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Under some rare cases we can have a search tree explosion due to a perpetual check or to a very long non-capture TT sequence. This avoids the tree explosion not following TT moves that are not captures or promotions when we are below the 'generate checks' depth. Idea suggested by Richard Vida. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
356 lines
11 KiB
C++
356 lines
11 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2009 Marco Costalba
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////
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//// Includes
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////
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#include <cassert>
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#include "history.h"
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#include "movegen.h"
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#include "movepick.h"
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#include "search.h"
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#include "value.h"
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////
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//// Local definitions
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////
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namespace {
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enum MovegenPhase {
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PH_TT_MOVES, // Transposition table move and mate killer
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PH_GOOD_CAPTURES, // Queen promotions and captures with SEE values >= 0
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PH_KILLERS, // Killer moves from the current ply
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PH_NONCAPTURES, // Non-captures and underpromotions
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PH_BAD_CAPTURES, // Queen promotions and captures with SEE values < 0
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PH_EVASIONS, // Check evasions
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PH_QCAPTURES, // Captures in quiescence search
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PH_QCHECKS, // Non-capture checks in quiescence search
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PH_STOP
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};
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CACHE_LINE_ALIGNMENT
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const uint8_t MainSearchPhaseTable[] = { PH_TT_MOVES, PH_GOOD_CAPTURES, PH_KILLERS, PH_NONCAPTURES, PH_BAD_CAPTURES, PH_STOP};
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const uint8_t EvasionsPhaseTable[] = { PH_TT_MOVES, PH_EVASIONS, PH_STOP};
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const uint8_t QsearchWithChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_QCHECKS, PH_STOP};
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const uint8_t QsearchWithoutChecksPhaseTable[] = { PH_TT_MOVES, PH_QCAPTURES, PH_STOP};
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}
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////
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//// Functions
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////
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/// Constructor for the MovePicker class. Apart from the position for which
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/// it is asked to pick legal moves, MovePicker also wants some information
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/// to help it to return the presumably good moves first, to decide which
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/// moves to return (in the quiescence search, for instance, we only want to
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/// search captures, promotions and some checks) and about how important good
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
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const History& h, SearchStack* ss) : pos(p), H(h) {
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int searchTT = ttm;
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ttMoves[0].move = ttm;
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lastBadCapture = badCaptures;
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pinned = p.pinned_pieces(pos.side_to_move());
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if (ss && !p.is_check())
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{
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ttMoves[1].move = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
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searchTT |= ttMoves[1].move;
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killers[0].move = ss->killers[0];
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killers[1].move = ss->killers[1];
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} else
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ttMoves[1].move = killers[0].move = killers[1].move = MOVE_NONE;
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if (p.is_check())
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phasePtr = EvasionsPhaseTable;
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else if (d > Depth(0))
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phasePtr = MainSearchPhaseTable;
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else if (d == Depth(0))
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phasePtr = QsearchWithChecksPhaseTable;
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else
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{
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phasePtr = QsearchWithoutChecksPhaseTable;
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// Skip TT move if is not a capture or a promotion, this avoids
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// qsearch tree explosion due to a possible perpetual check or
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// similar rare cases when TT table is full.
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if (ttm != MOVE_NONE && !pos.move_is_capture_or_promotion(ttm))
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searchTT = ttMoves[0].move = MOVE_NONE;
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}
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phasePtr += !searchTT - 1;
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go_next_phase();
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}
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/// MovePicker::go_next_phase() generates, scores and sorts the next bunch
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/// of moves when there are no more moves to try for the current phase.
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void MovePicker::go_next_phase() {
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curMove = moves;
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phase = *(++phasePtr);
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switch (phase) {
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case PH_TT_MOVES:
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curMove = ttMoves;
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lastMove = curMove + 2;
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return;
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case PH_GOOD_CAPTURES:
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lastMove = generate_captures(pos, moves);
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score_captures();
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return;
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case PH_KILLERS:
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curMove = killers;
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lastMove = curMove + 2;
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return;
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case PH_NONCAPTURES:
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lastMove = generate_noncaptures(pos, moves);
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score_noncaptures();
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sort_moves(moves, lastMove);
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return;
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case PH_BAD_CAPTURES:
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// Bad captures SEE value is already calculated so just sort them
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// to get SEE move ordering.
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curMove = badCaptures;
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lastMove = lastBadCapture;
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return;
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case PH_EVASIONS:
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assert(pos.is_check());
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lastMove = generate_evasions(pos, moves);
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score_evasions_or_checks();
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return;
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case PH_QCAPTURES:
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lastMove = generate_captures(pos, moves);
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score_captures();
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return;
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case PH_QCHECKS:
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lastMove = generate_non_capture_checks(pos, moves);
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score_evasions_or_checks();
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return;
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case PH_STOP:
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lastMove = curMove + 1; // Avoids another go_next_phase() call
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return;
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default:
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assert(false);
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return;
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}
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}
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/// MovePicker::score_captures(), MovePicker::score_noncaptures() and
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/// MovePicker::score_evasions() assign a numerical move ordering score
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/// to each move in a move list. The moves with highest scores will be
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/// picked first by get_next_move().
