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📄 search.c

📁 gun C 环境下编写的
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 *  2.  At the frontier (depth == 1)
 *  3.  At a PV node.
 *  4.  If side to move is in check.
 *  5.  If the material score + pawn value is still below beta.
 *  6.  If we are being mated at next ply.
 *  7.  If hash table indicate the real score is below beta (UPPERBOUND).
 *  8.  If side to move has less than or equal to a bishop in value.
 *  9.  If Idepth <= 3.  This allows us to find mate-in 2 problems quickly.
 *  10. We are looking for a null threat.
 *
 *****************************************************************************/
   if (ply > 4 && InChk[ply-2] && InChk[ply-4])
      donull = false;
   if (flags & USENULL && g0 != NULLMOVE && depth > 1 && nodetype != PV &&
       !InChk[ply] && MATERIAL+ValueP > beta && beta > -MATE+ply && donull &&
	board.pmaterial[side] > ValueB )
   {
      TreePtr[ply+1] = TreePtr[ply];
      MakeNullMove (side);
      nullscore = -Search (ply+1, depth-3, -beta, -beta+1, nodetype);
      UnmakeNullMove (xside); 
      if (nullscore >= beta)
      {
         NullCutCnt++;
         return (nullscore);
      }
      if ( depth-3 >= 1 && MATERIAL > beta && nullscore <= -MATE+256)
      {
         depth += 1;
	 extend = true;
      }
   }

   if (InChk[ply] && TreePtr[ply]+1 < TreePtr[ply+1])
      SortMoves (ply);

   pickphase[ply] = PICKHASH;
   GETNEXTMOVE;

/*************************************************************************
 *
 *  Razoring + Futility.
 *  At depth 3, if there is no extensions and we are really bad, decrease
 *  the search depth by 1.
 *  At depth 2, if there is no extensions and we are quite bad, then we
 *  prune all non checking moves and capturing moves that don't bring us up
 *  back to alpha.
 *  Caveat: Skip all this if we are in the ending.
 *
 *************************************************************************/
   fcut = false;
   fdel = MAX (ValueQ, maxposnscore[side]);
   if (!extend && nodetype != PV && depth == 3 && FUTSCORE <= alpha)
   {
      depth = 2;
      RazrCutCnt++;
   }
   fdel = MAX (ValueR, maxposnscore[side]);
   fcut = (!extend && nodetype != PV && depth == 2 && FUTSCORE <= alpha);
   if (!fcut)
   {
      fdel = MAX (3*ValueP, maxposnscore[side]);
      fcut = (nodetype != PV && depth == 1 && FUTSCORE <= alpha);
   }

   MakeMove (side, &p->move);
   NodeCnt++;
   g0 = g1 = 0;
   while ((g0 = SqAtakd (board.king[side], xside)) > 0 ||
      	 (fcut && FUTSCORE < alpha && !SqAtakd (board.king[xside], side) &&
	  !MateScan (xside)))
   {
      if (g0 == 0) g1++;
      UnmakeMove (xside, &p->move);
      if (GETNEXTMOVE == false)
         return (g1 ? Evaluate(alpha,beta) : DRAWSCORE);
      MakeMove (side, &p->move);
      NodeCnt++;
   }
   firstmove = true;
   pbest = p;
   best = -INFINITY;
   savealpha = alpha;
   nullscore = INFINITY;
   savenode = nodetype;
   if (nodetype != PV)
      nodetype = (nodetype == CUT) ? ALL : CUT;

   while (1)
   {
      /* We have already made the move before the loop. */
      if (firstmove)
      {
         firstmove = false;
         score = -Search (ply+1, depth-1, -beta, -alpha, nodetype);
      }

      /* Zero window search for rest of moves */
      else
      {
	 if (GETNEXTMOVE == false)
	    break;

         MakeMove (side, &p->move);
         NodeCnt++;
         if (SqAtakd (board.king[side], xside)) 
         {
            UnmakeMove (xside, &p->move);
            continue;
         }

