CPW-Engine search

Home * Engines * CPW-Engine * Search

For function definitions, see CPW-Engine_search_h

=Search=
 * 1) include "stdafx.h"
 * 2) include "search.h"
 * 3) include "transposition.h"


 * 1) define MAX_DEPTH 100

/* symbols used to enhance readability */
 * 1) define DO_NULL   1
 * 2) define NO_NULL   0
 * 3) define IS_PV     1
 * 4) define NO_PV     0

sSearchDriver sd;

int draw_opening = -10; // middlegame draw value int draw_endgame = 0;  // endgame draw value int ASPIRATION = 50; // size of the aspiration window ( val-ASPITATION, val+ASPIRATION )

bool time_over = 0;

enum eproto { PROTO_NOTHING, PROTO_XBOARD, PROTO_UCI } extern mode;

U8 bestmove;        // move id passed between iterations for sorting purposes smove move_to_make;	 // move to be returned when search runs out of time

/***************************************************************
 * search_run is the interface of all the search functions, *
 * the only function called outside search.cpp. It does some  *
 * preparatory work, and then calls search_iterate;         *

void search_run {

if (chronos.flags & (FTIME | FINC | FMOVESTOGO)) { if (getBookMove(BOOK_BROAD)) return; }

search_clearDriver; time_calc_movetime; ageHistoryTable; if (mode == PROTO_NOTHING) printSearchHeader;

search_iterate; }

void search_clearDriver { sd.myside = b.stm;        // remember color - needed in contempt sd.starttime = gettime; sd.movetime = 0; sd.depth = 0;

// now clear all the statistical data sd.nodes = 0; sd.q_nodes = 0; }

/**************************************************************
 * search_iterate calls search_root with increasing depth *
 * until allocated time is exhausted.                        *

void search_iterate { int val, temp;

// check the exact number of legal moves in the current position

int move_count = move_countLegal;

// do a full-window 1-ply search to get the first estimate of val

sd.depth = 1; val = search_root(sd.depth, -INF, INF);

// main loop, increasing deph in steps of 1

for (sd.depth = 2; sd.depth <= MAX_DEPTH; sd.depth++) {

// breaking conditions - either expired time // or just one legal reply and position searched to depth 4

if (time_stop_root || time_over) break; if (move_count == 1 && sd.depth == 5) break;

// this function deals with aspiration window val = search_widen(sd.depth, val); }

// after the loop has finished, send the move to the interface com_sendmove(move_to_make); }

int search_widen(int depth, int val) { int temp = val, alpha = val - 50, beta = val + 50;

temp = search_root(sd.depth, alpha, beta); if (temp <= alpha || temp >= beta) temp = search_root(sd.depth, -INF, INF); return temp; }

int search_root(U8 depth, int alpha, int beta) {

int flagInCheck; smove movelist[256]; int val = 0;

U8 currmove_legal = 0;

/* Check extension is done also at  the  root */

flagInCheck = isAttacked(!b.stm, b.KingLoc[b.stm]); if (flagInCheck) ++depth;

U8 mcount = movegen(movelist, bestmove);

for (U8 i = 0; i < mcount; i++) {

movegen_sort(mcount, movelist, i);

if (movelist[i].piece_cap == KING) { alpha = INF; bestmove = movelist[i].id; }

move_make(movelist[i]);

// filter out illegal moves if (isAttacked(b.stm, b.KingLoc[!b.stm])) { move_unmake(movelist[i]); continue; }

//	if ( mode == PROTO_UCI ) //		info_currmove( movelist[i], currmove_legal );

currmove_legal++;

/* the "if" clause introduces PVS at root */

if ((i == 0) ||     (-Search(depth - 1, 0, -alpha - 1, -alpha, DO_NULL, NO_PV) > alpha)) val = -Search(depth - 1, 0, -beta, -alpha, DO_NULL, IS_PV);

move_unmake(movelist[i]);

if (time_over) break;

if (val > alpha) {

bestmove = movelist[i].id; move_to_make = movelist[i];

if (val > beta) { // should be >=, see post tt_save(depth, beta, TT_BETA, bestmove); info_pv(beta); return beta; }

alpha = val; tt_save(depth, alpha, TT_ALPHA, bestmove);

info_pv(val); } // changing node value finished }

tt_save(depth, alpha, TT_EXACT, bestmove); return alpha; }

int Search(U8 depth, U8 ply, int alpha, int beta, int can_null, int is_pv) {

int val = -INF; char bestmove; char tt_move = INVALID; char tt_flag = TT_ALPHA; int flagInCheck; int legal_move = 0; int raised_alpha = 0; int f_prune = 0; int reduction_depth = 0; int moves_tried = 0; int new_depth; int mate_value = INF - ply; // will be used in mate distance pruning smove move;

/************************************************************************ *  Probably later we will want to probe the transposition table. * *  Tell the cpu to prepare for that event. This is just a minor        * * speed optimization and program would run fine without that. * ************************************************************************/

_mm_prefetch((char *)&tt[b.hash & tt_size], _MM_HINT_NTA);

/************************************************************************ * Check for timeout. This is quite time-consuming, so we do it only    * * every so often. The side effect is that if we want to limit search   * * by number of nodes, it will be slightly inexact. * ************************************************************************/

if (!time_over && !(sd.nodes & 4095)) time_over = time_stop; if (time_over) return 0;

/************************************************************************ * MATE DISTANCE PRUNING - a minor improvement that helps to shave off   * * some nodes when the checkmate is near. Basically it prevents looking * * for checkmates taking longer than one we have already found. No Elo  * * gain expected, but it's a nice feature. Don't use it at the root,    * * since this code  doesn't return a move, only a value. * ************************************************************************/

if (alpha < -mate_value) alpha = -mate_value; if (beta > mate_value - 1) beta = mate_value - 1; if (alpha >= beta) return alpha;

/************************************************************************ *  Are we in check? If so, extend. It also means that program will     * * never enter quiescence search while in check. * ************************************************************************/

flagInCheck = (isAttacked(!b.stm, b.KingLoc[b.stm])); if (flagInCheck) ++depth;

/************************************************************************ *  At leaf nodes we do quiescence search (captures only) to make sure   * * that only relatively quiet positions with no hanging pieces will be  * * evaluated. * ************************************************************************/

if (depth == 0) return Quiesce(alpha, beta);

sd.nodes++;

if (isRepetition) return contempt;

/************************************************************************ *  Read the transposition table. We may have already searched current  * * position. If depth was sufficient, then we might use the score      * * of that search. If not, hash move still is expected to be good      * * and should be sorted first. * *                                                                       *  *  NOTE: current implementation is sub-standard, since tt_move is just  * * an index showing move's location on a move list. We should be able  * * to retrieve move without generating full move list instead. * ************************************************************************/

if ((val = tt_probe(depth, alpha, beta, &tt_move)) != INVALID) { // in pv nodes we return only in case of an exact hash hit if (!is_pv || (val > alpha && val < beta)) return val; }

/************************************************************************ * EVAL PRUNING / STATIC NULL MOVE                                       * ************************************************************************/

if (depth < 3   && (!is_pv)    && (!flagInCheck)    && (abs(beta - 1) > -INF + 100)) {   int static_eval = eval(alpha, beta, 1);

int eval_margin = 120 * depth; if (static_eval - eval_margin >= beta) return static_eval - eval_margin; }

/************************************************************************ *  Here  we introduce  NULL MOVE PRUNING. It means  allowing opponent  * * to execute two moves in a row, i.e. capturing something and escaping * * a recapture. If this cannot wreck our position, then it is so good  * * that there's  no  point in searching further. The flag "can_null"   * * ensures we don't do  two null moves in a row. Null move is not used * * in  the endgame because of the risk of zugzwang. * ************************************************************************/

if ((depth > 2)   && (can_null)    && (!is_pv)    && (eval(alpha, beta, 1) > beta) //should be >=, see post    && (b.PieceMaterial[b.stm] > e.ENDGAME_MAT)    && (!flagInCheck)) {   char ep_old = b.ep; move_makeNull;

/********************************************************************   *  We use so-called adaptative null move pruning. Size of reduction * * depends on remaining  depth. *   ********************************************************************/

char R = 2; if (depth > 6) R = 3;

val = -Search(depth - R - 1, ply, -beta, -beta + 1, NO_NULL, NO_PV);

move_unmakeNull(ep_old);

if (time_over) return 0; if (val >= beta) return beta; }

/************************************************************************ *  Decide  if FUTILITY PRUNING  is  applicable. If we are not in check, * * not searching for a checkmate and eval is below  (alpha - margin),   * * it  might  mean that searching non-tactical moves at  low depths     * * is futile, so we set a flag allowing this pruning. * ************************************************************************/

int fmargin[4] = { 0, 200, 300, 500 };

if (depth <= 3   && !is_pv    && !flagInCheck    &&	 abs(alpha) < 9000    && eval(alpha, beta, 1) + fmargin[depth] <= alpha) f_prune = 1;

/* generate moves */

smove movelist[256]; U8 mcount = movegen(movelist, tt_move);

ReorderMoves(movelist, mcount, ply);

bestmove = movelist[0].id;

/************************************************************************ *  Now it's time to loop through the move list. * ************************************************************************/

for (int i = 0; i < mcount; i++) {

movegen_sort(mcount, movelist, i); // pick the best of untried moves move = movelist[i]; move_make(move);

// filter out illegal moves if (isAttacked(b.stm, b.KingLoc[!b.stm])) { move_unmake(move); continue; }   moves_tried++;

/********************************************************************   *  When the futility pruning flag is set, prune moves which do not  * * give  check and do not change material balance. Some programs  * * prune insufficient captures as well, but that seems too risky. *   ********************************************************************/

if (f_prune     &&	 legal_move      && !move_iscapt(move)      && !move_isprom(move)      && !isAttacked(!b.stm, b.KingLoc[b.stm])) { move_unmake(move); continue; }

reduction_depth = 0;  // this move has not been reduced yet new_depth = depth - 1; // decrease depth by one ply

/********************************************************************   *  Late move reduction. Typically a cutoff occurs on trying one of * * the first moves. If it doesn't, we are probably in an all-node, * * which means that all moves will fail low. So we might as well   * * spare some effort, searching to reduced depth. Of course this is * * not a foolproof method, but it works more often than not. Still, * * we  need to exclude certain moves from reduction, in  order  to  * * filter out tactical moves that may cause a late cutoff. *   ********************************************************************/

if (!is_pv     && new_depth > 3      && legal_move      && moves_tried > 3      && !isAttacked(!b.stm, b.KingLoc[b.stm])      && !flagInCheck      && (move.from != sd.killers[0][ply].from || move.to != sd.killers[0][ply].to)      && (move.from != sd.killers[1][ply].from || move.to != sd.killers[1][ply].to)      && !move_iscapt(move)      && !move_isprom(move)) {

/****************************************************************     * Real programs tend use more advanced formulas to calculate    * * reduction depth. Typically they calculate it from both       * * remaining depth and move count. Formula used here is very    * * basic and gives only a minimal improvement over uniform      * * one ply reduction, and is included for the sake of complete- * * ness only. *     ****************************************************************/

reduction_depth = 1; if (moves_tried > 8) reduction_depth += 1;

new_depth -= reduction_depth; }

re_search:

/********************************************************************   *  The code below introduces principal variation search. It means  * * that once we are in a PV-node (indicated by IS_PV flag) and  we  * * have  found a move that raises alpha, we assume that  the  rest  * * of moves ought to be refuted. This is done relatively  cheaply  * * by using  a null-window search centered around alpha. Only if  * * this search fails high, we are forced repeat it with full window.* *                                                                  *    *  Understanding the shorthand in the first two lines is a bit      * * tricky. If alpha has not been raised, we might be either in     * * a  zero window (scout) node or in an open window (pv)  node,     * * entered after a scout search failed high. In both cases, we     * * need to search with the same alpha, the same beta AND the same   * * node type. *   ********************************************************************/

if (!raised_alpha) val = -Search(new_depth, ply + 1, -beta, -alpha, DO_NULL, is_pv); else { // first try to refute a move - if this fails, do a real search if (-Search(new_depth, ply + 1, -alpha - 1, -alpha, DO_NULL, NO_PV) > alpha) val = -Search(new_depth, ply + 1, -beta, -alpha, DO_NULL, IS_PV); }

/********************************************************************   *  Sometimes reduced search brings us above alpha. This is unusual, * * since we expected reduced move to be bad in first place. It is  * * not certain now, so let's search to the full, unreduced depth. *   ********************************************************************/

if (reduction_depth && val > alpha) { new_depth += reduction_depth; reduction_depth = 0; goto re_search; }

move_unmake(move);

/********************************************************************   *  If  the  move doesn't return -INF, it means that  the  King      * * couldn't be captured immediately. So the move was legal. In this * * case we increase the legal_move counter, to look afterwards,     * * whether there were any legal moves on the board at all. *   ********************************************************************/

legal_move += (val != -INF);

if (time_over) return 0;

/********************************************************************   *  We can improve over alpha, so we change the node value together  * * with  the expected move. Also the raised_alpha flag, needed to  * * control PVS, is set. In case of a beta cuoff, when our position * * is  so good that the score will not be accepted one ply before,  * * we return it immediately. *   ********************************************************************/

if (val > alpha) {

bestmove = movelist[i].id;

if (val >= beta) {

/*************************************************************       *  On a quiet move update killer moves and history table     * * in order to enhance move ordering. *       *************************************************************/

if (!move_iscapt(move)         && !move_isprom(move)) { setKillers(movelist[i], ply); sd.history[move.from][move.to] += depth*depth;

/*********************************************************         *  With super deep search history table would overflow   * * - let's prevent it. *         *********************************************************/

if (sd.history[move.from][move.to] > SORT_KILL) { for (int a = 0; a < 128; a++) for (int b = 0; b < 128; b++) { sd.history[a][b] = sd.history[a][b] / 2; }         }        }        tt_flag = TT_BETA; alpha = beta; break; // no need to search any further }

raised_alpha = 1; tt_flag = TT_EXACT; alpha = val;

