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computil.c
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/**********************************
* computil.c *
* Colin Frayn *
* November 2001 *
**********************************/
/*
This file contains all the miscellaneous
utility functions for the computer search.
*/
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <math.h>
#include <string.h>
#ifdef _WIN32
# include <io.h>
# include <signal.h>
# define strncasecmp strnicmp
#else
# include <unistd.h>
#endif
#include "common.h"
#include "computil.h"
#include "moves.h"
#include "eval.h"
#include "utils.h"
#include "board.h"
#include "params.h"
#include "checks.h"
#include "parser.h"
#include "comp.h"
extern Undo UndoHistory[1000];
extern MOVE MoveHistory[1000];
extern CompDat Params;
extern Board Current_Board;
extern BOOL XBoard,ComputerGO,AnalyseMode,Pondering,UCI;
extern int mvno, Skill;
extern KeyType RandomTable[64][13], CastleKey[16];
extern BITBOARD RookMask[64],KnightMoves[64],BishopMask[64],FileMask[8];
/* Stuff from comp.c */
extern int Skill,GlobalDepth,InitFifty,TopPlyNMoves,TopPlyMoveno;
extern int InitialScore,PreviousScore,RootAlpha,RootBeta;
extern long int History[64][64];
extern MOVE Killer1[MAX_PV],Killer2[MAX_PV],MateKiller[MAX_PV];
extern MOVE MoveToPlay; // For parsing move input during search/ponder
extern MOVE BestMoveRet; // The best move returned from the last recursive search
extern BOOL AbortFlag,CMFound,PrintedPV,QStoreAll,QStore,bEasyMove;
HashElt *TableB=NULL,*TableW=NULL;
int TimeToSolution;
KeyType Prev[1000];
MOVE LastBest; // For running tests
float MaxTime;
char PV_text[1000];
BOOL bRushed;
/* Counters */
longlong Nodecount,Evalcount,Qnodes;
long int HashEntries,HashProbes,HashHits,NHash=0;
long int CheckExtensions,ThreatExtensions,OneReplyExtensions,PawnPushExtensions;
long int RevCheckExtensions,RecapExtensions;
long int CMCuts,DeltaCuts,SEECuts,RazorCuts,EvalCuts;
long int TBProbes, TBHits;
long int SortNodes,BestFirst;
/* Get the best move in this subsection of the move list and put it
* at the front. */
void SortFrom(FullMove *Full,const int startno, const int NMoves) {
int n,best=startno,bestscore=-INFINITY;
FullMove temp;
/* Loop through the moves and check for the highest score */
for (n=startno;n<NMoves;n++) {
/* Check to see if this move is better than the current best */
if (Full[n].score > bestscore) {bestscore = Full[n].score;best=n;}
}
/* Put the best move in the correct place */
if (best!=startno) {
temp = Full[startno];
Full[startno] = Full[best];
Full[best] = temp;
}
}
/* Print off the principal variation */
void PrintPV(Board *B) {
WritePVToText(B);
fprintf(stdout,PV_text);
fprintf(stdout,"\n");
}
/* Print off the principal variation to a text string (PV_text) */
void WritePVToText(Board *B) {
HashElt *Entry;
Board Temp = *B;
MOVE m=NO_MOVE;
int count=0,i;
KeyType KeyHistory[MAX_PV];
char *pv = PV_text;
BOOL First = TRUE;
#ifdef DEBUG_VERIFY
KeyType CheckKey;
#endif
*pv = 0;
do {
/* Get the key for this position */
#ifdef DEBUG_VERIFY
CheckKey = B->Key;
GenerateHashKey(B);
if (CheckKey != B->Key) {fprintf(stderr,"Warning - Key Corrupted in WritePVToText\n");while(1);}
#endif
KeyHistory[count] = B->Key;
