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search.cpp
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search.cpp
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#include <vector>
#include <ctime>
#include <iostream>
#include "search.h"
#include "move.h"
#include "evaluate.h"
#include "movegen.h"
#include "utilities.h"
#include "nextmove.h"
#include "parameters.h"
using namespace std;
void SEARCH::setHasheTable(HASHTABLE * t) {
hashtable = t;
}
bool SEARCH::isOutOfTime() {
if( (clock()/(CLOCKS_PER_SEC/1000) - start_time >= allotted_time) || fTimeOut ) {
#ifdef DEBUG_TIME
cout << "\tSearch timed out."
<< "\tNow-Start: " << clock()/(CLOCKS_PER_SEC/1000) - start_time
<< "\tAlotted: " << allotted_time << endl;
cout << "\tNode: " << node_count << endl;
#endif
fTimeOut = true;
return true;
}
return false;
}
void SEARCH::start(int alpha_bound, int beta_bound) {
root_alpha = alpha_bound;
root_beta = beta_bound;
best_score = root_alpha - 1;
selective_depth = 0;
//for record keeping:
start_time = clock()/(CLOCKS_PER_SEC/1000);
node_count = 0;
//Generate move ordering tables:
//short gauge = phase_gauge(root_game);
//initOrderingTables(gauge);
//Search:
//PVS_Root();
Hard_PVS_Root();
collectPV();
//for record keeping:
end_time = clock()/(CLOCKS_PER_SEC/1000);
}
void SEARCH::collectPV() {
//This function gathers the PV info from the Hash Tables.
// Output: Populates the pv vector.
pv.clear();
for(int d=0; d < root_depth; d++) {
MOVE hashed_move = hashtable->getHashMove(root_game->getKey());
if(hashed_move.from != 64 ) {
pv.push_back(hashed_move);
root_game->MakeMove(hashed_move);
}
else
break;
}
//Now undo all the moves that were just done:
for(int i = (int) pv.size() -1; i >=0; i--)
root_game->unMakeMove(pv.at(i));
}
int SEARCH::Hard_qSearch(CHESSBOARD * game, int alpha, int beta, int qPly) {
int value = evaluate(game, side_to_move);
/*
int value2 = evaluate_old(game, alpha, beta);
if (abs(value - value2) > 1) {
game->print();
cout << "old: " << value << ". new: " << value2 << endl;
system("PAUSE");
}
*/
if(qPly > q_max_ply) {
q_max_ply = qPly;
if(qPly >= Q_CUTOFF) {
return value;
}
}
/*
//Hashe table Check:
int value = hashtable->SearchHash(game->getKey(),0,alpha,beta);
if(value != HASH_UNKNOWN )
return value;
*/
if (value >= beta) {
return beta; //hard
//return value; //soft
}
short delta = nPieceValue[nQueen];
if (mask::pawns_spawn[!game->getActivePlayer()] & game->getPieceBB(game->getActivePlayer(), nPawn))
delta += QUEEN_VALUE - PAWN_VALUE - PAWN_VALUE;
if(value + delta < alpha)
return value;
if(value > alpha )
alpha = value;
//Get all of the capture moves:
q_move_list[qPly].reset();
//Exhaust all of the capture moves:
while(q_move_list[qPly].NextQMove()) {
/*****************************************************
Quit searching if the allotted time is up.
*****************************************************/
if ( (node_count & nodes_for_time_check_) == 0) {
if (isOutOfTime())
break;
}
game->qMakeMove(*q_move_list[qPly].move());
if(!game->isInCheck(!game->getActivePlayer())) {
node_count++;
value = -Hard_qSearch(game, -beta, -alpha, qPly+1);
game->qUnMakeMove(*q_move_list[qPly].move());
if( value >= beta ) {
return beta; //hard
//return value; //soft
}
if( value > alpha )
alpha = value;
}
else {
game->qUnMakeMove(*q_move_list[qPly].move());
}
}
return alpha;
}
void SEARCH::Hard_PVS_Root() {
int alpha = root_alpha;
int beta = root_beta;
int ply = 0;
int score = 0;
node_count++;
/***************************************************
Check the Hash Table:
***************************************************/
MOVE hash_suggestion;
int hashe_value = hashtable->SearchHash(root_game->getKey(),root_depth,alpha,beta, &hash_suggestion);
if(hashe_value != HASH_UNKNOWN ) {
score = hashe_value;
//Just in case, check to make sure there is actually a move here. not sure if this is actually needed or not.
