DroidFish: Updated stockfish engine to version 3.

This commit is contained in:
Peter Osterlund
2013-05-03 17:03:42 +00:00
parent 3f55b61865
commit 34b9fd139f
42 changed files with 2092 additions and 2383 deletions

View File

@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2008-2013 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
@@ -18,10 +18,8 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
#include "movegen.h"
#include "movepick.h"
#include "thread.h"
@@ -37,6 +35,20 @@ namespace {
STOP
};
// Our insertion sort, guaranteed to be stable, as is needed
void insertion_sort(MoveStack* begin, MoveStack* end)
{
MoveStack 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;
}
}
// Unary predicate used by std::partition to split positive scores from remaining
// ones so to sort separately the two sets, and with the second sort delayed.
inline bool has_positive_score(const MoveStack& ms) { return ms.score > 0; }
@@ -59,7 +71,7 @@ namespace {
/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
Search::Stack* s, Value beta) : pos(p), H(h), depth(d) {
Search::Stack* s, Value beta) : pos(p), Hist(h), depth(d) {
assert(d > DEPTH_ZERO);
@@ -68,7 +80,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
endBadCaptures = moves + MAX_MOVES - 1;
ss = s;
if (p.in_check())
if (p.checkers())
phase = EVASION;
else
@@ -79,12 +91,12 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
killers[1].move = ss->killers[1];
// Consider sligtly negative captures as good if at low depth and far from beta
if (ss && ss->eval < beta - PawnValueMg && d < 3 * ONE_PLY)
if (ss && ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY)
captureThreshold = -PawnValueMg;
// Consider negative captures as good if still enough to reach beta
else if (ss && ss->eval > beta)
captureThreshold = beta - ss->eval;
else if (ss && ss->staticEval > beta)
captureThreshold = beta - ss->staticEval;
}
ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
@@ -92,11 +104,11 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
}
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
Square sq) : pos(p), H(h), cur(moves), end(moves) {
Square sq) : pos(p), Hist(h), cur(moves), end(moves) {
assert(d <= DEPTH_ZERO);
if (p.in_check())
if (p.checkers())
phase = EVASION;
else if (d > DEPTH_QS_NO_CHECKS)
@@ -124,14 +136,14 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
}
MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType pt)
: pos(p), H(h), cur(moves), end(moves) {
: pos(p), Hist(h), cur(moves), end(moves) {
assert(!pos.in_check());
assert(!pos.checkers());
phase = PROBCUT;
// In ProbCut we generate only captures better than parent's captured piece
captureThreshold = PieceValue[Mg][pt];
captureThreshold = PieceValue[MG][pt];
ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
if (ttMove && (!pos.is_capture(ttMove) || pos.see(ttMove) <= captureThreshold))
@@ -141,12 +153,10 @@ MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType
}
/// MovePicker::score_captures(), MovePicker::score_noncaptures() and
/// MovePicker::score_evasions() assign a numerical move ordering score
/// to each move in a move list. The moves with highest scores will be
/// picked first by next_move().
void MovePicker::score_captures() {
/// score() assign a numerical move ordering score to each move in a move list.
/// The moves with highest scores will be picked first.
template<>
void MovePicker::score<CAPTURES>() {
// 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
@@ -165,51 +175,54 @@ void MovePicker::score_captures() {
for (MoveStack* it = moves; it != end; ++it)
{
m = it->move;
it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
- type_of(pos.piece_moved(m));
if (type_of(m) == PROMOTION)
it->score += PieceValue[Mg][promotion_type(m)];
it->score += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
else if (type_of(m) == ENPASSANT)
it->score += PieceValue[MG][PAWN];
}
}
void MovePicker::score_noncaptures() {
template<>
void MovePicker::score<QUIETS>() {
Move m;
for (MoveStack* it = moves; it != end; ++it)
{
m = it->move;
it->score = H.value(pos.piece_moved(m), to_sq(m));
it->score = Hist[pos.piece_moved(m)][to_sq(m)];
}
}
void MovePicker::score_evasions() {
template<>
void MovePicker::score<EVASIONS>() {
// 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 score.
Move m;
int seeScore;
if (end < moves + 2)
return;
for (MoveStack* it = moves; it != end; ++it)
{
m = it->move;
if ((seeScore = pos.see_sign(m)) < 0)
it->score = seeScore - History::MaxValue; // Be sure we are at the bottom
it->score = seeScore - History::Max; // At the bottom
else if (pos.is_capture(m))
it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
- type_of(pos.piece_moved(m)) + History::MaxValue;
it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
- type_of(pos.piece_moved(m)) + History::Max;
else
it->score = H.value(pos.piece_moved(m), to_sq(m));
it->score = Hist[pos.piece_moved(m)][to_sq(m)];
}
}
/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves,
/// when there are no more moves to try for the current phase.
/// generate_next() generates, scores and sorts the next bunch of moves, when
/// there are no more moves to try for the current phase.
void MovePicker::generate_next() {
@@ -219,7 +232,7 @@ void MovePicker::generate_next() {
case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
end = generate<CAPTURES>(pos, moves);
score_captures();
score<CAPTURES>();
return;
case KILLERS_S1:
@@ -229,16 +242,16 @@ void MovePicker::generate_next() {
case QUIETS_1_S1:
endQuiets = end = generate<QUIETS>(pos, moves);
score_noncaptures();
score<QUIETS>();
end = std::partition(cur, end, has_positive_score);
sort<MoveStack>(cur, end);
insertion_sort(cur, end);
return;
case QUIETS_2_S1:
cur = end;
end = endQuiets;
if (depth >= 3 * ONE_PLY)
sort<MoveStack>(cur, end);
insertion_sort(cur, end);
return;
case BAD_CAPTURES_S1:
@@ -249,7 +262,8 @@ void MovePicker::generate_next() {
case EVASIONS_S2:
end = generate<EVASIONS>(pos, moves);
score_evasions();
if (end > moves + 1)
score<EVASIONS>();
return;
case QUIET_CHECKS_S3:
@@ -268,11 +282,10 @@ void MovePicker::generate_next() {
}
/// MovePicker::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 score from a list
/// of generated moves taking care not to return the tt move if has already been
/// searched previously.
/// next_move() is the most important method of the MovePicker class. It returns
/// a new pseudo legal move every time is called, until there are no more moves
/// left. It picks the move with the biggest score from a list of generated moves
/// taking care not returning the ttMove if has already been searched previously.
template<>
Move MovePicker::next_move<false>() {
@@ -359,6 +372,6 @@ Move MovePicker::next_move<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 should be lock protected by the caller.
/// safe so must be lock protected by the caller.
template<>
Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }