📄 search.c
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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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