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|
/**
Copyright (c) Scott Gasch
Module Name:
search.c
Abstract:
Recursive chess tree searching. See also split.c.
"A type 1 node is also called a PV node. The root of the tree is
a type-1 node, and the *first* successor of a type-1 node is a
type-1 node also. A type-1 node must have all branches examined,
but it is unique in that we don't know anything about alpha and
beta yet, because we haven't searched the first move to establish
them.
A type 2 node is either (a) a successor of any type-3 node, or,
(b) it's any successor (other than the first) of a type-1 node.
With perfect move ordering, the first branch at a type-2 node will
"refute" the move made at the previous ply via the alpha/beta
algorithm. This node requires good move ordering, because you
have to find a move good enough that your opponent would not play
the move he chose that led to this position. If you try a poor
move first, it won't produce a cutoff, and you have to search
another move (or more) until you find the "good" move that would
make him not play his move.
A type-3 node follows a type-2 node. Here, you have to try every
move at your disposal. Since your opponent (at the previous ply)
has played a "strong" move (supposedly the "best" move) you are
going to have to try every move you have in an effort to refute
this move. None will do so (unless your opponent tried some poor
move first due to incorrect move ordering). Here, move ordering
is not worth the trouble, since the ordering won't let you avoid
searching some moves. Of course, with the transposition /
refutation table, ordering might help you get more "hits" if your
table is not large enough...
As you can see, at type-1 nodes you have to do good move ordering
to choose that "1" move (or to choose that one out of a very few)
that is good enough to cause a cutoff, while avoiding choosing
those that are no good. At a type-1 node, the same thing applies.
If you don't pick the best move first (take the moves at the root
for example) you will search an inferior move, establish alpha or
beta incorrectly, and thereby increase the size of the total tree
by a *substantial* amount.
By the way, some authors call type-1 nodes "PV" nodes, type-2
nodes "CUT" nodes, and type-3 nodes "ALL" nodes. These make it
easier to read, but, unfortunately, I "cut my teeth" on the
Knuth/Moore paper and think in terms of type 1,2,3."
--Bob Hyatt, r.g.c.c
Author:
Scott Gasch ([email protected]) 21 May 2004
Revision History:
$Id: search.c 345 2007-12-02 22:56:42Z scott $
**/
#include "chess.h"
extern ULONG g_uIterateDepth;
extern FLAG g_fCanSplit[MAX_PLY_PER_SEARCH];
#define TRY_HASH_MOVE (0)
#define GENERATE_MOVES (1)
#define PREPARE_TO_TRY_MOVES (2)
#define TRY_GENERATED_MOVES (3)
#ifdef DEBUG
#define VERIFY_HASH_HIT \
ASSERT(IS_VALID_SCORE(iScore)); \
ASSERT(((ULONG)pHash->uDepth << 4) >= uDepth); \
switch (pHash->bvFlags & HASH_FLAG_VALID_BOUNDS) \
{ \
case HASH_FLAG_LOWER: \
ASSERT(iScore >= iBeta); \
ASSERT(iScore > -NMATE); \
ASSERT(iScore <= +NMATE); \
break; \
case HASH_FLAG_UPPER: \
ASSERT(iScore <= iAlpha); \
ASSERT(iScore < +NMATE); \
ASSERT(iScore >= -NMATE); \
break; \
case HASH_FLAG_EXACT: \
ASSERT((-NMATE <= iScore) && \
(iScore <= +NMATE)); \
break; \
default: \
ASSERT(FALSE); \
}
#else
#define VERIFY_HASH_HIT
#endif
/**
Routine description:
This is the full-width portion of the main chess tree search. In
general, its job is to ask the move generator to make a list of
all the moves possible at the board position in ctx, to make each
move in turn, and to search each resulting position recursively.
Parameters:
SEARCHER_THREAD_CONTEXT *ctx : the context to search in
SCORE iAlpha : the lower bound of the interesting score window
SCORE iBeta : the upper bound of the interesting score window
ULONG uDepth : the depth remaining before QSearch is invoked
Return value:
SCORE : a score
Also affects the transposition table, searcher context, and just
about every other large data structure in the engine...
**/
SCORE FASTCALL
Search(IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta,
IN ULONG uDepth)
{
POSITION *pos = &ctx->sPosition;
PLY_INFO *pi = &ctx->sPlyInfo[ctx->uPly];
CUMULATIVE_SEARCH_FLAGS *pf = &ctx->sSearchFlags;
MOVE mvLast = (pi-1)->mv;
SCORE iBestScore = -INFINITY;
SCORE iInitialAlpha;
SCORE iRoughEval;
MOVE mv, mvBest, mvHash;
ULONG x = 0;
SCORE iScore;
INT iOrigExtend = 0;
INT iExtend;
ULONG uNextDepth;
ULONG uLegalMoves = 0;
HASH_ENTRY *pHash;
FLAG fThreat;
FLAG fSkipNull;
FLAG fIsDraw;
ULONG uStage = TRY_HASH_MOVE;
ULONG u;
ULONG uFutilityMargin = 0;
#ifdef DEBUG
ASSERT(IS_VALID_SCORE(iAlpha));
ASSERT(IS_VALID_SCORE(iBeta));
ASSERT(iAlpha < iBeta);
ASSERT(ctx->uPly > 0);
ASSERT((mvLast.uMove != 0) || (pf->fAvoidNullmove == TRUE));
ASSERT(IS_VALID_FLAG(pf->fAvoidNullmove));
ASSERT(IS_VALID_FLAG(pf->fVerifyNullmove));
memcpy(&pi->sPosition, pos, sizeof(POSITION));
#endif
// Jump directly to Qsearch if remaining depth is low enough.