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void MovePicker::score_captures() {
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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// capture, capturing a more valuable (but sufficiently defended) piece
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// first usually doesn't hurt. The opponent will have to recapture, and
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// the hanging piece will still be hanging (except in the unusual cases
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// where it is possible to recapture with the hanging piece). Exchanging
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// big pieces before capturing a hanging piece probably helps to reduce
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// the subtree size.
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// In main search we want to push captures with negative SEE values to
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// badCaptures[] array, but instead of doing it now we delay till when
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// the move has been picked up in pick_move_from_list(), this way we save
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// some SEE calls in case we get a cutoff (idea from Pablo Vazquez).
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Move m;
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// Use MVV/LVA ordering
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for (MoveStack* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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if (move_is_promotion(m))
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cur->score = QueenValueMidgame;
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else
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cur->score = pos.midgame_value_of_piece_on(move_to(m))
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- pos.type_of_piece_on(move_from(m));
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}
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}
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void MovePicker::score_noncaptures() {
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// First score by history, when no history is available then use
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// piece/square tables values. This seems to be better then a
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// random choice when we don't have an history for any move.
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Move m;
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Piece piece;
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Square from, to;
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int hs;
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for (MoveStack* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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from = move_from(m);
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to = move_to(m);
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piece = pos.piece_on(from);
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hs = H.move_ordering_score(piece, to);
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// Ensure history is always preferred to pst
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if (hs > 0)
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hs += 1000;
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// pst based scoring
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cur->score = hs + mg_value(pos.pst_delta(piece, from, to));
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}
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}
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void MovePicker::score_evasions_or_checks() {
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// Try good captures ordered by MVV/LVA, then non-captures if
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// destination square is not under attack, ordered by history
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// value, and at the end bad-captures and non-captures with a
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// negative SEE. This last group is ordered by the SEE score.
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Move m;
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int seeScore;
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// Skip if we don't have at least two moves to order
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if (lastMove < moves + 2)
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return;
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for (MoveStack* cur = moves; cur != lastMove; cur++)
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{
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m = cur->move;
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if ((seeScore = pos.see_sign(m)) < 0)
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cur->score = seeScore;
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else if (pos.move_is_capture(m))
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cur->score = pos.midgame_value_of_piece_on(move_to(m))
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- pos.type_of_piece_on(move_from(m)) + HistoryMax;
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else
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cur->score = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
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}
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}
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/// MovePicker::get_next_move() is the most important method of the MovePicker
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/// class. It returns a new legal move every time it is called, until there
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/// are no more moves left.
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/// It picks the move with the biggest score from a list of generated moves taking
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/// care not to return the tt move if has already been searched previously.
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/// Note that this function is not thread safe so should be lock protected by
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/// caller when accessed through a shared MovePicker object.
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Move MovePicker::get_next_move() {
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Move move;
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while (true)
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{
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while (curMove != lastMove)
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{
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switch (phase) {
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case PH_TT_MOVES:
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move = (curMove++)->move;
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if ( move != MOVE_NONE
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&& move_is_legal(pos, move, pinned))
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return move;
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break;
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case PH_GOOD_CAPTURES:
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move = pick_best(curMove++, lastMove).move;
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if ( move != ttMoves[0].move
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&& move != ttMoves[1].move
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&& pos.pl_move_is_legal(move, pinned))
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{
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// Check for a non negative SEE now
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int seeValue = pos.see_sign(move);
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if (seeValue >= 0)
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return move;
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// Losing capture, move it to the badCaptures[] array, note
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// that move has now been already checked for legality.
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assert(int(lastBadCapture - badCaptures) < 63);
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lastBadCapture->move = move;
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lastBadCapture->score = seeValue;
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lastBadCapture++;
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}
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break;
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case PH_KILLERS:
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move = (curMove++)->move;
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if ( move != MOVE_NONE
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&& move != ttMoves[0].move
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&& move != ttMoves[1].move
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&& move_is_legal(pos, move, pinned)
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&& !pos.move_is_capture(move))
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return move;
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break;
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case PH_NONCAPTURES:
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move = (curMove++)->move;
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if ( move != ttMoves[0].move
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&& move != ttMoves[1].move
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&& move != killers[0].move
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&& move != killers[1].move
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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break;
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case PH_BAD_CAPTURES:
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move = pick_best(curMove++, lastMove).move;
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return move;
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case PH_EVASIONS:
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case PH_QCAPTURES:
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move = pick_best(curMove++, lastMove).move;
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if ( move != ttMoves[0].move
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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break;
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case PH_QCHECKS:
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move = (curMove++)->move;
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if ( move != ttMoves[0].move
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&& pos.pl_move_is_legal(move, pinned))
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return move;
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break;
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case PH_STOP:
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return MOVE_NONE;
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default:
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assert(false);
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break;
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}
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}
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go_next_phase();
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}
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}
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