/* Check the hash table */
Entry = HashProbe(B);
if (Entry) m = Entry->move;
else m = NO_MOVE;
/* Check for repeated positions */
if (count>3) {
for (i=count-4;i>=0;i-=2) if (KeyHistory[i] == B->Key) {
strcat(PV_text," &rep.");
pv += 6;
m=NO_MOVE;
}
}
/* If there is an entry then print off the suggested move */
if (m!=NO_MOVE) {
if (!First) *pv++ = ' ';
pv = MoveToText(pv, m, B);
First = FALSE;
(void)DoMove(B,m);
}
count++;
/* Continue until we're out of moves or we quit because of a repetition */
} while (Entry && m!=NO_MOVE);
*B = Temp;
}
/* Pretty-print a move in PGN notation */
char *MoveToText(char *movestr, MOVE m, Board *B) {
int to, from, chkpiece;
Undo U;
BITBOARD clash;
if (m == NO_MOVE) {*movestr = 0;return movestr;}
from=MFrom(m);
to=MTo(m);
#ifdef DEBUG_VERIFY
if ((B->side == WHITE && B->pieces[from] <= 0) ||
(B->side == BLACK && B->pieces[from] >= 0) ||
(abs(B->pieces[from]) > 6)) {
fprintf(stderr,"Bad bestmove to print (%d - %d) (side=%d)\n",from,to,B->side);
PrintBoard(*B);
while (1);
}
#endif
if (IsCastle(m)) {
*movestr++ = 'O';
*movestr++ = '-';
*movestr++ = 'O';
if (from>to) {
*movestr++ = '-';
*movestr++ = 'O';
}
}
else {
clash = EMPTY;
switch (PType(B->pieces[from])) {
case pawn : if (File(from)!=File(to)) *movestr++ = (char)(File(from) + 97); break;
case knight : *movestr++ = 'N'; clash = B->WhiteKnights|B->BlackKnights; break;
case bishop : *movestr++ = 'B'; clash = B->WhiteBishops|B->BlackBishops; break;
case rook : *movestr++ = 'R'; clash = B->WhiteRooks|B->BlackRooks; break;
case queen : *movestr++ = 'Q'; clash = B->WhiteQueens|B->BlackQueens; break;
case king : *movestr++ = 'K'; break;
}
/* Resolve Ambiguities */
if (B->side==WHITE) clash &= B->WhitePieces;
else clash &= B->BlackPieces;
if (Count(clash)>1) {
switch(PType(B->pieces[from])) {
case rook: clash &= (QueenMoves(B,to) & RookMask[to]); break;
case knight: clash &= KnightMoves[to]; break;
case bishop: clash &= (QueenMoves(B,to) & BishopMask[to]);
case queen: clash &= QueenMoves(B,to); break;
}
if (Count(clash)>1) {
if (Count(clash&FileMask[File(from)]) == 1)
*movestr++ = (char)(File(from)+97);
else *movestr++ = (char)(56-Rank(from));
}
}
if (IsEP(m) || B->pieces[to]!=empty) *movestr++ = 'x';
*movestr++ = (char)(File(to)+97);
*movestr++ = (char)(56-Rank(to));
if (IsPromote(m)) *movestr++ = '=';
switch (IsPromote(m)) {
case (1) : *movestr++ = 'q'; break;
case (2) : *movestr++ = 'r'; break;
case (3) : *movestr++ = 'n'; break;
case (4) : *movestr++ = 'b'; break;
}
}
U = DoMove(B,m);
if ((chkpiece = InCheck(B,B->side)) != FALSE) {
if (InCM(B,chkpiece)) *movestr++ = '#';
else *movestr++ = '+';
}
UndoMove(B,m,U);
*movestr = 0;
return movestr;
}
/* Reset some values ready to start the search */
void ResetValues(Board *B) {
int i;
Nodecount = Evalcount = Qnodes = 0;
SortNodes = BestFirst = 0;
memset(History, 0, sizeof(History));
for (i=0;i<MAX_PV;i++) {
Killer1[i] = NO_MOVE;
Killer2[i] = NO_MOVE;
MateKiller[i] = NO_MOVE;
}
AbortFlag=FALSE;
HashEntries = HashProbes = HashHits = 0;
TBProbes = TBHits = 0;
DeltaCuts = SEECuts = CMCuts = EvalCuts = 0;
RazorCuts = 0;
InitialScore = Eval(B,-INFINITY,INFINITY);
PreviousScore = InitialScore;
bRushed = FALSE; // Are we rushed to make a quick move?