// This is the only place Qsearch is entered.
if (uDepth < ONE_PLY)
{
pf->fCouldStandPat[BLACK] = pf->fCouldStandPat[WHITE] = FALSE;
pf->uQsearchNodes = pf->uQsearchDepth = 0;
pf->uQsearchCheckDepth = QPLIES_OF_NON_CAPTURE_CHECKS;
pi->fInQsearch = TRUE;
iBestScore = QSearch(ctx, iAlpha, iBeta);
ASSERT(pf->uQsearchNodes < 20000);
ASSERT(pf->uQsearchDepth == 0);
goto end;
}
pi->fInQsearch = FALSE;
// Common initialization code (which may cause a cutoff or change the
// bounds or decide that we need to stop searching now).
if (TRUE == CommonSearchInit(ctx,
&iAlpha,
&iBeta,
&iBestScore))
{
goto end;
}
DTEnterNode(ctx, uDepth, FALSE, iAlpha, iBeta);
iInitialAlpha = iAlpha;
ASSERT((IS_CHECKING_MOVE(mvLast) && (TRUE == pi->fInCheck)) ||
(!IS_CHECKING_MOVE(mvLast) && (FALSE == pi->fInCheck)));
// Prepare next depth for nullmove and hashtable lookup
uNextDepth = uDepth - SelectNullmoveRFactor(ctx, uDepth) - ONE_PLY;
if (uNextDepth > MAX_DEPTH_PER_SEARCH) uNextDepth = 0;
// Check the transposition table. This may give us a cutoff
// without doing any work if we have previously stored the score
// of this search in the hash. It also may set mvHash even if it
// can't give us a cutoff. It also may set fSkipNull (see below)
// based on uNextDepth to inform us that a nullmove search is
// unlikely to succeed here.
mvHash.uMove = 0;
pHash = HashLookup(ctx,
uDepth,
uNextDepth,
iAlpha,
iBeta,
&fThreat,
&fSkipNull,
&mvHash,
&iScore);
if (NULL != pHash)
{
VERIFY_HASH_HIT;
u = pHash->bvFlags & HASH_FLAG_VALID_BOUNDS;
if (0 != mvHash.uMove)
{
// This is an idea posted by Dieter Brusser on CCC: If we
// get a hash hit that leads to a draw then only accept it
// if it has a score of zero, allows us to fail high when
// a draw would also have allowed a fail high, or allows a
// fail low when a draw would also have allowed a fail
// low.
VERIFY(MakeMove(ctx, mvHash));
fIsDraw = IsDraw(ctx);
UnmakeMove(ctx, mvHash);
if ((FALSE == fIsDraw) || (iScore == 0) ||
((u == HASH_FLAG_LOWER) && (iScore >= iBeta) && (0 >= iBeta)) ||
((u == HASH_FLAG_UPPER) && (iScore <= iAlpha) && (0 <= iAlpha)))
{
if ((iAlpha < iScore) && (iScore < iBeta))
{
UpdatePV(ctx, HASHMOVE);
}
iBestScore = iScore;
goto end;
}
}
else
{
// The hash move is empty. Either this is an upper bound
// in which case we have no best move since the node that
// generated it was a fail low -or- this is a lower bound
// recorded after a null move search. In the latter case
// we only accept the cutoff if we are considering null
// moves at this node too.
ASSERT(u != HASH_FLAG_EXACT);
if ((HASH_FLAG_UPPER == u) || (FALSE == pf->fAvoidNullmove))
{
ASSERT(((u == HASH_FLAG_UPPER) && (iScore <= iAlpha)) ||
((u == HASH_FLAG_LOWER) && (iScore >= iBeta)));
iBestScore = iScore;
goto end;
}
}
}
// Probe interior node recognizers; allow probes of ondisk EGTB files
// if it looks like we can get hit.
switch(RecognLookup(ctx, &iScore, ctx->uPly <= (g_uIterateDepth / 2)))
{
case UNRECOGNIZED:
break;
case RECOGN_EXACT:
case RECOGN_EGTB:
if ((iAlpha < iScore) && (iScore < iBeta))
{
UpdatePV(ctx, RECOGNMOVE);
}
iBestScore = iScore;
goto end;
case RECOGN_LOWER:
if (iScore >= iBeta)
{
iBestScore = iScore;
goto end;
}
break;
case RECOGN_UPPER:
if (iScore <= iAlpha)
{
iBestScore = iScore;
goto end;
}
break;
#ifdef DEBUG
default:
ASSERT(FALSE);
#endif
}
// Maybe do nullmove pruning
iRoughEval = GetRoughEvalScore(ctx, iAlpha, iBeta, FALSE);
GENERATE_NO_MOVES;
if (!fSkipNull &&
!fThreat &&
WeShouldTryNullmovePruning(ctx,
iAlpha,
iBeta,
iRoughEval,
uNextDepth))
{
if (TryNullmovePruning(ctx,
&fThreat,
iAlpha,
iBeta,
uNextDepth,
&iOrigExtend,
&iScore))
{
if (iScore > iBeta) {
StoreLowerBound(mvHash, pos, iScore, uDepth, FALSE);
}
iBestScore = iScore; // TODO: try just beta here
goto end;
}
}
// Maybe increment positional extension level b/c of nullmove search
// or hash table results.
if (fThreat)
{
iOrigExtend += THREE_QUARTERS_PLY;
INC(ctx->sCounters.extension.uMateThreat);
}
// Main search loop, try moves under this position. Before we get
// into the move loop, save the extensions merited by this
// position in the tree (pre-move) and the original search flags.
