#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)\r
//define PATH 0\r
\r
-#define HASH\r
-#define KILLERS\r
-#define NULLMOVE\r
+#define XHASH\r
+#define XKILLERS\r
+#define XNULLMOVE\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
char *array, fenArray[4000], *reason;\r
int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws;\r
int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
-int nodes, startTime, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
+int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
Move ponderMove;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
\r
NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
v = kStep[i+1];\r
if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
+\r
NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
}\r
} else { // primary victim on first ring\r
}\r
#endif\r
\r
- replyDep = (depth < 1 ? depth : iterDep < 1 ? 1 : iterDep);\r
- while(++iterDep <= depth) {\r
+ replyDep = (depth < 1 ? depth-1 : iterDep);\r
+ while(++iterDep <= depth || iterDep == 1) {\r
if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
+ oldBest = bestScore;\r
iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;\r
for(curMove = firstMove; ; curMove++) { // loop over moves\r
if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);\r
} // next move\r
cutoff:\r
if(!level) { // root node\r
+ lastRootIter = GetTickCount() - startTime;\r
if(postThinking > 0) {\r
int i; // WB thinking output\r
- printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes);\r
+ printf("%d %d %d %d", iterDep, bestScore, lastRootIter/10, nodes);\r
+ if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\r
for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.);\r
printf("\n");\r
fflush(stdout);\r
}\r
- if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
+printf("# s=%d t=%d 1=%d 3=%d f=%d\n",startTime,GetTickCount(),tlim1,tlim3,abortFlag);\r
+ if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
replyDep = iterDep;\r
#ifdef HASH\r
}\r
\r
\r
-void\r
-PonderUntilInput (int stm)\r
-{\r
-}\r
- \r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
\r
// extract the first word\r
sscanf(inBuf, "%s", command);\r
+printf("# in (mode = %d,%d): %s\n", root, abortFlag, command);\r
if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately\r
if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }\r
if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto\r
if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now\r
if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here\r
+ if(!root && !strcmp(command, "usermove")) {\r
+ abortFlag = !!strcmp(inBuf+9, ponderMoveText);\r
+ if(!abortFlag) { // ponder hit, continue as time-based search\r
+ SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total\r
+ if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started\r
+ inBuf[0] = 0; ponderMove = INVALID;\r
+ return;\r
+ }\r
+ }\r
+ abortFlag = 1;\r
return;\r
}\r
}\r
void\r
TerminationCheck()\r
{\r
+ if(abortFlag < 0) { // check for input\r
+ if(InputWaiting()) GetLine(0); // read & examine input command\r
+ } else { // check for time\r
if(GetTickCount() - startTime > tlim3) abortFlag = 2;\r
+ }\r
}\r
\r
main()\r
int i, score, curVarNr;\r
\r
Init(V_CHU); // Chu\r
+ listEnd = 1;\r
\r
while(1) { // infinite loop\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
+ *inBuf = 0;\r
\r
if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
-\r
- abortFlag = 0;\r
- if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
- \r
+ abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move\r
+ if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move\r
+ if(abortFlag) {\r
+ stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move\r
+ gameMove[moveNr++] = ponderMove; // remember in game\r
+ sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits\r
+ } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time\r
pboard(board);\r
score = SearchBestMove(&move, &ponderMove);\r
-\r
+ if(abortFlag == 1) { // ponder search was interrupted (and no hit)\r
+ UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one\r
+ abortFlag = 0;\r
+ } else\r
if(move == INVALID) { // game apparently ended\r
int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) { // test if King capture possible\r
PrintResult(stm, score);\r
} else {\r
stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move\r
- gameMove[moveNr++] = move; // remember game\r
+ gameMove[moveNr++] = move; // remember game\r
printf("move %s\n", MoveToText(move, 1));\r
listEnd = 0;\r
+ continue; // go check if we should ponder\r
}\r
- }\r
-\r
- fflush(stdout); // make sure everything is printed before we do something that might take time\r
-\r
- // now it is not our turn (anymore)\r
- if(engineSide == ANALYZE) { // in analysis, we always ponder the position\r
- PonderUntilInput(stm);\r
} else\r
- if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input\r
- if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position\r
- PonderUntilInput(stm);\r
- } else {\r
- int newStm = MakeMove2(stm, ponderMove);\r
- PonderUntilInput(newStm);\r
- UnMake2(ponderMove);\r
- }\r
+ if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position\r
+ Move dummy;\r
+ *ponderMoveText = 0; // forces miss on any move\r
+ abortFlag = -1; // set pondering\r
+ SearchBestMove(&dummy, &dummy);\r
+ abortFlag = 0; //\r
}\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
}\r
continue;\r
}\r
+ ponderMove = INVALID; // the following commands change the position, invalidating ponder move\r
listEnd = 0;\r
if(!strcmp(command, "new")) {\r
engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0;\r