if (XBoard) GetTimeLimit();
else {QStore = TRUE; QStoreAll = TRUE;}
MaxTime = Params.MoveTime;
CheckExtensions = ThreatExtensions = RecapExtensions = 0;
PawnPushExtensions = OneReplyExtensions = RevCheckExtensions = 0;
CMFound=PrintedPV=FALSE;
TimeToSolution = 0;
LastBest = NO_MOVE;
MoveToPlay = NO_MOVE;
if (B->side==WHITE) Skill = Params.WSkill;
else Skill = Params.BSkill;
bEasyMove = FALSE;
}
/* Increase the counts for interesting looking moves at this ply */
void IncreaseCounts(const FullMove f,const int ply,const int score, const int side) {
int m = f.move;
int from = MFrom(m), to = MTo(m);
/* Increase history counts. In order to stop low nodes heavily
* altering the results, I clip this when the depth is too low. I add
* the current search depth to the count so that top ply nodes score
* more highly and hence influence the score more. It is important to
* get move ordering better at top ply moves so that the pruning works
* most efficiently. */
if (ply < GlobalDepth) History[from][to] += (GlobalDepth - ply);
/* Update Killer Moves. These are moves which, at this ply, seem to
* have caused more beta cuts than any others recently. MateKillers
* are killer moves which also return positive mate scores. */
if (IsCM(score)==1) {
if (m == Killer1[ply]) {
Killer1[ply] = Killer2[ply];
Killer2[ply] = NO_MOVE;
MateKiller[ply] = m;
}
else if (m == Killer2[ply]) {
MateKiller[ply] = m;
Killer2[ply] = NO_MOVE;
}
else MateKiller[ply] = m;
}
else if (Killer1[ply] != m) {
Killer2[ply] = Killer1[ply];
Killer1[ply] = m;
}
}
/* Test to see if we should continue the search based on the current
* positional score, the current best move score, the time searched so
* far and the current computer params. */
BOOL ContinueSearch(const int score, const int side, const int depth) {
float diffsec;
/* Check to see if we've got a drawn game returning very quickly */
if (Nodecount == 0) return FALSE; /* CM or immediate draw */
if (abs(score) == abs(DRAW_SCORE)) {
if (GlobalDepth>20 && Nodecount<200000) return FALSE;
}
/* Don't continue if we've got an abort flag */
if (AbortFlag) return FALSE;
/* Always continue if we've not searched to the required depth yet */
if (depth<=Params.Depth) return TRUE;
/* If we've done the minimum depth search, and we have a time limit of zero then
* quit now */
if (Params.MoveTime == 0) return FALSE;
diffsec = (float)GetElapsedTime() / 100.0f;
/* Check how we're doing and modify the recommended search time accordingly. */
ModifyTime(score);
/* If not running a test then quit if we've used 2/3 of the suggested time.