// Also clear the avoid null bit in the search flags -- we were
// either told to avoid it or not but there is no need to avoid it
// for the rest of the line...
mvBest.uMove = 0;
pf->fAvoidNullmove = FALSE;
do
{
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
// Becase we want to try the hash move before generating any
// moves (in case it fails high and we can avoid the work) we
// have this ugly crazy looking switch statement...
switch(uStage)
{
case TRY_HASH_MOVE:
uStage++;
x = 0;
ASSERT(iBestScore == -INFINITY);
ASSERT(uLegalMoves == 0);
if (mvHash.uMove != 0)
{
mv = mvHash;
break;
}
// else fall through
case GENERATE_MOVES:
ASSERT(ctx->uPly > 0);
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
x = ctx->sMoveStack.uBegin[ctx->uPly];
uStage++;
if (IS_CHECKING_MOVE(mvLast))
{
ASSERT(InCheck(pos, pos->uToMove));
GenerateMoves(ctx, mvHash, GENERATE_ESCAPES);
if (MOVE_COUNT(ctx, ctx->uPly))
{
if (NUM_CHECKING_PIECES(ctx, ctx->uPly) > 1)
{
iOrigExtend += QUARTER_PLY;
INC(ctx->sCounters.extension.uMultiCheck);
} else if (NUM_KING_MOVES(ctx, ctx->uPly) == 0) {
iOrigExtend += QUARTER_PLY;
INC(ctx->sCounters.extension.uNoLegalKingMoves);
}
}
}
else
{
ASSERT(!InCheck(pos, pos->uToMove));
GenerateMoves(ctx, mvHash, GENERATE_ALL_MOVES);
}
// fall through
case PREPARE_TO_TRY_MOVES:
ASSERT(x == ctx->sMoveStack.uBegin[ctx->uPly]);
ASSERT((uLegalMoves == 0) ||
((uLegalMoves == 1) && (mvHash.uMove)));
#ifdef DO_IID
if (MOVE_COUNT(ctx, ctx->uPly))
{
SelectBestNoHistory(ctx, x);
// EXPERIMENT: If we got no best move from the
// hash table and the best move we got from the
// generator looks crappy (i.e. is not a winning
// or even capture/promotion) then rescore the
// moves we generated at this ply using a
// shallower search. "Internal Iterative
// Deepening" or something like it.
if ((iAlpha + 1 != iBeta) &&
(mvHash.uMove == 0) &&
(ctx->sMoveStack.mvf[x].iValue < SORT_THESE_FIRST) &&
(uDepth >= FOUR_PLY))
{
ASSERT(uDepth >= (IID_R_FACTOR + ONE_PLY));
ASSERT(ctx->sSearchFlags.fAvoidNullmove == FALSE);
ctx->sSearchFlags.fAvoidNullmove = TRUE;
RescoreMovesViaSearch(ctx, uDepth, iAlpha, iBeta);
ctx->sSearchFlags.fAvoidNullmove = FALSE;
}
}
#endif
// This is very similar to Ernst Heinz's "extended
// futility pruning" except that it uses the added
// dynamic criteria of "ValueOfMaterialInTrouble"
// condition as a safety net. Note: before we actually
// prune away moves we will also make sure there is
// no per-move extension.
ASSERT(!uFutilityMargin);
if ((iRoughEval + VALUE_ROOK <= iAlpha) &&
(uDepth <= TWO_PLY) &&
(ctx->uPly >= 2) &&
(iOrigExtend == 0) &&
(ctx->sPlyInfo[ctx->uPly - 2].iExtensionAmount <= 0) &&
(ValueOfMaterialInTroubleDespiteMove(pos, pos->uToMove)))
{
uFutilityMargin = (iAlpha - iRoughEval) / 2;
ASSERT(uFutilityMargin);
}
uStage++;
ASSERT(x == ctx->sMoveStack.uBegin[ctx->uPly]);
// fall through
case TRY_GENERATED_MOVES:
if (x < ctx->sMoveStack.uEnd[ctx->uPly])
{
ASSERT(x >= ctx->sMoveStack.uBegin[ctx->uPly]);
if (uLegalMoves < SEARCH_SORT_LIMIT(ctx->uPly))
{
SelectBestWithHistory(ctx, x);
}
mv = ctx->sMoveStack.mvf[x].mv;
#ifdef DEBUG
ASSERT(0 == (ctx->sMoveStack.mvf[x].bvFlags &
MVF_MOVE_SEARCHED));
ctx->sMoveStack.mvf[x].bvFlags |= MVF_MOVE_SEARCHED;
#endif
mv.bvFlags |= WouldGiveCheck(ctx, mv);
// Note: x is the index of the NEXT move to be
// considered, this move's index is (x-1).
x++;
break;
}
// else fall through
default:
goto no_more_moves;
}
ASSERT(mv.uMove);
ASSERT(SanityCheckMove(pos, mv));
#ifdef MP
// Can we search the remaining moves in parallel?