} // changing the node value is finished

}  // end of looping through the moves

/************************************************************************     *  Checkmate and stalemate detection: if we can't find a legal move     * * in the current position, we test if we are in check. If so, mate    * * score relative to search depth is returned. If not, we use draw     * * evaluation provided by contempt function. *     ************************************************************************/

if (!legal_move) { bestmove = -1;

if (flagInCheck) alpha = -INF + ply; else              alpha = contempt; }

/* tt_save does not save anything when the search is timed out */ tt_save(depth, alpha, tt_flag, bestmove);

return alpha; }

void setKillers(smove m, U8 ply) {

/* if a move isn't a capture, save it as a killer move */ if (m.piece_cap == PIECE_EMPTY) {

/* make sure killer moves will be different before saving secondary killer move */ if (m.from != sd.killers[ply][0].from ||     m.to != sd.killers[ply][0].to      ) sd.killers[ply][1] = sd.killers[ply][0];

/* save primary killer move */ sd.killers[ply][0] = m; } }

void ReorderMoves(smove * m, U8 mcount, U8 ply) {

for (int j = 0; j<mcount; j++) { if ((m[j].from == sd.killers[ply][1].from)     && (m[j].to == sd.killers[ply][1].to)      && (m[j].score < SORT_KILL - 1)) { m[j].score = SORT_KILL - 1; }

if ((m[j].from == sd.killers[ply][0].from)     && (m[j].to == sd.killers[ply][0].to)      && (m[j].score < SORT_KILL)) { m[j].score = SORT_KILL; } } }

int info_currmove(smove m, int nr) {

switch (mode) { case PROTO_UCI:

char buffer[64]; char move[6];

algebraic_writemove(m, move); sprintf(buffer, "info depth %d currmove %s currmovenumber %d", sd.depth, move, nr + 1);

com_send(buffer); } return 0; }

int info_pv(int val) { char buffer[2048]; char score[10]; char pv[2048];

if (abs(val) < INF - 2000) { sprintf(score, "cp %d", val); } else { //the mating value is returned in moves not plies ( thats why /2+1) if (val > 0) sprintf(score, "mate %d", (INF - val) / 2 + 1); else sprintf(score, "mate %d", -(INF + val) / 2 - 1); }

U32 nodes = (U32)sd.nodes; U32 time = gettime - sd.starttime;

util_pv(pv);

if (mode == PROTO_NOTHING) sprintf(buffer, " %2d. %9d %5d %5d %s", sd.depth, nodes, time / 10, val, pv); else sprintf(buffer, "info depth %d score %s time %u nodes %u nps %u pv %s", sd.depth, score, time, nodes, countNps(nodes, time), pv);

com_send(buffer);

return 0; }

/***********************************************************
 * countNps guards against overflow and thus cares for  *
 * displaying correct  nps during longer searches.  Node  *
 * count is converted from U64 to unsigned int because of *
 * some problems with output.                             *

unsigned int countNps(unsigned int nodes, unsigned int time) { if (time == 0) return 0;

if (time > 20000) return nodes / (time / 1000); else return (nodes * 1000) / time; }

/***********************************************************
 * Checking if the current position has been already      *
 * encountered on the current search path. Function       *
 * does NOT check the actual number of repetitions.       *

int isRepetition {

for (int i = 0; i < b.rep_index; i++) { if (b.rep_stack[i] == b.hash) return 1; }

return 0; }

/************************************************************
 * Clearing the history table is needed at the beginning   *
 * of a search starting from a new position, like at the   *
 * beginning of a new game.                                *

void clearHistoryTable { for (int i = 0; i < 128; i++) for (int j = 0; j < 128; j++) { sd.history[i][j] = 0; } }

/************************************************************
 * ageHistoryTable is run between searches to  decrease   *
 * the history values used for move sorting. This  causes   *
 * obsolete information to disappear gradually. Clearing    *
 * the table was worse for the move ordering.               *

void ageHistoryTable { for (int i = 0; i < 128; i++) for (int j = 0; j < 128; j++) { sd.history[i][j] = sd.history[i][j] / 8; } }

/************************************************************
 * contempt returns a draw value (which may be non-zero) *
 * relative to  the side to move and to the  game  stage.  *
 * This way  we may make our program play for a  draw  or  *
 * strive to avoid it.                                     *

int contempt { int value = draw_opening;

if (b.PieceMaterial[sd.myside] < e.ENDGAME_MAT) value = draw_endgame;

if (b.stm == sd.myside) return value; else                     return -value; } =Forum Posts=
 * value > beta by Robert Pope, CCC, June 10, 2015
 * Static NULL Move by thevinenator, OpenChess Forum, December 26, 2016 » Reverse Futility Pruning
 * NULL Move code question by thevinenator, OpenChess Forum, January 27, 2017 » Null Move Pruning

Up one Level