* Of course, this suggested time is modified regularly depending on how we're
* doing so far. We use a value of 2/3 because it is roughly at this stage
* that starting a new search would be fruitless as we would not be able to
* finish analysing the first move in the next depth. */
if (!Params.Test && diffsec*1.5f > MaxTime) return FALSE;
/* If we're doing a test then quit only when we've used all our available time */
if (Params.Test && diffsec > MaxTime) return FALSE;
return TRUE;
}
/* Check if we're out of time. First of all, calculate what a sensible
* search time should be based on how much time we initially allotted for
* this move, and how many points we're losing so far. Then see if we've
* exceeded this time or not. Return TRUE if we're out of time. */
BOOL CheckTime(const int ply, const int score) {
float diffsec;
diffsec = (float)GetElapsedTime() / 100.0f;
/* Modify the maximum time allowance if we're at the top ply */
if (ply==0) ModifyTime(score);
/* Check if we should still be storing quiescence nodes in the HT */
if (HashEntries*3>NHash*2) QStore = FALSE;
if (HashEntries*4>NHash) QStoreAll = FALSE;
/* If we're out of time then return TRUE */
if (diffsec >= MaxTime) return TRUE;
/* If we're going to use up all our time then return TRUE */
if (XBoard && (Params.Time - (int)(diffsec*100.0) < 100)) return TRUE;
/* We're OK - we still have time left! */
return FALSE;
}
/* Check if a board position is a draw (theoretically) */
BOOL IsDrawn(Board *B,const int ply, const int fifty, BOOL MainSearch) {
int tpts = max(B->WPts, B->BPts);
/* Firstly, check for draw by the fifty move rule */
if (fifty>100) return TRUE;
/* Now check for draw by lack of force */
if (tpts < 4 && !(B->WhitePawns | B->BlackPawns)) return TRUE;
/* Finally, check for draw by repetition. Don't bother in the qsearch
* becuse that deals with repetition chain breaking moves only */
if (!MainSearch) return FALSE;
return RepeatedPosition(B,ply,fifty);
}
/* Print off the current thinking to the screen */
void PrintThinking(const int score,Board *B) {
int diffcentisec;
longlong nodes = Nodecount + Qnodes;
HashElt *Entry;
diffcentisec = GetElapsedTime();
/* Check for Time to Solution updates */
if (Params.Test) {
/* Get the key for this position */
GenerateHashKey(B);
/* Check the hash table */
Entry = HashProbe(B);
if (Entry && Entry->move != NO_MOVE) {
if (Entry->move != LastBest) {
TimeToSolution = diffcentisec;
LastBest = Entry->move;
}
}
}
/* Don't bother printing off if this is uninteresting */
if (!PrintedPV && !XBoard && IsCM(score)!=1 && ((float)diffcentisec<(Params.MoveTime*10)) && diffcentisec<40) return;
PrintedPV = TRUE;
if (UCI) {
WritePVToText(B);
fprintf(stdout,"info depth %d time %d nodes %.0f ",GlobalDepth,diffcentisec*10,(double)Nodecount);
fprintf(stdout,"tbhits %d score %ld pv %s\n",TBHits,score,PV_text);
}
else {
Pad((long)GlobalDepth,2);
fprintf(stdout,"%d ",GlobalDepth);
if (!XBoard && IsCM(score)) {
if (score>0) {
if (CMSCORE-score<10) fprintf(stdout," ");
fprintf(stdout,"Mate%d ",CMSCORE-score);
}
else {
if (CMSCORE+score<10) fprintf(stdout," ");
fprintf(stdout,"Lost%d ",CMSCORE+score);
}
}
else {
if (!XBoard && score>=THEORETICAL_WIN) fprintf(stdout," Won ");
else if (!XBoard && score<=-THEORETICAL_WIN) fprintf(stdout," Lost ");
else {
Pad(score,5);
fprintf(stdout,"%d",score);
if (score >= RootBeta) fprintf(stdout,"!");
else if (score <= RootAlpha) fprintf(stdout,"?");
else fprintf(stdout," ");
}
}
}
Pad(diffcentisec,6);
fprintf(stdout,"%d",diffcentisec);
Pad((long)nodes,10);
fprintf(stdout,"%.0f ",(double)nodes);
PrintPV(B);
}
/* Pad out a number with spaces */
void Pad(long int num,int maxlen) {
int tally=0;
if (num<0) tally++;
while (abs(num)>9) {num/=10;tally++;}
while (++tally<=maxlen) fprintf(stdout," ");
}
/* Setup the hash table */
void SetupHash(void) {
long int HashMem;
if (NHash==0) {
/* Work out how much hash table memory we have to play with */
HashMem = (1<<Params.HashSize)*512;
/* Calculate a sensible number of hash table entries, using the largest
* prime number less than the calculated maximum number. */
NHash = LargestPrime(HashMem/((long int)sizeof(HashElt)));
/* Allocate the memory */
TableW = (HashElt *)calloc(sizeof(HashElt), (size_t)NHash);
assert(TableW!=NULL);
TableB = (HashElt *)calloc(sizeof(HashElt), (size_t)NHash);
assert(TableB!=NULL);
}
}
/* Get the initial suggested base time limit per move in an
* xboard game with fixed time controls. */
void GetTimeLimit(void) {
int left;
int oleft,tpts=Current_Board.WPts+Current_Board.BPts;
float mvleft;
/* Get how much time we have to play with, and how much our opponent has */
left = Params.Time;
oleft = Params.OTime;
/* If we know the number of moves per time control, then work out how many
* we have left to play. Otherwise, estimate the average game is about
* GAME_LENGTH moves long.