if( hash_suggestion.from != 64 ) {
alpha = score;
best_score = score;
best_move = hash_suggestion;
return;
}
}
/****************************************************************
Search:
*****************************************************************/
//Start searching:
char hashe_flag = HASH_ALPHA;
short move_count = 0;
bool checked = root_game->isInCheck();
/*
move_list[root_depth].reset();
move_list[root_depth].addHash(hash_suggestion);
move_list[root_depth].clearKillers();
move_list[root_depth - 1].clearKillers();
*/
move_list[ply].reset();
move_list[ply].addHash(hash_suggestion);
move_list[ply].clearKillers();
move_list[ply + 1].clearKillers();
//short move_list_size = move_list[ply].PopulateCompleteList();
while( move_list[ply].NextRootMove() ) {
/*****************************************************
Quit searching if the allotted time is up.
*****************************************************/
if( (node_count & nodes_for_time_check_) == 0) {
if (isOutOfTime()) {
break;
}
}
//#pragma omp for
//for ( short i = 0 ; i < move_list_size ; i++) {
//move_list[ply].NextRootMove(true);
root_game->MakeMove(*move_list[ply].move());
if(!root_game->isInCheck(!root_game->getActivePlayer())) {
node_count++;
short depth_adjustment = 0;
#ifdef ENABLE_CHECK_EXTENSIONS
//Check extension:
if(root_game->isInCheck(root_game->getActivePlayer())) {
depth_adjustment = 1; //INCREASE the search depth by 1. This also implies that when =1, then the opponent is in check.
}
#endif
#ifdef ENABLE_ROOT_LMR
//PVS with LMR
if (move_count == 0)
score = -Hard_PVS(root_depth - 1 + depth_adjustment, ply + 1, root_game, -beta, -alpha, false);
else {
score = alpha + 1; //recommended hack.
if ( move_list[ply].phase() == NONCAPTURES // Do not reduce or prune winning captures or killers
&& !checked // Do not reduce or prune if in check
&& depth_adjustment == 0 // Do not reduce or prune if already extended aka oppenent in check
&& move_list[ply].move()->promote_piece_to == 0 // No promotions
&& move_count >= LMR_THRESHOLD // Wait for LATE moves
&& root_depth >= LMR_HORIZON // Do not reduce too close to the horizon
&& (move_list[ply].move()->active_piece_id != PAWN_VALUE || //Do not reduce passed pawns
(root_game->getPieceBB(!move_list[ply].move()->color, nPawn) & mask::passed_pawn[move_list[ply].move()->color][move_list[ply].move()->to]))
){
score = -Hard_PVS(root_depth - 1 - LMR_REDUCTION/*-((parent_moves_searched>=4&&root_depth>=3)?1:0)*/, ply + 1, root_game, -(alpha + 1), -alpha, false);
}
if (score > alpha) { //research
score = -Hard_PVS(root_depth - 1 + depth_adjustment, ply + 1, root_game, -(alpha + 1), -alpha, false);
if (score > alpha && score < beta) {
score = -Hard_PVS(root_depth - 1 + depth_adjustment, ply + 1, root_game, -beta, -alpha, false);
}
}
}
#endif
#ifndef ENABLE_ROOT_LMR
//PVS:
if(hashe_flag == HASH_EXACT && root_depth > PVS_HORIZON) { //equivalent to being a PV node.
score = -Hard_PVS(root_depth -1 + depth_adjustment, ply+1, root_game, -alpha-1, -alpha);
if ( (score > alpha) && (score < beta) ) {
score = -Hard_PVS(root_depth-1 + depth_adjustment, ply+1, root_game, -beta, -alpha); }
}
else {
score = -Hard_PVS(root_depth -1 + depth_adjustment, ply+1, root_game, -beta, -alpha);
//Research at normal depth if need be:
if(depth_adjustment < 0 && score > alpha) {
score = -Hard_PVS(root_depth -1, ply+1, root_game, -beta, -alpha); //should + depth_adjustment?