ASSERT((uDepth / ONE_PLY - 1) >= 0);
ASSERT((uDepth / ONE_PLY - 1) < MAX_PLY_PER_SEARCH);
if (((uLegalMoves >= 2)) &&
(0 != g_uNumHelpersAvailable) &&
(0 == uFutilityMargin) &&
(TRUE == g_fCanSplit[uDepth / ONE_PLY - 1]) &&
(MOVE_COUNT(ctx, ctx->uPly) > 3))
{
ASSERT(pf->fAvoidNullmove == FALSE);
ASSERT(uStage == TRY_GENERATED_MOVES);
ASSERT(x != 0);
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
ASSERT(iBestScore <= iAlpha);
ctx->sMoveStack.mvf[x-1].bvFlags &= ~MVF_MOVE_SEARCHED;
iScore = StartParallelSearch(ctx,
&iAlpha,
iBeta,
&iBestScore,
&mvBest,
(x - 1),
iOrigExtend,
uDepth);
ASSERT(iAlpha < iBeta);
ASSERT((IS_SAME_MOVE(pi->PV[ctx->uPly], mvBest)) ||
(iScore <= iAlpha) || (iScore >= iBeta));
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
#ifdef DEBUG
VerifyPositionConsistency(pos, FALSE);
#endif
if (IS_VALID_SCORE(iScore))
{
pi->mvBest = mvBest;
goto no_more_moves;
}
else
{
ASSERT(WE_SHOULD_STOP_SEARCHING);
iBestScore = iScore;
goto end;
}
ASSERT(FALSE);
}
#endif
if (TRUE == MakeMove(ctx, mv))
{
uLegalMoves++;
ASSERT((IS_CHECKING_MOVE(mv) && InCheck(pos, pos->uToMove)) ||
(!IS_CHECKING_MOVE(mv) && !InCheck(pos, pos->uToMove)));
// Compute per-move extension (as opposed to per-position
// extensions which are represented by iOrigExtend).
iExtend = iOrigExtend;
ComputeMoveExtension(ctx,
iAlpha,
iBeta,
(x - 1), // Note: x==0 if doing mvHash
iRoughEval,
uDepth,
&iExtend);
// Decide whether or not to do history pruning
if (TRUE == WeShouldDoHistoryPruning(iRoughEval,
iAlpha,
iBeta,
ctx,
uDepth,
uLegalMoves,
mv,
(x - 1), // Note: x==0 if hash
iExtend))
{
ASSERT(iExtend == 0);
iExtend = -ONE_PLY;
pi->iExtensionAmount = -ONE_PLY;
}
// Maybe even "futility prune" this move away.
if ((x != 0) &&
(uLegalMoves > 1) &&
(uFutilityMargin) &&
(ComputeMoveScore(ctx, mv, (x - 1)) < uFutilityMargin) &&
(iExtend <= 0) &&
(!IS_ESCAPING_CHECK(mv)))
{
// TODO: test this more carefully
ASSERT(!IS_CHECKING_MOVE(mv));
UnmakeMove(ctx, mv);
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
}
else
{
// Compute the next search depth for this move/subtree.
uNextDepth = uDepth - ONE_PLY + iExtend;
if (uNextDepth >= MAX_DEPTH_PER_SEARCH) uNextDepth = 0;
ASSERT(pf->fAvoidNullmove == FALSE);
if (iBestScore == -INFINITY)
{
// First move, full a..b window.
ASSERT(uLegalMoves == 1);
iScore = -Search(ctx, -iBeta, -iAlpha, uNextDepth);
}
else
{
// Moves 2..N, try a minimal window search
iScore = -Search(ctx, -iAlpha - 1, -iAlpha, uNextDepth);
if ((iAlpha < iScore) && (iScore < iBeta))
{
iScore = -Search(ctx, -iBeta, -iAlpha, uNextDepth);
}
}
// Research deeper if history pruning failed
if ((iExtend < 0) && (iScore >= iBeta))
{
uNextDepth += ONE_PLY;
pi->iExtensionAmount = 0;
iScore = -Search(ctx, -iBeta, -iAlpha, uNextDepth);
}
UnmakeMove(ctx, mv);
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
if (WE_SHOULD_STOP_SEARCHING)
{
iBestScore = iScore;
goto end;
}
// Check results
ASSERT(iBestScore <= iAlpha);
ASSERT(iAlpha < iBeta);
if (iScore > iBestScore)
{
iBestScore = iScore;
mvBest = mv;
pi->mvBest = mv;
if (iScore > iAlpha)
{
if (iScore >= iBeta)
{
// Update history and killers list and store in
// the transposition table.
UpdateDynamicMoveOrdering(ctx,
uDepth,
mv,
iScore,
x);
StoreLowerBound(mv, pos, iScore, uDepth, fThreat);
KEEP_TRACK_OF_FIRST_MOVE_FHs(uLegalMoves == 1);
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
goto end;
}
else
{
// PV move...
UpdatePV(ctx, mv);
iAlpha = iScore;
}
}
}
}
}
}
while(1); // foreach move
no_more_moves:
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
// Detect checkmates and stalemates
if (0 == uLegalMoves)
{
if (pi->fInCheck)
{
ASSERT(IS_CHECKING_MOVE(mvLast));
ASSERT(InCheck(pos, pos->uToMove));
iBestScore = MATED_SCORE(ctx->uPly);
ASSERT(iBestScore <= -NMATE);
goto end;
}
else
{
iBestScore = 0;
if ((iAlpha < iBestScore) && (iBestScore < iBeta))
{
UpdatePV(ctx, DRAWMOVE);
}
goto end;
}
}
// Not checkmate/stalemate; store the result of this search in the
// hash table.
if (iAlpha != iInitialAlpha)
{
ASSERT(mvBest.uMove != 0);
if (!IS_CAPTURE_OR_PROMOTION(mvBest))
{
UpdateDynamicMoveOrdering(ctx,
uDepth,
mvBest,
iBestScore,
0);
}
StoreExactScore(mvBest, pos, iBestScore, uDepth, fThreat, ctx->uPly);
}
else
{
// IDEA: "I am very well aware of the fact, that the scores
// you get back outside of the window, are not trustable at
// all. Still, I have mentioned the case, of all scores being
// losing mate scores, but one is not. This move will be good
// to try first. I have seen this, by investigating multi MB
// large tree dumps, so it is not only there in theory. Often,
// even with fail soft, I of course will also get multiple
// moves with the same score (alpha). But then one can see the
// "best" move as an additional killer move. It was most
// probably the killer move anyway, when this position was
// visited the last time. I cannot see a reason, why trying
// such a move early could hurt. And I do see reductions of
// tree sizes. I don't try upper-bound moves first. I try them
// (more or less) after the good captures, and together with
// the killer moves, but before history moves."