/*****************************************************************************
 *
 *  Futility pruning.  The idea is that at the frontier node (depth == 1),
 *  if the side on the move is materially bad, then if the move doesn't win
 *  back material or the move isn't a check or doesn't threatened the king, 
 *  then there is no point in searching this move.  So skip it.  
 *  Caveat:  However if the node is a PV, we skip this test.
 *
 *****************************************************************************/
      	 if (fcut && FUTSCORE <= alpha && !SqAtakd (board.king[xside], side) &&
		!MateScan (xside))
		
         {
            UnmakeMove (xside, &p->move);
	    FutlCutCnt++;
	    NodeCnt--;
            continue;
         }
         NodeCnt++;

         if (nodetype == PV)
            nodetype = CUT;
         alpha = MAX (best, alpha);                /* fail-soft condition */
         score = -Search (ply+1, depth-1, -alpha-1, -alpha, nodetype);
         if (score > best)
         {
	    if (savenode == PV)
	       nodetype = PV;
            if (alpha < score && score < beta)
	    {
               score = -Search (ply+1, depth-1, -beta, -score, nodetype);
	    } 
	    if (nodetype == PV && score <= alpha &&
		Game[GameCnt+1].move == NULLMOVE)
	    {
               score = -Search (ply+1, depth-1, -alpha, INFINITY, nodetype);
	    }
         }
      }

      UnmakeMove (xside, &p->move);

      if (score > best)
      {
         best = score;
         pbest = p;
	 if (best >= beta)
	    goto done;
      }

      if (flags & TIMEOUT)
      {
         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);        
	 }
      }

/*  The following line should be explained as I occasionally forget too :) */
/*  This code means that if at this ply, a mating move has been found,     */
/*  then we can skip the rest of the moves!  				   */
      if (MATE+1 == best+ply)
         goto done;
   } 

/*****************************************************************************
 *
 *  Out of main search loop.
 *
 *****************************************************************************/
done:

/*
   if (upperbound < best)
      printf ("Inconsistencies %d %d\n", upperbound, best);
*/

   /*  Save the best move inside the transposition table  */
   if (flags & USEHASH){
/*
 * Nasty temporary hack to try and work around timeout problem
 * If we are pondering and timeout don't save incomplete answers
 * Must look at failure of TIMEOUT condition more carefully!
 */
	if ( !(flags & TIMEOUT))
          TTPut (side, depth, ply, savealpha, beta, best, pbest->move); 
      }

   /*  Update history  */
   if (best > savealpha)
      history[side][pbest->move & 0x0FFF] += HISTSCORE(depth);

   /*  Don't store captures as killers as they are tried before killers */
   if (!(pbest->move & (CAPTURE | PROMOTION)) && best > savealpha)
   {
      if (killer1[ply] == 0)
         killer1[ply] = pbest->move & MOVEMASK;
      else if ((pbest->move & MOVEMASK) != killer1[ply])
         killer2[ply] = pbest->move & MOVEMASK;
   }

   return (best);
}


void ShowLine (int move __attribute__ ((unused)), int score, char c)
/*****************************************************************************
 *
 *  Print out the latest PV found during the search.
 *  The only move we know is the root move.  The rest of the PV is taken
 *  from the hash table.  This strategy avoids all the headaches associated
 *  with returning the PV up from the leaf to the root.
 *
 *****************************************************************************/
{
   int i, len;
   int pvar[MAXPLYDEPTH];

   /* SMC */
   if (!(flags & POST))
     return;
   if (NodeCnt < 500000 && (flags & SOLVE)) {
      /* printf("NodeCnt = %d\n",NodeCnt); getchar(); */
      return;
   }
   if (Idepth == 1 && c == '&')
      return;
   if ((flags & XBOARD) && c == '&')
      return;
   if (rootscore == -INFINITY-1)
      return;
   ElapsedTime = GetElapsed (StartTime);

