// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.8beta"\r
+#define VERSION "0.9beta"\r
\r
-#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)\r
+#define PATH level==0 /*|| path[0] == 0x57097 && (level==1 || path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
//define PATH 0\r
\r
#define XHASH\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH, gain, loss;\r
char fireMask;\r
} UndoInfo;\r
\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
PST[s] = 0;\r
- PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
+ PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 5 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ + 2*(i==zone || i==BH-zone-1);\r
PST[BH*BW+s] = d/6;\r
PST[BH*BW+BH+s] = d/12;\r
}\r
u->piece = board[u->from];\r
board[u->from] = EMPTY;\r
u->booty = 0;\r
+ u->gain = 0;\r
+ u->loss = 0;\r
u->revMoveCount = cnt50++;\r
u->savKeyL = hashKeyL;\r
u->savKeyH = hashKeyH;\r
u->to = u->from + toList[u->to - SPECIAL];\r
u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];\r
u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
+ u->gain += p[u->epVictim[1]].value;\r
+ u->gain += p[u->epVictim[0]].value;\r
hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];\r
hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
board[x] = EMPTY; // remove it\r
p[burnVictim].pos = ABSENT;\r
u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
+ u->gain += p[burnVictim].value;\r
hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];\r
hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];\r
cnt50 = 0; // actually burning something makes the move irreversible\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
- if(u->victim != EMPTY) cnt50 = 0; // capture irreversible\r
+ u->gain += p[u->victim].value;\r
+ if(u->victim != EMPTY) {\r
+ cnt50 = 0; // capture irreversible\r
+ if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected\r
+ }\r
\r
p[u->new].pos = u->to;\r
board[u->to] = u->new;\r
\r
void TerminationCheck();\r
\r
-#define QSdepth 0\r
+#define QSdepth 4\r
\r
int\r
-Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\r
+Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\r
- int resDep;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0;\r
+ int start, firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
+ int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
int score, bestScore, oldBest, curEval, iterAlpha;\r
Move move, nullMove;\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
\r
\r
- firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
- iterDep = 0; tb.fireMask = phase = 0;\r
+ firstMove = curMove = sorted = start = msp += 50; // leave 50 empty slots in front of move list\r
+ iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
\r
#ifdef HASH\r
index = hashKeyL & hashMask; nr = hashKeyL >> 30; hit = -1;\r
bestScore = hashTable[index].score[hit];\r
if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&\r
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
- iterDep = hashTable[index].depth[hit];\r
+ iterDep = resDep = hashTable[index].depth[hit];\r
}\r
} else { // decide on replacement\r
if(depth >= hashTable[index].depth[nr]) hit = nr; else hit = 4;\r
}\r
#endif\r
\r
- replyDep = (depth < 1 ? depth-1 : iterDep);\r
- while(++iterDep <= depth || iterDep == 1) {\r
+ if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply\r
+if(PATH)printf("iterDep=%d\n", iterDep);\r
+ while(++iterDep <= depth) {\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
+if(PATH)printf("new iter %d\n", iterDep);\r
+ if(depth <= QSdepth) {\r
+ bestScore = curEval; resDep = QSdepth;\r
+ if(bestScore > alpha) {\r
+ alpha = bestScore;\r
+if(PATH)printf("stand pat %d\n", bestScore);\r
+ if(bestScore >= beta) goto cutoff;\r
+ }\r
+ }\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
// MOVE SOURCE\r
if(curMove >= msp) { // we ran out of moves; generate some new\r
+if(PATH)printf("new moves, phase=%d\n", phase);\r
switch(phase) {\r
case 0: // null move\r
- if(depth <= 0) {\r
- bestScore = curEval; resDep = QSdepth;\r
- if(bestScore >= beta || depth < -1) goto cutoff;\r
- }\r
#ifdef NULLMOVE\r
else if(curEval >= beta) {\r
+ int nullDep = depth - 3;\r
stm ^= WHITE;\r
- score = -Search(-beta, 1-beta, -difEval, depth > 3 ? depth-3 : 0, promoSuppress & SQUARE, ABSENT);\r
+ score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, promoSuppress & SQUARE, ABSENT, INF);\r