// --Ed Schroder
StoreUpperBound(pos, iBestScore, uDepth, fThreat);
}
end:
ASSERT(IS_VALID_SCORE(iBeta));
ASSERT(IS_VALID_SCORE(iAlpha));
ASSERT(IS_VALID_SCORE(iBestScore) || WE_SHOULD_STOP_SEARCHING);
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
DTLeaveNode(ctx, FALSE, iBestScore, mvBest);
return(iBestScore);
}
/**
Routine description:
This routine is called by QSearch, the select part of the
recursive search code. Its job is to determine if a move
generated is worth searching.
Parameters:
SEARCHER_THREAD_CONTEXT *ctx : searcher context
ULONG uMoveNum : the move number we are considering
SCORE iFutility : the futility line
Return value:
FLAG : TRUE if the move is worth considering,
FALSE if it can be skipped
**/
static FLAG INLINE
_ShouldWeConsiderThisMove(IN SEARCHER_THREAD_CONTEXT *ctx,
IN ULONG uMoveNum,
IN SCORE iFutility,
IN FLAG fGeneratedChecks)
{
MOVE mvLast = ctx->sPlyInfo[ctx->uPly - 1].mv;
MOVE mv = ctx->sMoveStack.mvf[uMoveNum].mv;
ULONG uColor;
SCORE i;
ASSERT(!IS_CHECKING_MOVE(mvLast));
ASSERT(!InCheck(&(ctx->sPosition), ctx->sPosition.uToMove));
if (IS_CAPTURE_OR_PROMOTION(mv))
{
// IDEA: if mvLast was a promotion, try everything here?
// Don't consider promotions to anything but queens unless
// it's a knight and we are going for a knockout.
if ((mv.pPromoted) && (!IS_QUEEN(mv.pPromoted)))
{
if (!IS_KNIGHT(mv.pPromoted) ||
!IS_CHECKING_MOVE(mv) ||
(FALSE == fGeneratedChecks))
{
return(FALSE);
}
}
i = ctx->sMoveStack.mvf[uMoveNum].iValue;
if (i >= SORT_THESE_FIRST)
{
i &= STRIP_OFF_FLAGS;
ASSERT(i >= 0);
if (mv.pCaptured)
{
// If there are very few pieces left on the board,
// consider all captures because we could be, for
// example, taking the guy's last pawn and forcing a
// draw. Even though the cap looks futile the draw
// might save the game...
uColor = GET_COLOR(mv.pCaptured);
ASSERT(OPPOSITE_COLORS(ctx->sPosition.uToMove, uColor));
if ((IS_PAWN(mv.pCaptured) &&
ctx->sPosition.uPawnCount[uColor] == 1) ||
(!IS_PAWN(mv.pCaptured) &&
ctx->sPosition.uNonPawnCount[uColor][0] == 2))
{
return(TRUE);
}
// Also always consider "dangerous pawn" captures.
if (IS_PAWN(mv.pMoved) &&
(((GET_COLOR(mv.pMoved) == WHITE) && RANK7(mv.cTo)) ||
((GET_COLOR(mv.pMoved) == BLACK) && RANK2(mv.cTo))))
{
return(TRUE);
}
// Don't trust the SEE alone for alpha pruning decisions.
i = MAXU(i, PIECE_VALUE(mv.pCaptured));
// Also try hard not to prune recaps, the bad trade
// penalty can make them look "futile" sometimes.
if ((PIECE_VALUE(mv.pCaptured) ==
PIECE_VALUE(mvLast.pCaptured)) &&
(i + 200 > iFutility))
{
return(TRUE);
}
}
// Otherwise, even if a move is even/winning, make sure it
// brings the score up to at least somewhere near alpha.
if (i > iFutility)
{
return(TRUE);
}
}
// If we get here the move was either a losing capture/prom
// that checked or a "futile" winning capture/prom that may or
// may not check. Be more willing to play checking captures
// even if they look bad.
if (IS_CHECKING_MOVE(mv) && (TRUE == fGeneratedChecks))
{
return(iFutility < +VALUE_ROOK);
}
}
else
{
// If we get here we have a checking move that does not
// capture anything or promote anything. We are interested in
// these to some depth.
ASSERT(IS_CHECKING_MOVE(mv));
ASSERT(TRUE == fGeneratedChecks);
// IDEA: don't play obviously losing checks if we are already
// way below alpha.
if (iFutility < +VALUE_BISHOP)
{
return(TRUE);
}
return(SEE(&ctx->sPosition, mv) >= 0);
}
return(FALSE);
}
/**
Routine description:
Side to move is in check and may or may not have had a chance to
stand pat at a qnode above this point. Search all legal check
evasions and return a mate-in-n score if this is checkmate.
Possibly extend the depth to which we generate checks under this
node. If there's a stand pat qnode above us the mate-in-n will be
weeded out.