}
}
#endif
//Normal Alpha-Beta:
move_count++;
root_game->unMakeMove(*move_list[ply].move());
if( score >= beta ) {
#ifdef SEARCH_STATS
cutoff_phase[move_list[depth].current_phase]++;
cutoff_move[move_count]++;
#endif
hashtable->RecordHash(root_game->getKey(),root_depth, beta, HASH_BETA, move_list[ply].move());
//TODO: WTF IS BELOW THIS LINE!!!!!!!!!!
//best_move = *move_list[ply].move();
hashe_flag = HASH_BETA;
best_score = score;
break;
}
if(score > alpha) {
alpha = score;
hashe_flag = HASH_EXACT;
best_move = *move_list[ply].move();
best_score = score;
}
}
else {
root_game->unMakeMove(*move_list[ply].move());
}
}
if(move_count == 0) {
//Check for a stalemate:
if(!root_game->isInCheck())
best_score = contempt(root_game);
//Return checkmate score:
else {
best_score = -MATE;
}
}
else {
hashtable->RecordHash(root_game->getKey(), root_depth, alpha, hashe_flag, &best_move); //should the score be alpha?
}
}
int SEARCH::Hard_PVS(unsigned char depth, unsigned char ply, CHESSBOARD * game, int alpha, int beta, bool fNulled/*, unsigned char parent_moves_searched*/) {
//Draw by 50 move rule or 3 fold repition:
if(game->getHalfMovesRule() >=4) {
//check for 3 fold and/or check for 50 move:
if (game->checkThreeFold() || (game->getHalfMovesRule() >= 100))
return contempt(game);
}
#ifdef INSUFFICIENT_MATERIAL_CHECK
else {
if(insufficientMaterial(game)) return DRAW;
}
#endif
//Hashe table Check:
MOVE hash_suggestion;
int score = hashtable->SearchHash(game->getKey(), depth, alpha, beta, &hash_suggestion);
if(score != HASH_UNKNOWN )
return score;
//Final depth return:
if(depth <= 0) {
if(ply > selective_depth)
selective_depth = ply;
//int value = evaluate(game);
int value = Hard_qSearch(game, alpha, beta,0);
//hashtable->RecordHash( game->getKey(), 0, value, HASH_EXACT );
return value;
}
//move_list[ply + 1].clearKillers();
bool checked = game->isInCheck();
/**************************************************************************************
Null move if it is not a King/pawn game and the previous move want a null move.
***************************************************************************************/
#ifdef ENABLE_NULLMOVE
move_list[ply + 1].clearKillers();
if( !fNulled //Do not null if we just nulled
&& !checked //Do not null in check, thats stupid
//&& hash_score!=alpha //Do not null if the hash table says that we might get a fail low. (BUG: that is NOT what the condition written actually does!)
//Do not null in a King/Pawn game:
&& ( (game->getPieceBB(game->getActivePlayer(), nPawn) | game->getPieceBB(game->getActivePlayer(), nKing))
!= game->getOccupiedBB(game->getActivePlayer())) )
{
game->NullMove(); //make nullmove!
if(depth - 1 - NULL_REDUCTION > 0) {
score = -Hard_PVS(depth - 1 - NULL_REDUCTION, ply+1, game, -beta,-beta+1, true);
}
else {
score = -Hard_qSearch(game, -beta, -beta+1, 0);
}
game->unNullMove(); //unmake nullmove!
if (score >=beta) {
//hashtable->RecordHash( game->getKey(),depth, beta, HASH_BETA );
return beta; }
}
#endif
/**************************************************************************************
IID: If there is no hash suggestion, try to generate one with a lower depth search.
