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https://github.com/peterosterlund2/droidfish.git
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DroidFish: Updated stockfish engine to version 3.
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@@ -1,7 +1,7 @@
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/*
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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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
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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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@@ -18,10 +18,8 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <cassert>
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#include "movegen.h"
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#include "movepick.h"
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#include "thread.h"
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@@ -37,6 +35,20 @@ namespace {
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STOP
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};
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// Our insertion sort, guaranteed to be stable, as is needed
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void insertion_sort(MoveStack* begin, MoveStack* end)
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{
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MoveStack tmp, *p, *q;
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for (p = begin + 1; p < end; ++p)
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{
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tmp = *p;
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for (q = p; q != begin && *(q-1) < tmp; --q)
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*q = *(q-1);
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*q = tmp;
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}
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}
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// Unary predicate used by std::partition to split positive scores from remaining
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// ones so to sort separately the two sets, and with the second sort delayed.
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inline bool has_positive_score(const MoveStack& ms) { return ms.score > 0; }
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@@ -59,7 +71,7 @@ namespace {
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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Search::Stack* s, Value beta) : pos(p), H(h), depth(d) {
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Search::Stack* s, Value beta) : pos(p), Hist(h), depth(d) {
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assert(d > DEPTH_ZERO);
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@@ -68,7 +80,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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endBadCaptures = moves + MAX_MOVES - 1;
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ss = s;
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if (p.in_check())
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if (p.checkers())
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phase = EVASION;
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else
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@@ -79,12 +91,12 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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killers[1].move = ss->killers[1];
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// Consider sligtly negative captures as good if at low depth and far from beta
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if (ss && ss->eval < beta - PawnValueMg && d < 3 * ONE_PLY)
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if (ss && ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY)
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captureThreshold = -PawnValueMg;
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// Consider negative captures as good if still enough to reach beta
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else if (ss && ss->eval > beta)
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captureThreshold = beta - ss->eval;
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else if (ss && ss->staticEval > beta)
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captureThreshold = beta - ss->staticEval;
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}
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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@@ -92,11 +104,11 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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}
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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Square sq) : pos(p), H(h), cur(moves), end(moves) {
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Square sq) : pos(p), Hist(h), cur(moves), end(moves) {
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assert(d <= DEPTH_ZERO);
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if (p.in_check())
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if (p.checkers())
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phase = EVASION;
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else if (d > DEPTH_QS_NO_CHECKS)
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@@ -124,14 +136,14 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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}
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MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType pt)
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: pos(p), H(h), cur(moves), end(moves) {
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: pos(p), Hist(h), cur(moves), end(moves) {
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assert(!pos.in_check());
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assert(!pos.checkers());
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phase = PROBCUT;
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// In ProbCut we generate only captures better than parent's captured piece
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captureThreshold = PieceValue[Mg][pt];
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captureThreshold = PieceValue[MG][pt];
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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if (ttMove && (!pos.is_capture(ttMove) || pos.see(ttMove) <= captureThreshold))
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@@ -141,12 +153,10 @@ MovePicker::MovePicker(const Position& p, Move ttm, const History& h, PieceType
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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 next_move().
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void MovePicker::score_captures() {
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/// score() assign a numerical move ordering score to each move in a move list.
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/// The moves with highest scores will be picked first.
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template<>
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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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@@ -165,51 +175,54 @@ void MovePicker::score_captures() {
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
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it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m));
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if (type_of(m) == PROMOTION)
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it->score += PieceValue[Mg][promotion_type(m)];
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it->score += PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
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else if (type_of(m) == ENPASSANT)
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it->score += PieceValue[MG][PAWN];
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}
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}
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void MovePicker::score_noncaptures() {
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template<>
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void MovePicker::score<QUIETS>() {
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Move m;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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it->score = H.value(pos.piece_moved(m), to_sq(m));
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it->score = Hist[pos.piece_moved(m)][to_sq(m)];
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}
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}
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void MovePicker::score_evasions() {
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template<>
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void MovePicker::score<EVASIONS>() {
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// Try good captures ordered by MVV/LVA, then non-captures if destination square
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// is not under attack, ordered by history value, then bad-captures and quiet
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// moves with a 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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if (end < moves + 2)
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return;
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for (MoveStack* it = moves; it != end; ++it)
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{
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m = it->move;
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if ((seeScore = pos.see_sign(m)) < 0)
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it->score = seeScore - History::MaxValue; // Be sure we are at the bottom
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it->score = seeScore - History::Max; // At the bottom
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else if (pos.is_capture(m))
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it->score = PieceValue[Mg][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m)) + History::MaxValue;
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it->score = PieceValue[MG][pos.piece_on(to_sq(m))]
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- type_of(pos.piece_moved(m)) + History::Max;
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else
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it->score = H.value(pos.piece_moved(m), to_sq(m));
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it->score = Hist[pos.piece_moved(m)][to_sq(m)];
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}
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}
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/// MovePicker::generate_next() generates, scores and sorts the next bunch of moves,
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/// when there are no more moves to try for the current phase.
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/// generate_next() generates, scores and sorts the next bunch of moves, when
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/// there are no more moves to try for the current phase.
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void MovePicker::generate_next() {
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@@ -219,7 +232,7 @@ void MovePicker::generate_next() {
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case CAPTURES_S1: case CAPTURES_S3: case CAPTURES_S4: case CAPTURES_S5: case CAPTURES_S6:
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end = generate<CAPTURES>(pos, moves);
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score_captures();
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score<CAPTURES>();
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return;
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case KILLERS_S1:
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@@ -229,16 +242,16 @@ void MovePicker::generate_next() {
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case QUIETS_1_S1:
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endQuiets = end = generate<QUIETS>(pos, moves);
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score_noncaptures();
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score<QUIETS>();
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end = std::partition(cur, end, has_positive_score);
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sort<MoveStack>(cur, end);
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insertion_sort(cur, end);
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return;
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case QUIETS_2_S1:
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cur = end;
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end = endQuiets;
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if (depth >= 3 * ONE_PLY)
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sort<MoveStack>(cur, end);
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insertion_sort(cur, end);
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return;
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case BAD_CAPTURES_S1:
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@@ -249,7 +262,8 @@ void MovePicker::generate_next() {
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case EVASIONS_S2:
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end = generate<EVASIONS>(pos, moves);
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score_evasions();
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if (end > moves + 1)
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score<EVASIONS>();
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return;
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case QUIET_CHECKS_S3:
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@@ -268,11 +282,10 @@ void MovePicker::generate_next() {
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}
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/// MovePicker::next_move() is the most important method of the MovePicker class.
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/// It returns a new pseudo legal move every time it is called, until there
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/// are no more moves left. It picks the move with the biggest score from a list
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/// of generated moves taking care not to return the tt move if has already been
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/// searched previously.
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/// next_move() is the most important method of the MovePicker class. It returns
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/// a new pseudo legal move every time is called, until there are no more moves
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/// left. It picks the move with the biggest score from a list of generated moves
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/// taking care not returning the ttMove if has already been searched previously.
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template<>
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Move MovePicker::next_move<false>() {
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@@ -359,6 +372,6 @@ Move MovePicker::next_move<false>() {
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/// Version of next_move() to use at split point nodes where the move is grabbed
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/// from the split point's shared MovePicker object. This function is not thread
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/// safe so should be lock protected by the caller.
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/// safe so must be lock protected by the caller.
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template<>
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Move MovePicker::next_move<true>() { return ss->sp->mp->next_move<false>(); }
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Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }
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