* Assume also that we're probably going to have to play about another
* MIN_LEFT moves minimum from any position, unless we're playing a certain number
* of moves per time control. We should also take into account that we
* might need to spend a bit longer occasionally because of blunder
* avoidance */
if (Params.Mps != 0) {
mvleft = (float)(Params.Mps + 1 - ((mvno/2)%Params.Mps));
/* If we have several moves left then allocate a slight buffer of time in
* case we have to extend a search later because of blunder avoidance. */
if (mvleft>1) mvleft *= 1.1f;
}
else {
mvleft = (float)((GAME_LENGTH*2)-mvno)/2.0f;
if (mvleft<(float)MIN_LEFT) mvleft = (float)MIN_LEFT;
}
/* If we're down on time compared to our opponent then reduce time per move */
if (oleft > left && mvleft > 10.0f) mvleft++;
/* If we're in the opening still then spend more time per move */
if (tpts > 70 && mvleft > 10.0f) mvleft--;
/* Set the suggested thinking time */
Params.MoveTime = (float)left / (mvleft * 100.0f);
/* If we have 8 seconds left or less then move very quickly and turn
* off one or two complicated algorithms (for accuracy),
* provided we're not playing in a time-per-session game or an increment game. */
if (left<800 && Params.Mps == 0 && Params.Inc == 0) {Params.MoveTime = 0.1f;bRushed = TRUE;}
/* If we're playing with a time increment per move then factor in the
* extra time we have If this is more than the available time then it'll
* get trapped in the time control code. Hopefully :) */
if (Params.Inc>0) Params.MoveTime += (float)Params.Inc;
/* Check if we have enough space in the hash table to store quiescence
* positions during this search. */
QStore = QStoreAll = FALSE;
if (Params.HashSize>8 && (float)(1<<(Params.HashSize-9)) > Params.MoveTime) QStore = TRUE;
if (Params.HashSize>11 && (float)(1<<(Params.HashSize-12)) > Params.MoveTime) QStoreAll = TRUE;
}
/* Modify the recommended search time remaining depending on how we're doing so far,
* but only if we're playing a game under XBoard. Otherwise, leave it alone ;)
* We check for score drops from the last iteration, and extend accordingly to try
* to find a better move. */
void ModifyTime(const int score) {
float scaled_loss,ext,maxt;
/* Set the maximum time to the initial recommended value */
MaxTime = Params.MoveTime;
/* Only bother doing blunder avoidance if we're playing a game
* and we're not rushed */
if (!XBoard && !bRushed) return;
/* Check if this is an easy move - in which case reduce the time available to one third */
if (XBoard && bEasyMove) MaxTime /= 3.0f;
/* If this move improves the score since last iteration then don't extend */
if (score >= PreviousScore) return;
/* If were in a test then don't modify the time */
if (Params.Test) return;
/* Calculate how much material we're losing in terms of how many times
* the scale factor, LOSS_SCALE, the score has dropped since last iteration */
scaled_loss = (float)(PreviousScore-score)/(float)LOSS_SCALE;
if (scaled_loss>5.0) scaled_loss=5.0;
/* If we're still ahead then reduce the damage ;) */
if (score>0) scaled_loss *= 0.6f;
/* Calculate the factor by which the search time must be increased */
ext = (float)pow(BASE_INCR/10.0,scaled_loss);
/* Return the new search time, as recommended based on the loss avoidance
* tactics. Basically, it is wise to spend longer contemplating ways of avoiding
* losing pieces. The game is probably lost anyway if you lose the piece, so
* it is well worth actually trying not to, even at the expense of some time. */
MaxTime *= ext;
/* Make sure we don't allocate more time than we have */
maxt = (float)Params.Time / 200.0f; /* Half the remaining time */
if (Params.Mps == 0 && ext > 1.0 && MaxTime>maxt) MaxTime = maxt;
if (Params.Mps == 0 && maxt < 2.0) MaxTime=0.0;
}
/* Probe the hash table for the specified board */
HashElt *HashProbe(Board *B) {
long int hashentry;
HashElt *H=NULL;