***************************************************************************************/
move_list[ply].reset();
#ifdef ENABLE_IID
if((hash_suggestion.from == 64)
&& (depth >= IID_HORIZON)
&& !fNulled
&& ply > 1
&& ((ply&1) ? root_alpha : -root_beta) == alpha
&& ((ply&1) ? root_beta : -root_alpha)== beta
//&& alpha != beta -1
){
score = Hard_PVS(depth-IID_REDUCTION, ply+1, game, alpha, beta, false);
//if(t <= alpha)
// cout << "alpha cutoff!\n";
// Recheck the hash table to get what the lower depth search generated:
//score = hashtable->SearchHash(game->getKey(), depth, -INFTY, beta, &hash_suggestion);
hash_suggestion = hashtable->getHashMove(game->getKey());
/*
if(hash_suggestion.from == 64 )
cout << "*IID didnt work!*\n";
else
cout << "IID worked!\n";
*/
}
#endif
move_list[ply].addHash(hash_suggestion);
/**************************************************************************************
Search
***************************************************************************************/
char hashe_flag = HASH_ALPHA;
MOVE best_local_move;
unsigned char move_count = 0;
#ifdef SEARCH_STATS
short last_alpha = 0;
short last_alpha_phase = 0;
#endif
move_list[ply + 1].clearKillers();
while( move_list[ply].NextMove() ) {
/*****************************************************
Quit searching if the allotted time is up.
*****************************************************/
if ( (node_count & nodes_for_time_check_) == 0) {
if(isOutOfTime())
break;
}
game->MakeMove(*move_list[ply].move());
#ifdef DEBUG_ZOBRIST
if (game->generateKey() != game->getKey()) {
game->print();
game->print_bb();
game->print_mailbox();
cout << "keys dont match. search: ";
move_list[ply].move()->print(true);
cout << "movelist phase: " << (int) move_list[ply].phase() << endl;
for (int i = 1; i <= ply; i++) {
cout << "killers ply " << i << ": (" << move_list[i].countKiller(0) << " ) ";
move_list[i].getKiller(0).print(true);
cout << endl;
cout << "killers ply " << i << ": (" << move_list[i].countKiller(1) << " ) ";
move_list[i].getKiller(1).print(true);
cout << endl;
}
cout << "KEYS DONT MATCH!" << endl;
system("PAUSE");
}
#endif
if(!game->isInCheck(!game->getActivePlayer())) {
node_count++;
short depth_adjustment = 0;
#ifdef ENABLE_CHECK_EXTENSIONS
//Check extension:
if(game->isInCheck(game->getActivePlayer())) {
depth_adjustment = 1; //INCREASE the search depth by 1. Implies that opponent is in check.
}
#endif
#ifdef ENABLE_LMR
//PVS with LMR
if(move_count == 0)
score = -Hard_PVS(depth-1 + depth_adjustment, ply+1, game, -beta, -alpha, false);
else {
score = alpha+1; //recommended hack.