stm ^= WHITE;\r
if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }\r
}\r
#endif\r
phase = 2;\r
case 2: // capture-gen init\r
- nextVictim = xstm;\r
+ nextVictim = xstm; autoFail = (depth == 0);\r
phase = 3;\r
case 3: // generate captures\r
if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
-if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
+if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist\r
to = p[nextVictim += 2].pos; // take next\r
if(to == ABSENT) continue; // ignore if absent\r
GenCapts(to, 0);\r
if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
}\r
-//printf("captures on %d generated, msp=%d\n", nextVictim, msp);\r
- goto extractMove;\r
+if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);\r
+ goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi\r
+ }\r
+if(PATH) printf("# autofail=%d\n", autoFail);\r
+ if(autoFail) { // non-captures cannot auto-fail; flush queued captures first\r
+if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);\r
+ autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
}\r
// if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.\r
// int n = board[promoSuppress-1];\r
#endif\r
phase = 5;\r
case 5: // killers\r
- if(depth <= QSdepth) { resDep = QSdepth; goto cutoff; }\r
+ if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }\r
phase = 6;\r
case 6: // non-captures\r
nonCapts = msp;\r
\r
// MOVE EXTRACTION\r
extractMove:\r
-if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
+if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
if(curMove > sorted) {\r
move = moveStack[sorted=j=curMove];\r
for(i=curMove+1; i<msp; i++)\r
// RECURSION\r
stm ^= WHITE;\r
defer = MakeMove(move, &tb);\r
+ ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi\r
+\r
+ if(autoFail) {\r
+ UnMake(&tb); // never search moves during auto-fail phase\r
+ xstm = stm; stm ^= WHITE;\r
+ if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail\r
+ autoFail = 0; curMove = firstMove-1; continue; // release all for search\r
+ }\r
+ if(tb.gain - tb.loss > threshold) {\r
+ bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi\r
+ } else continue; // ignore for now if not obvious refutation\r
+ }\r
\r
if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {\r
}\r
repStack[level+200] = hashKeyH;\r
\r
-if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);\r
path[level++] = move;\r
attacks += 2*bsize;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
}\r
}\r
#if 1\r
- score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);\r
+ score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
#else\r
score = 0;\r
#endif\r
goto leave;\r
}\r
#if 1\r
-if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount());\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);\r
\r
// ALPHA-BETA STUFF\r
if(score > bestScore) {\r
killer[level][1] = killer[level][0]; killer[level][0] = move;\r
}\r
#endif\r
- resDep = retDep;\r
+ resDep = retDep+1-ext;\r
goto cutoff;\r
}\r
{ int i=pvPtr;\r
}\r
\r
}\r
- if(retDep < resDep) resDep = retDep;\r
+ if(retDep+1-ext < resDep) resDep = retDep+1-ext;\r
#endif\r
} // next move\r
cutoff:\r
lastRootIter = GetTickCount() - startTime;\r
if(postThinking > 0) {\r
int i; // WB thinking output\r
- printf("%d %d %d %d", iterDep, bestScore, lastRootIter/10, nodes);\r
+ printf("%d %d %d %d", iterDep-QSdepth, 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
}\r
if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
- replyDep = iterDep;\r
+ if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
#ifdef HASH\r
// hash store\r
hashTable[index].lock[hit] = hashKeyH;\r
msp = oldMSP; // pop move list\r
pvPtr = myPV; // pop PV\r
retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
- retDep = resDep + 1;\r
+ retDep = resDep;\r
if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);\r
return bestScore + (bestScore < curEval);\r
}\r
for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
MapFromScratch(attacks);\r
postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
- Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
+ Search(-INF-1, INF+1, 0, QSdepth+1, sup1 & ~PROMOTE, sup2, INF);\r
postThinking++;\r
listStart = retFirst; listEnd = msp = retMSP;\r
}\r
printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
retMove = INVALID; repCnt = 0;\r
- score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
printf("# best=%s\n", MoveToText(pv[0],0));\r