📄 search.c
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/* GNU Chess 5.0 - search.c - tree-search code
Copyright (c) 1999-2002 Free Software Foundation, Inc.
GNU Chess is based on the two research programs
Cobalt by Chua Kong-Sian and Gazebo by Stuart Cracraft.
GNU Chess is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
GNU Chess is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GNU Chess; see the file COPYING. If not, write to
the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
Contact Info:
bug-gnu-chess@gnu.org
cracraft@ai.mit.edu, cracraft@stanfordalumni.org, cracraft@earthlink.net
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common.h"
#define TIMECHECK 1023
#define HISTSCORE(d) ((d)*(d))
#define FUTSCORE (MATERIAL+fdel)
#define GETNEXTMOVE (InChk[ply] ? PhasePick1 (&p, ply) : PhasePick (&p, ply))
static inline void ShowThinking (leaf *p, uint8_t ply)
{
if (flags & XBOARD)
return;
if (!(flags & POST))
return;
if (NodeCnt < 500000 && (flags & SOLVE)) {
return;
}
SANMove (p->move, ply);
printf ("\r%2d. %2d/%2d%10s ", Idepth,
(int) (p-TreePtr[ply]+1), (int) (TreePtr[ply+1]-TreePtr[ply]), SANmv);
fflush (stdout);
}
static int ply1score;
int SearchRoot (short depth, int alpha, int beta)
/**************************************************************************
*
* This perform searches at ply=1. For ply>1, it calls the more generic
* search() routine. The rationale for splitting these is because at
* ply==1, things are done slightly differently than from the other plies,
* e.g. print PVs, not testing null move etc.
*
**************************************************************************/
{
int best, score, savealpha;
uint8_t side, xside, ply;
short nodetype;
leaf *p, *pbest;
ply = 1;
side = board.side;
xside = 1^side;
ChkCnt[2] = ChkCnt[1];
ThrtCnt[2] = ThrtCnt[1];
KingThrt[white][ply] = MateScan (white);
KingThrt[black][ply] = MateScan (black);
InChk[ply] = SqAtakd (board.king[side], xside);
if (InChk[ply] && ChkCnt[ply] < 3*Idepth)
{
ChkExtCnt++;
ChkCnt[ply+1]++;
depth += 1;
}
best = -INFINITY;
savealpha = alpha;
nodetype = PV;
pbest = NULL;
for (p = TreePtr[1]; p < TreePtr[2]; p++)
{
pick (p, 1);
ShowThinking (p, ply);
MakeMove (side, &p->move);
NodeCnt++;
/* If first move, search against full alpha-beta window */
if (p == TreePtr[1])
{
score = -Search (2, depth-1, -beta, -alpha, nodetype);
/*
The following occurs when we are re-searching a fail high move
and now it has fail low. This can be disastrous, so immediately
adjust alpha and research.
*/
if (beta == INFINITY && score <= alpha)
{
alpha = -INFINITY;
score = -Search (2, depth-1, -beta, -alpha, nodetype);
}
}
/* Else search against zero window */
else
{
nodetype = CUT;
alpha = MAX (best, alpha);
score = -Search (2, depth-1, -alpha-1, -alpha, nodetype);
if (score > best)
{
if (alpha < score && score < beta)
{
nodetype = PV;
score = -Search (2, depth-1, -beta, -score, nodetype);
}
}
}
UnmakeMove (xside, &p->move);
ply1score = p->score = score;
if (score > best)
{
best = score;
pbest = p;
if (best > alpha)
{
rootscore = best;
RootPV = p->move;
if (best >= beta)
goto done;
ShowLine (RootPV, best, '&');
}
}
if (flags & TIMEOUT)
{
/* ply == 1 always at this point, but code
* copied from Search
*/
best = (ply & 1 ? rootscore : -rootscore );
return (best);
}
if (((flags & PONDER) || SearchDepth == 0) && (NodeCnt & TIMECHECK) == 0)
{
if (flags & PONDER) {
if (input_status != INPUT_NONE)
SET(flags, TIMEOUT);
} else {
ElapsedTime = GetElapsed (StartTime);
if ((ElapsedTime >= SearchTime && (
rootscore == -INFINITY-1
|| ply1score > lastrootscore - 25
|| flags & SOLVE))
|| ElapsedTime >= maxtime)
SET (flags, TIMEOUT);
}
}
if (MATE+1 == best+1)
return (best);
}
/* If none of the move is good, we still want to try the same first move */
if (best <= savealpha)
TreePtr[1]->score = savealpha;
/*****************************************************************************
*
* Out of main search loop.
*
*****************************************************************************/
done:
/* Update history */
if (best > savealpha)
history[side][pbest->move & 0x0FFF] += HISTSCORE(depth);
rootscore = best;
return (best);
}
int Search (uint8_t ply, short depth, int alpha, int beta, short nodetype)
/**************************************************************************
*
* The basic algorithm for this search routine came from Anthony
* Marsland. It is a PVS (Principal Variation Search) algorithm.