StoreKey SK;
KeyType Hashkey = B->Key;
// hashentry = (long int)(Hashkey % (KeyType)NHash);
hashentry = ((unsigned long int)(Hashkey>>32)) % NHash;
switch (B->side) {
case WHITE: H = &TableW[hashentry]; break;
case BLACK: H = &TableB[hashentry]; break;
}
/* Update counter */
HashProbes++;
/* Check if this entry exists, and return it if so */
if (H && H->depth>0) {
SK = PackToStoreKey(Hashkey);
if (H->Key == SK) {ResetStaleness(H->flags);HashHits++;return H;}
}
/* This entry doesn't exist :( */
return NULL;
}
/* Update the hash table with the given information */
void HashUpdate(Board *B, int score, MOVE bestmove, int depth,
short int flag, BOOL threat, int ply) {
long int hashentry;
HashElt *Entry;
KeyType Hashkey = B->Key;
#ifdef DEBUG_VERIFY
int from = MFrom(bestmove), to = MTo(bestmove);
if (bestmove != NO_MOVE) {
if ((B->side == WHITE && B->pieces[from] <= 0) ||
(B->side == BLACK && B->pieces[from] >= 0) ||
(abs(B->pieces[from]) > 6)) {
fprintf(stderr,"Bad bestmove to store (%d - %d) (side=%d)\n",from,to,B->side);
PrintBoard(*B);
while (1);
}
}
#endif
/* See if we already have an entry for this position */
Entry = HashProbe(B);
/* If we already have an entry then just update this entry if
* the new information is from a deeper search. */
if (Entry) {
/* We might have a shallower entry this time, but with a bestmove
* which we don't already have. Check for this. Always update top ply
* values. */
if (Entry->move==NO_MOVE) Entry->move=bestmove;
if (ply>0 && depth < Entry->depth) return;
Entry->depth = depth;
Entry->score = (short)score;
if (bestmove != NO_MOVE) Entry->move = bestmove;
ResetStaleness(Entry->flags);
}
/* Need a new entry */
else {
// hashentry = (long int)(Hashkey % (KeyType)NHash);
hashentry = ((unsigned long int)(Hashkey>>32)) % NHash;
switch (B->side) {
case WHITE: Entry = &TableW[hashentry]; break;
case BLACK: Entry = &TableB[hashentry]; break;
}
/* We might have a clash if this entry is already in use (storing a different
* position which happens to give the same hash key). We replace the old entry if;
* (1) The new entry is from the top ply,
* (2) The new result is from an equal depth or deeper search than the old entry or
* (3) The old entry is stale
*/
if (ply > 0 && GetStaleness(Entry->flags) == 0 && Entry->depth > depth) return;
// We're OK to replace the entry
Entry->Key = PackToStoreKey(Hashkey);
Entry->move = bestmove;
Entry->score = (short)score;
Entry->depth = depth;
ResetStaleness(Entry->flags);
/* Update counter */
HashEntries++;
}
if (threat) SetHashType(Entry->flags,HASH_NULL);
else SetHashType(Entry->flags,flag);
}
/* Generate Hash Keys for this position */
void GenerateHashKey(Board *B) {
int sq,p;
KeyType key=0;
/* We do this by XOR'ing together a list of 64 bit integers
* which were randomly generated at runtime. These integers represent one
* different number for each piece on each square. The combined XOR of these is
* used as a key for this position */
for (sq=64;--sq>=0;) {
p = B->pieces[sq] + 6;
key ^= RandomTable[sq][p];
}
/* Include the castling permissions */
key ^= CastleKey[B->castle];
B->Key = key;
}
/* Check if the current position is repeated */
BOOL RepeatedPosition(const Board *B, const int ply, const int fifty) {
int a;
/* Set up the hash value for this position in the history list */
Prev[ply+InitFifty] = B->Key;
/* Test to see if this position has been repeated before. If we've had fewer
* than 4 quiescent/drawable moves in a row then this can't possibly be the case. */
if (fifty<4) return FALSE;
/* Otherwise test the recent positions for this side, starting with the most recent
* one which could possibly have been a repetition of the current board */
for (a=ply+InitFifty-4;a>=ply+InitFifty-fifty;a-=2) {
if (Prev[a] == B->Key) return TRUE;
}
return FALSE;
}
/* Get a list of positions that have been played since the last capture/pawn move.
