONS_S2: endMoves = generate(pos, moves); if (endMoves - moves > 1) score(); break; case QUIET_CHECKS_S3: endMoves = generate(pos, moves); break; case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: case RECAPTURE: stage = STOP; /* Fall through */ case STOP: endMoves = cur + 1; // Avoid another generate_next_stage() call break; default: assert(false); } } /// next_move() is the most important method of the MovePicker class. It returns /// a new pseudo legal move every time it is called, until there are no more moves /// left. It picks the move with the biggest value from a list of generated moves /// taking care not to return the ttMove if it has already been searched. template<> Move MovePicker::next_move() { Move move; while (true) { while (cur == endMoves) generate_next_stage(); switch (stage) { case MAIN_SEARCH: case EVASION: case QSEARCH_0: case QSEARCH_1: case PROBCUT: ++cur; return ttMove; case CAPTURES_S1: move = pick_best(cur++, endMoves); if (move != ttMove) { if (pos.see_sign(move) >= VALUE_ZERO) return move; // Losing capture, move it to the tail of the array *endBadCaptures-- = move; } break; case KILLERS_S1: move = *cur++; if ( move != MOVE_NONE && move != ttMove && pos.pseudo_legal(move) && !pos.capture(move)) { for (int i = 0; i < cur - 1 - killers; i++) // Skip duplicated if (move == killers[i]) goto skip; return move; } skip: break; case QUIETS_1_S1: case QUIETS_2_S1: move = *cur++; if ( move != ttMove && move != killers[0] && move != killers[1] && move != killers[2] && move != killers[3] && move != killers[4] && move != killers[5]) return move; break; case BAD_CAPTURES_S1: return *cur--; case EVASIONS_S2: case CAPTURES_S3: case CAPTURES_S4: move = pick_best(cur++, endMoves); if (move != ttMove) return move; break; case CAPTURES_S5: move = pick_best(cur++, endMoves); if (move != ttMove && pos.see(move) > captureThreshold) return move; break; case CAPTURES_S6: move = pick_best(cur++, endMoves); if (to_sq(move) == recaptureSquare) return move; break; case QUIET_CHECKS_S3: move = *cur++; if (move != ttMove) return move; break; case STOP: return MOVE_NONE; default: assert(false); } } } /// Version of next_move() to use at split point nodes where the move is grabbed /// from the split point's shared MovePicker object. This function is not thread /// safe so must be lock protected by the caller. template<> Move MovePicker::next_move() { return ss->splitPoint->movePicker->next_move(); }