* The fail-soft alpha-beta technique is also used for improved
* pruning.
*
**************************************************************************/
{
int best, score, nullscore, savealpha;
int side, xside;
int rc, t0, t1, firstmove;
int fcut, fdel, donull, savenode, extend;
leaf *p, *pbest;
int g0, g1;
int upperbound;
/* Check if this position is a known draw */
if (EvaluateDraw ())
return (DRAWSCORE);
if (GameCnt >= Game50+3 && Repeat())
{
RepeatCnt++;
return (DRAWSCORE);
}
side = board.side;
xside = 1^side;
donull = true;
/*************************************************************************
*
* Perform some basic search extensions.
* 1. One reply extensions.
* 2. If in check, extend (maximum of Idepth-1).
* 3. If there is a threat to the King, extend (not beyond 2*Idepth)
* 4. If recapture to same square and not beyond Idepth+2
* 5. If pawn move to 7th rank at the leaf node, extend.
*
*************************************************************************/
extend = false;
InChk[ply] = SqAtakd (board.king[side], xside);
if (InChk[ply])
{
TreePtr[ply+1] = TreePtr[ply];
GenCheckEscapes (ply);
if (TreePtr[ply] == TreePtr[ply+1])
return (-MATE+ply-2);
if (TreePtr[ply]+1 == TreePtr[ply+1])
{
depth += 1;
extend = true;
OneRepCnt++;
}
}
/*
We've already found a mate at the next ply. If we aren't being mated by
a shorter line, so just return the current material value.
*/
if (rootscore + ply >= MATE)
return (MATERIAL);
g0 = Game[GameCnt].move;
g1 = GameCnt > 0 ? Game[GameCnt-1].move : 0;
t0 = TOSQ(g0);
t1 = TOSQ(g1);
ChkCnt[ply+1] = ChkCnt[ply];
ThrtCnt[ply+1] = ThrtCnt[ply];
KingThrt[white][ply] = MateScan (white);
KingThrt[black][ply] = MateScan (black);
if (InChk[ply] && /* ChkCnt[ply] < Idepth-1*/ ply <= 2*Idepth)
{
ChkExtCnt++;
ChkCnt[ply+1]++;
depth += 1;
extend = true;
}
else if (!KingThrt[side][ply-1] && KingThrt[side][ply] && ply <= 2*Idepth)
{
KingExtCnt++;
extend = true;
depth += 1;
extend = true;
donull = false;
}
/* Promotion extension */
else if (g0 & PROMOTION)
{
PawnExtCnt++;
depth += 1; /* Not reached, but why?! */
extend = true;
}
/* Recapture extension */
else if ((g0 & CAPTURE) && (board.material[computer] -
board.material[1^computer] == RootMaterial))
{
RcpExtCnt++;
depth += 1;
extend = true;
}
/* 6th or 7th rank extension */
else if (depth <= 1 && cboard[t0] == pawn && (RANK(t0) == rank7[xside] || RANK(t0) == rank6[xside]))
{
PawnExtCnt++;
depth += 1;
extend = true;
}
/****************************************************************************
*
* The following extension is to handle cases when the opposing side is
* delaying the mate by useless interposing moves.
*
****************************************************************************/
if (ply > 2 && InChk[ply-1] && cboard[t0] != king && t0 != t1 &&
!SqAtakd (t0, xside))
{
HorzExtCnt++;
depth += 1;
extend = true;
}
/***************************************************************************
*
* This is a new code to perform search reductiion. We introduce some
* form of selectivity here.
*
**************************************************************************/
if (depth <= 0)
return (Quiesce (ply, alpha, beta));
/****************************************************************************
*
* Probe the transposition table for a score and a move.
* If the score is an upperbound, then we can use it to improve the value
* of beta. If a lowerbound, we improve alpha. If it is an exact score,
* if we now get a cut-off due to the new alpha/beta, return the score.
*
***************************************************************************/
Hashmv[ply] = 0;
upperbound = INFINITY;
if (flags & USEHASH)
{
rc = TTGet (side, depth, ply, &score, &g1);
if (rc)
{
Hashmv[ply] = g1 & MOVEMASK;
switch (rc)
{
case POORDRAFT : /* Not reached */ break;
case EXACTSCORE : /* Not reached */ return (score);
case UPPERBOUND : beta = MIN (beta, score);
upperbound = score;
donull = false;
break;
case LOWERBOUND : /*alpha = MAX (alpha, score);*/
alpha = score;
break;
case QUIESCENT : Hashmv[ply] = 0;
break;
default : break;
}
if (alpha >= beta)
return (score);
}
}
/*****************************************************************************
*
* Perform the null move here. There are certain cases when null move
* is not done.
* 1. When the previous move is a null move.
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