* This is then used for the draw-by-repetition check */
int GetRepeatedPositions(void) {
int n,fifty=0;
MOVE m;
Board B = Current_Board;
for (n=0;n<1000;n++) Prev[n]=0;
n=mvno;
/* Parse through and get the number of moves, then parse through again
* to put them in the list in the correct (reverse) order */
while (--n>=0) {
fifty++;
m = MoveHistory[n];
if (UndoHistory[n].capt) break;
if (IsEP(m) || IsPromote(m)) break;
if (PType(B.pieces[MTo(m)])==pawn) break;
/* Go back to the previous move */
UndoMove(&B, MoveHistory[n], UndoHistory[n]);
}
B = Current_Board;
for (n=0;n<=fifty;n++) {
/* Store this position in the list */
GenerateHashKey(&B);
/* Yeah I know this is backwards, but it doesn't matter */
Prev[fifty-n] = B.Key;
/* Stop if we come across a capture/pawn move */
if (mvno<=n) break;
m = MoveHistory[mvno-n-1];
if (UndoHistory[mvno-n-1].capt) break;
if (IsPromote(m) || IsEP(m)) break;
if (PType(B.pieces[MTo(m)])==pawn) break;
/* Go back to the previous move */
UndoMove(&B, MoveHistory[mvno-n-1], UndoHistory[mvno-n-1]);
}
/* Return how many drawable *moves* (not positions) we've had */
return fifty;
}
/* Check if this position is a draw by repetition */
BOOL DrawByRepetition(int fifty, int ply, KeyType Key) {
int count=0,n;
/* Check if the draw move chain is long enough */
if (fifty<11) return FALSE;
/* If so, then test these moves */
for (n=InitFifty+ply-fifty;n<InitFifty+ply;n++) {
/* We've found this position before! */
if (Prev[n]==Key) {
count++;
if (count==2) return TRUE;
}
}
return FALSE;
}
/* Check the move given (from the hashtable) and add on the
* standard flags for EP and castling, if necessary */
MOVE CheckMove(MOVE m) {
Board *B = &Current_Board;
int to=(m>>6)&63,from=m&63;
/* Check if this is an en-passant move */
if (!IsEP(m) && PType(B->pieces[from])==pawn && File(to)!=File(from) && B->pieces[to]==empty) m |= SPECIAL_FLAG;
/* Check if this is a castling move */
if (!IsCastle(m)) {
if (PType(B->pieces[from])==king && File(from)==FileE && File(to)==FileC) m |= SPECIAL_FLAG;
if (PType(B->pieces[from])==king && File(from)==FileE && File(to)==FileG) m |= SPECIAL_FLAG;
}
return m;
}
/* Test to see if our position is worth resigning from.