Parameters:
IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta
Return value:
SCORE
**/
SCORE
QSearchFromCheckNoStandPat(IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta)
{
POSITION *pos = &ctx->sPosition;
CUMULATIVE_SEARCH_FLAGS *pf = &ctx->sSearchFlags;
ULONG x, uMoveCount;
SCORE iBestScore = MATED_SCORE(ctx->uPly);
SCORE iScore;
MOVE mv;
ULONG uLegalMoves = 0;
ULONG uQsearchCheckExtension = 0;
ASSERT(InCheck(pos, pos->uToMove));
GenerateMoves(ctx, NULLMOVE, GENERATE_ESCAPES);
uMoveCount = MOVE_COUNT(ctx, ctx->uPly);
if (uMoveCount > 0)
{
// Consider extending the number of qsearch plies we consider
// non-capture checks at during this line.
if ((pf->fCouldStandPat[pos->uToMove] == FALSE) &&
(pf->uQsearchDepth < g_uIterateDepth / 2) &&
(CountKingSafetyDefects(pos, pos->uToMove) > 1))
{
if (uMoveCount == 1) {
uQsearchCheckExtension = 2;
INC(ctx->sCounters.extension.uQExtend);
} else if ((uMoveCount == 2) ||
(NUM_KING_MOVES(ctx, ctx->uPly) == 0) ||
(NUM_CHECKING_PIECES(ctx, ctx->uPly) > 1)) {
uQsearchCheckExtension = 1;
INC(ctx->sCounters.extension.uQExtend);
}
ctx->sPlyInfo[ctx->uPly].iExtensionAmount = uQsearchCheckExtension;
}
}
for (x = ctx->sMoveStack.uBegin[ctx->uPly];
x < ctx->sMoveStack.uEnd[ctx->uPly];
x++)
{
SelectBestNoHistory(ctx, x);
mv = ctx->sMoveStack.mvf[x].mv;
mv.bvFlags |= WouldGiveCheck(ctx, mv);
#ifdef DEBUG
ASSERT(0 == (ctx->sMoveStack.mvf[x].bvFlags & MVF_MOVE_SEARCHED));
ctx->sMoveStack.mvf[x].bvFlags |= MVF_MOVE_SEARCHED;
#endif
// Note: no selectivity at in-check nodes; search every reply.
// IDEA: prune if the side in check could have stood pat before.
if (MakeMove(ctx, mv))
{
uLegalMoves++;
pf->uQsearchNodes++;
pf->uQsearchDepth++;
ASSERT(uQsearchCheckExtension < 3);
pf->uQsearchCheckDepth += uQsearchCheckExtension;
ASSERT(pf->uQsearchDepth > 0);
iScore = -QSearch(ctx,
-iBeta,
-iAlpha);
pf->uQsearchCheckDepth -= uQsearchCheckExtension;
pf->uQsearchDepth--;
UnmakeMove(ctx, mv);
if (WE_SHOULD_STOP_SEARCHING)
{
iBestScore = iScore;
goto end;
}
if (iScore > iBestScore)
{
iBestScore = iScore;
ctx->sPlyInfo[ctx->uPly].mvBest = mv;
if (iScore > iAlpha)
{
if (iScore >= iBeta)
{
KEEP_TRACK_OF_FIRST_MOVE_FHs(uLegalMoves == 1);
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
goto end;
}
else
{
UpdatePV(ctx, mv);
StoreExactScore(mv, pos, iScore, 0, FALSE, ctx->uPly);
iAlpha = iScore;
}
}
}
}
}
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
end:
ASSERT((uLegalMoves > 0) || (iBestScore <= -NMATE));
ASSERT(IS_VALID_SCORE(iBestScore) || WE_SHOULD_STOP_SEARCHING);
return(iBestScore);
}
/**
Routine description:
The QSearch (Quiescence Search) is a selective search called when
there is no remaining depth in Search. Its job is to search only
moves that stabilize the position -- once it is quiescence (quiet)
we will run a static evaluation on it and return the score.
This branch of the QSearch is called when the side to move is in
danger somehow -- either he has two pieces en prise on the board
or some piece that seems trapped. We do not allow him an
opportunity to stand pat in this position.
Parameters:
IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta
IN SCORE iEval
Return value:
SCORE
**/
SCORE
QSearchInDangerNoStandPat(IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta)
{
POSITION *pos = &ctx->sPosition;
CUMULATIVE_SEARCH_FLAGS *pf = &ctx->sSearchFlags;
ULONG x;
FLAG fIncludeChecks;
SCORE iBestScore = iAlpha;
SCORE iScore;
SCORE iFutility;
SCORE iEval = GetRoughEvalScore(ctx, iAlpha, iBeta, TRUE);
MOVE mv;
ULONG uLegalMoves = 0;
static ULONG _WhatToGen[] =
{
GENERATE_CAPTURES_PROMS,
GENERATE_CAPTURES_PROMS_CHECKS
};
// Set futility:
//
// iEval + move_value + margin < alpha
// move_value < alpha - margin - iEval
iFutility = 0;
if (iAlpha < +NMATE)
{
iFutility = (iAlpha -
(FUTILITY_BASE_MARGIN + ctx->uPositional) -
iEval);
iFutility = MAX0(iFutility);
}
// We suspect that the guy on move is in sad shape if we're
// here... he has more than one piece en prise or he seems to
// have a piece trapped. Allow him to play checks in order to try
// to save the situation.