   /*
    * The different output formats for Xboard and GNU Chess are documented
    * in the engine protocol guide.
    *
    * In particular if the character after ply is not a space, Xboard
    * assume it is talking to a GNU Chess compatible engine and
    * uses time in seconds, not centiseconds.
    *
    * This code should be simplified!
    *
    */
   if (flags & XBOARD) {
     if (score > MATE-255) {
       printf ("%d%c Mat%d %d %ld\t", Idepth, c,
                (int)(MATE+2-abs(score))/2, (int)(ElapsedTime), NodeCnt+QuiesCnt);
       if (ofp != stdout)
	 fprintf (ofp,"%2d%c%7.2f  Mat%02d%10ld\t", Idepth, c, ElapsedTime,
                (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
     } else if (score < -MATE+255) {
       printf ("%d%c -Mat%2d %d %ld\t", Idepth, c,
                (int)(MATE+2-abs(score))/2, (int)(ElapsedTime), NodeCnt+QuiesCnt);
       if (ofp != stdout)
       fprintf (ofp,"%2d%c%7.2f -Mat%02d%10ld\t", Idepth, c, ElapsedTime,
		 (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
     } else {
	 printf ("%d%c %d %d %ld\t", Idepth, c, (int)score, 
		 (int)(ElapsedTime), NodeCnt+QuiesCnt);
	 if (ofp != stdout) 
	   fprintf (ofp,"%2d%c%7.2f%7d%10ld\t", Idepth, c, 
		    ElapsedTime, score, NodeCnt+QuiesCnt);	 
       }
   }
   else {              /* Not XBOARD */
      if (score > MATE-255) {
	 printf ("\r%2d%c%7.2f  Mat%02d%10ld\t", Idepth, c, ElapsedTime,
		 (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
	 if (ofp != stdout)
	    fprintf (ofp,"\r%2d%c%7.2f  Mat%02d%10ld\t", Idepth, c, ElapsedTime,
		     (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
      } else if (score < -MATE+255) {
	 printf ("\r%2d%c%7.2f -Mat%02d%10ld\t", Idepth, c, ElapsedTime,
		 (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
	 if (ofp != stdout)
	    fprintf (ofp,"\r%2d%c%7.2f -Mat%02d%10ld\t", Idepth, c, ElapsedTime,
		     (MATE+2-abs(score))/2, NodeCnt+QuiesCnt);
      } else {
	 printf ("\r%2d%c%7.2f%7d%10ld\t", Idepth, c, ElapsedTime,
		 score, NodeCnt+QuiesCnt);
	 if (ofp != stdout) 
	    fprintf (ofp,"\r%2d%c%7.2f%7d%10ld\t", Idepth, c, ElapsedTime,
		    score, NodeCnt+QuiesCnt);	 
      }
   }

   if (c == '-')
   {
      printf ("\n");
      if (ofp != stdout) fprintf(ofp, "\n");
      return;
   }
   else if (c == '+')
   {
      SANMove (RootPV, 1);
      printf (" %s\n", SANmv);
      if (ofp != stdout) fprintf (ofp," %s\n", SANmv);
      return;
   }

   SANMove (RootPV, 1);
   printf (" %s", SANmv);
   if (ofp != stdout) fprintf (ofp," %s", SANmv);
   MakeMove (board.side, &RootPV);
   TreePtr[3] = TreePtr[2];
   GenMoves (2);
   len = strlen (SANmv);
   i = 2;
   pvar[1] = RootPV;

   /*  We fill the rest of the PV with moves from the hash table */
   if ((flags & USEHASH))
   {
      while (TTGetPV (board.side, i, rootscore, &pvar[i]))
      {
         if ((MATESCORE(score) && abs(score) == MATE+2-i) || Repeat ())
            break;
  
         if (len >= 32)
         {
            printf ("\n\t\t\t\t");
	    if (ofp != stdout) fprintf (ofp,"\n\t\t\t\t");
            len = 0;
         }
         SANMove (pvar[i], i);
         printf (" %s", SANmv);
	 if (ofp != stdout) fprintf (ofp," %s", SANmv);
         MakeMove (board.side, &pvar[i]);
         TreePtr[i+2] = TreePtr[i+1];
         GenMoves (++i);
         len += strlen (SANmv);
      }
   }

   printf ("\n");
   if (ofp != stdout) fprintf(ofp,"\n");
   for (--i; i; i--)
      UnmakeMove (board.side, &pvar[i]);
   fflush (stdout);
   if (ofp != stdout) fflush (ofp);
}

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