//LMR and Futility Conditions:
if( move_list[ply].phase() == NONCAPTURES // Do not reduce or prune winning captures or killers
&& !checked // Do not reduce or prune if in check
&& depth_adjustment == 0 // Do not reduce or prune if already extended aka oppenent in check
&& (move_list[ply].move()->promote_piece_to==0) // No promotions
) {
#ifdef ENABLE_FUTILITY_PRUNING
//Futility Pruning:
if (depth <= FUTILITY_DEPTH
//&& (game->getMaterialValue(!game->getActivePlayer()) - game->getMaterialValue(game->getActivePlayer()))
&& -game->getRelativeMaterialValue()
+ futility_margin[depth] < alpha //Futility condition
) {
move_count++;
game->unMakeMove(*move_list[ply].move());
continue;
}
#endif
//LMR:
if( move_count >= LMR_THRESHOLD // Wait for LATE moves
&& depth >= LMR_HORIZON // Do not reduce too close to the horizon
&& ( move_list[ply].move()->active_piece_id != PAWN_VALUE || //Do not reduce passed pawns
(game->getPieceBB(!move_list[ply].move()->color,nPawn) & mask::passed_pawn[move_list[ply].move()->color][move_list[ply].move()->to]) )
){
score = -Hard_PVS(depth-1-LMR_REDUCTION/*-((parent_moves_searched>=4&&depth>=3)?1:0)*/, ply+1, game, -(alpha+1), -alpha, false);
}
}
if(score > alpha) { //research
score = -Hard_PVS(depth-1+depth_adjustment, ply+1, game, -(alpha+1), -alpha, false);
if(score > alpha && score < beta) {
score = -Hard_PVS(depth-1+depth_adjustment, ply+1, game, -beta, -alpha, false);
}
}
}
#endif
#ifndef ENABLE_LMR
//PVS:
if(hashe_flag == HASH_EXACT && depth > PVS_HORIZON) {
score = -Hard_PVS(depth-1 + depth_adjustment, ply+1, game, -alpha-1, -alpha, false);
if ( (score > alpha) && (score < beta) ) {
score = -Hard_PVS(depth-1 + depth_adjustment, ply+1, game, -beta, -alpha, false); }
}
else {
score = -Hard_PVS(depth-1 + depth_adjustment, ply+1, game, -beta, -alpha, false);
}
#endif
move_count++;
game->unMakeMove(*move_list[ply].move());
//Normal Alpha-Beta:
if( score >= beta ) {
#ifdef ENABLE_KILLER_MOVES
if (move_list[ply].phase() == NONCAPTURES && move_list[ply].move()->promote_piece_to == 0) {
move_list[ply].addKiller(*move_list[ply].move());
}
#endif
#ifdef SEARCH_STATS
cutoff_phase[move_list[ply].current_phase ]++;
cutoff_move[move_count]++;
#endif
hashtable->RecordHash( game->getKey(),depth, beta, HASH_BETA, move_list[ply].move() );
return beta;
}
if(score > alpha) {
#ifdef SEARCH_STATS
last_alpha = move_count;
last_alpha_phase = move_list[ply].current_phase;
#endif
hashe_flag = HASH_EXACT;
alpha = score;
best_local_move = *move_list[ply].move();
}
}
else {
game->unMakeMove(*move_list[ply].move()); }
}
//Return scores:
if(move_count == 0) {
if(!game->isInCheck())
return contempt(game); //stalemate
else
return (-MATE + (root_depth - depth)); //checkmate
}
else {
hashtable->RecordHash(game->getKey(), depth, alpha, hashe_flag, &best_local_move);
#ifdef SEARCH_STATS
alpha_move[last_alpha]++;
alpha_phase[last_alpha_phase]++;
#endif
return alpha;
}
}
/*
void SEARCH::addKiller(MOVE killer, unsigned char depth) {
//cout << "Added Killer: ";
//killer.print(true);
//cout << endl;
if(move_list[depth].killer_counter[0] == 0) {
move_list[depth].killer_move[0]= killer;
move_list[depth].killer_counter[0]=1;
return;
}
if(move_list[depth].killer_counter[1] == 0) {
move_list[depth].killer_move[1] = killer;
move_list[depth].killer_counter[1]=1;
return;
}
if(move_list[depth].killer_move[0] == killer) {
move_list[depth].killer_counter[0]++;
return;
}
if(move_list[depth].killer_move[1] == killer) {
move_list[depth].killer_counter[1]++;
return;
}
if(move_list[depth].killer_counter[0] >= move_list[depth].killer_counter[1]) {
move_list[depth].killer_move[1] = killer;
move_list[depth].killer_counter[1]=1;
}
else {
move_list[depth].killer_move[0]= killer;
move_list[depth].killer_counter[0]=1;
}
}
*/