ASSERT(!InCheck(pos, pos->uToMove));
fIncludeChecks = (pf->uQsearchDepth < g_uIterateDepth / 3);
GenerateMoves(ctx, NULLMOVE, _WhatToGen[fIncludeChecks]);
for (x = ctx->sMoveStack.uBegin[ctx->uPly];
x < ctx->sMoveStack.uEnd[ctx->uPly];
x++)
{
SelectBestNoHistory(ctx, x);
mv = ctx->sMoveStack.mvf[x].mv;
#ifdef DEBUG
ASSERT(0 == (ctx->sMoveStack.mvf[x].bvFlags & MVF_MOVE_SEARCHED));
ctx->sMoveStack.mvf[x].bvFlags |= MVF_MOVE_SEARCHED;
#endif
// Prune except when pruning all moves could cause us to return
// -INFINITY (mated) erroneously.
if (iAlpha > -INFINITY)
{
if (ctx->sMoveStack.mvf[x].iValue <= 0)
{
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE | VERIFY_AFTER));
goto end;
}
if (FALSE == _ShouldWeConsiderThisMove(ctx,
x,
iFutility,
TRUE))
{
continue;
}
}
if (FALSE == fIncludeChecks)
{
mv.bvFlags |= WouldGiveCheck(ctx, mv);
}
if (MakeMove(ctx, mv))
{
uLegalMoves++;
pf->uQsearchNodes++;
pf->uQsearchDepth++;
iScore = -QSearch(ctx,
-iBeta,
-iAlpha);
pf->uQsearchDepth--;
UnmakeMove(ctx, mv);
if (iScore > iBestScore)
{
iBestScore = iScore;
ctx->sPlyInfo[ctx->uPly].mvBest = mv;
if (iScore > iAlpha)
{
if (iScore >= iBeta)
{
KEEP_TRACK_OF_FIRST_MOVE_FHs(uLegalMoves == 1);
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
goto end;
}
else
{
UpdatePV(ctx, mv);
StoreExactScore(mv, pos, iScore, 0, FALSE, ctx->uPly);
iAlpha = iScore;
}
}
}
if (WE_SHOULD_STOP_SEARCHING) goto end;
}
}
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
end:
// If iAlpha is -INFINITY and side on move has no captures,
// promotes or checks then we must make up a "stand pat" score
// here. We don't want to let him stand pat with iEval because
// the board looks dangerous. But we likewise don't want to say
// "mated" because he's not.
ASSERT((uLegalMoves > 0) || (iBestScore == iAlpha));
if (iBestScore == -INFINITY)
{
ASSERT(iAlpha == -INFINITY);
iBestScore = iEval - VALUE_QUEEN;
}
ASSERT(IS_VALID_SCORE(iBestScore) || WE_SHOULD_STOP_SEARCHING);
return(iBestScore);
}
/**
Routine description:
The QSearch (Quiescence Search) is a selective search called when
there is no remaining depth in Search. Its job is to search only
moves that stabilize the position -- once it is quiescence (quiet)
we will run a static evaluation on it and return the score.
TODO: experiment with probing and storing in the hash table here.
Parameters:
SEARCHER_THREAD_CONTEXT *ctx : the searcher context
SCORE iAlpha : lowerbound of search window
SCORE iBeta : upperbound of search window
Return value:
SCORE : a score
**/
SCORE FASTCALL
QSearch(IN SEARCHER_THREAD_CONTEXT *ctx,
IN SCORE iAlpha,
IN SCORE iBeta)
{
POSITION *pos = &ctx->sPosition;
CUMULATIVE_SEARCH_FLAGS *pf = &ctx->sSearchFlags;
PLY_INFO *pi = &ctx->sPlyInfo[ctx->uPly];
MOVE mvLast = (pi-1)->mv;
MOVE mv;
SCORE iBestScore;
SCORE iScore;
SCORE iEval;
SCORE iFutility;
ULONG x;
ULONG uLegalMoves;
FLAG fIncludeChecks;
FLAG fOrigStandPat = ctx->sSearchFlags.fCouldStandPat[pos->uToMove];
static ULONG _WhatToGen[] =
{
GENERATE_CAPTURES_PROMS,
GENERATE_CAPTURES_PROMS_CHECKS
};
#ifdef DEBUG
ASSERT(IS_VALID_SCORE(iAlpha));
ASSERT(IS_VALID_SCORE(iBeta));
ASSERT(iAlpha < iBeta);
ASSERT(ctx->uPly > 0);
ASSERT(TRUE == pi->fInQsearch);
memcpy(&pi->sPosition, pos, sizeof(POSITION));
#endif
INC(ctx->sCounters.tree.u64QNodeCount);
pi->iExtensionAmount = 0;
if (TRUE == CommonSearchInit(ctx,
&iAlpha,
&iBeta,
&iBestScore))
{
goto end;
}
DTEnterNode(ctx, 0, TRUE, iAlpha, iBeta);
// Probe interior node recognizers; do not allow probes into ondisk
// EGTB files since we are in qsearch.
switch(RecognLookup(ctx, &iScore, FALSE))
{
case UNRECOGNIZED:
break;
case RECOGN_EXACT:
case RECOGN_EGTB:
if ((iAlpha < iScore) && (iScore < iBeta))
{
UpdatePV(ctx, RECOGNMOVE);
}
iBestScore = iScore;
goto end;
case RECOGN_LOWER:
if (iScore >= iBeta)
{
iBestScore = iScore;
goto end;
}
break;
case RECOGN_UPPER:
if (iScore <= iAlpha)
{
iBestScore = iScore;
goto end;
}
break;
#ifdef DEBUG
default:
ASSERT(FALSE);
#endif
}
// If the side is in check, don't let him stand pat. Search every
// reply to check and return a MATE score if applicable. If the
// side had a chance to stand pat above then the MATE score will
// be disregarded there since it's not forced.
if (IS_CHECKING_MOVE(mvLast))
{
ASSERT(InCheck(pos, pos->uToMove));
iBestScore = QSearchFromCheckNoStandPat(ctx, iAlpha, iBeta);
goto end;
}
ASSERT(!InCheck(pos, pos->uToMove));
// Even if the side is not in check, do not let him stand pat if
// his position looks dangerous (i.e. more than one piece en prise
// or a piece trapped). Fail low if there's nothing that looks
// good on this line.
if (SideCanStandPat(pos, pos->uToMove) == FALSE)
{
iBestScore = QSearchInDangerNoStandPat(ctx, iAlpha, iBeta);
goto end;
}
// If we get here then side on move is not in check and this
// position looks ok enough to allow him the option to stand pat
// -or- we missed when we probed the dangerhash. Also remember
// that this side has had the option to stand pat when searching
// below this point.
uLegalMoves = 0;
iEval = iBestScore = Eval(ctx, iAlpha, iBeta);
if (iBestScore > iAlpha)
{
iAlpha = iBestScore;
ASSERT(ctx->sPlyInfo[ctx->uPly].PV[ctx->uPly].uMove == 0);
ASSERT(pi->mvBest.uMove == 0);
if (iBestScore >= iBeta)
{
goto end;
}
}
ctx->sSearchFlags.fCouldStandPat[pos->uToMove] = TRUE;
// He did not choose to stand pat here; we will be generating
// moves and searching recursively. Compute a futility score:
// any move less than this will not be searched because it will
// just cause a lazy eval answer; is has no shot to bring the
// score close enough to alpha to even consider.
//
// iEval + move_value + margin < alpha
// move_value < alpha - margin - iEval
iFutility = 0;
if (iAlpha < +NMATE)
{
iFutility = iAlpha - (FUTILITY_BASE_MARGIN + ctx->uPositional) - iEval;
iFutility = MAX0(iFutility);
}
// We know we are not in check. Generate moves (including checks
// if we are below the threshold and the other side has never been
// allowed to stand pat). Recurse.
fIncludeChecks = ((pf->uQsearchDepth < pf->uQsearchCheckDepth) &&
(pf->fCouldStandPat[FLIP(pos->uToMove)] == FALSE) &&
(pos->uNonPawnMaterial[pos->uToMove] >
(VALUE_KING + VALUE_BISHOP)));
GenerateMoves(ctx, NULLMOVE, _WhatToGen[fIncludeChecks]);
for (x = ctx->sMoveStack.uBegin[ctx->uPly];
x < ctx->sMoveStack.uEnd[ctx->uPly];
x++)
{
SelectBestNoHistory(ctx, x);
if (ctx->sMoveStack.mvf[x].iValue <= 0)
{
// We are only intersted in winning/even captures/promotions
// and (if fIncludeChecks is TRUE) some checking moves too.
// If we see a move whose value is zero, the rest of the moves
// in this ply can be tossed.
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE | VERIFY_AFTER));
ASSERT(iBestScore > -NMATE);
goto end;
}
mv = ctx->sMoveStack.mvf[x].mv;
#ifdef DEBUG
ASSERT(0 == (ctx->sMoveStack.mvf[x].bvFlags & MVF_MOVE_SEARCHED));
ctx->sMoveStack.mvf[x].bvFlags |= MVF_MOVE_SEARCHED;
#endif
if (FALSE == _ShouldWeConsiderThisMove(ctx,
x,
iFutility,
fIncludeChecks))
{
continue;
}
// If fIncludeChecks is FALSE then we still need to see if
// this move is going to check the opponent; GenerateMoves
// didn't do it for us to save time in the event of a fail
// high.
if (FALSE == fIncludeChecks)
{
mv.bvFlags |= WouldGiveCheck(ctx, mv);
}
if (MakeMove(ctx, mv))
{
uLegalMoves++;
pf->uQsearchNodes++;
pf->uQsearchDepth++;
ASSERT(pf->uQsearchDepth > 0);
iScore = -QSearch(ctx,
-iBeta,
-iAlpha);
pf->uQsearchDepth--;
UnmakeMove(ctx, mv);
if (iScore > iBestScore)
{
iBestScore = iScore;
pi->mvBest = mv;
if (iScore > iAlpha)
{
if (iScore >= iBeta)
{
KEEP_TRACK_OF_FIRST_MOVE_FHs(uLegalMoves == 1);
ASSERT(iBestScore > -NMATE);
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
goto end;
}
else
{
UpdatePV(ctx, mv);
StoreExactScore(mv, pos, iScore, 0, FALSE, ctx->uPly);
iAlpha = iScore;
// Readjust futility margin here; it can be wider now.
if (iAlpha < +NMATE)
{
iFutility = (iAlpha -
(FUTILITY_BASE_MARGIN +
ctx->uPositional) -
iEval);
iFutility = MAX0(iFutility);
}
}
}
}
if (WE_SHOULD_STOP_SEARCHING) goto end;
}
}
ASSERT(iBestScore > -NMATE);
ASSERT(SanityCheckMoves(ctx, x, VERIFY_BEFORE));
end:
ctx->sSearchFlags.fCouldStandPat[pos->uToMove] = fOrigStandPat;
ASSERT(PositionsAreEquivalent(pos, &pi->sPosition));
ASSERT(IS_VALID_SCORE(iBestScore) || WE_SHOULD_STOP_SEARCHING);
DTLeaveNode(ctx, TRUE, iBestScore, pi->mvBest);
return(iBestScore);
}
|