* Lower skill players take much longer to resign. */
BOOL CheckResign(const int score) {
if (score<(Skill*40)-1000) {
if (XBoard) fprintf(stdout,"resign\n");
else fprintf(stdout,"I Resign!\n");
ComputerGO = FALSE;
return TRUE;
}
return FALSE;
}
/* Print out info for the thinking at the end of the search */
void PrintInfo(const int score) {
int diffsec;
float time_spent,frac;
longlong nodes = Nodecount + Qnodes;
int n;
diffsec = GetElapsedTime() / 100;
time_spent = (float)GetElapsedTime() / 100.0f;
if (diffsec >= 1000) fprintf(stdout,"\nTime Taken : %d Seconds\n",diffsec);
else if (diffsec >= 100) fprintf(stdout,"\nSearch Time : %.1f Seconds\n",time_spent);
else fprintf(stdout,"\nSearch Time : %.2f Seconds\n",time_spent);
if (Nodecount+Qnodes==0) frac=0.0;
else frac = (float)Qnodes / (float)(Nodecount+Qnodes);
frac *= 100;
fprintf(stdout,"Total Nodes Searched : %.0f (%.1f%% Qui)\n",(double)nodes,frac);
fprintf(stdout,"Total Nodes Evaluated : %.0f\n",(double)Evalcount);
fprintf(stdout,"Cuts : Delta ");
Pad(DeltaCuts,7);
fprintf(stdout,"%ld : SEE ",DeltaCuts);
Pad(SEECuts,6);
fprintf(stdout,"%ld : Mate ",SEECuts);
Pad(CMCuts,5);
fprintf(stdout,"%ld\n",CMCuts);
fprintf(stdout," : Razor ");
Pad(RazorCuts,6);
fprintf(stdout,"%ld : Eval ",RazorCuts);
Pad(EvalCuts,6);
fprintf(stdout,"%ld\n",EvalCuts);
fprintf(stdout,"Extensions : Check ");
Pad(CheckExtensions,7);
fprintf(stdout,"%ld : OneRep ",CheckExtensions);
Pad(OneReplyExtensions,6);
fprintf(stdout,"%ld : CMThreat ",OneReplyExtensions);
Pad(ThreatExtensions,5);
fprintf(stdout,"%ld\n : Pawn ",ThreatExtensions);
Pad(PawnPushExtensions,7);
fprintf(stdout,"%ld : Recap ",PawnPushExtensions);
Pad(RecapExtensions,6);
fprintf(stdout,"%ld : RevCheck ",RecapExtensions);
Pad(RevCheckExtensions,5);
fprintf(stdout,"%ld\n",RevCheckExtensions);
fprintf(stdout,"Hash Stores (Size) : %ld (%ld)\n",HashEntries,NHash);
if (!USE_HASH) HashProbes = HashHits = 0;
fprintf(stdout,"Hash Probes (Hits) : %ld (%ld)\n",HashProbes,HashHits);
fprintf(stdout,"EGTB Probes (Hits) : %ld (%ld)\n",TBProbes,TBHits);
if (SortNodes>0) fprintf(stdout,"Move Ordering : %.1f%%\n",(double)BestFirst*100.0/(double)SortNodes);
else fprintf(stdout,"Move Ordering : N/A\n");
fprintf(stdout,"Best Move = ");
n=0;
do {
fprintf(stdout,"%c",PV_text[n]);
} while (PV_text[++n]!=' ' && n<(int)strlen(PV_text));
fprintf(stdout,"\n");
fprintf(stdout,"Move Score = %d\n",score);
if (bEasyMove) fprintf(stdout,"(Easy Move)\n");
}
/* Test to see whether or not a NULL move is safe in the given position.
* This is false if;
* (1) There is less material on the board than the defined minimum, AVOID_NULL_MAT
* (2) There are fewer pieces than AVOID_NULL_PIECES
* If a NULL move is safe then we calculate the amount by which we should reduce
* the search depth. */
int NullOK(Board *B,int depth) {
int cwp=0,cbp=0,base_reduction = (depth>IGNORE_ZUGZWANG) ? 0 : ONEPLY;
/* If there is a risk of Zugzwang then return 0 (no Null move) */
if (B->side==WHITE && B->WPts < AVOID_NULL_MAT) return base_reduction;
if (B->side==BLACK && B->BPts < AVOID_NULL_MAT) return base_reduction;
cwp = Count(B->WhitePieces);
if (B->side==WHITE && cwp < AVOID_NULL_PIECES) return base_reduction;
cbp = Count(B->BlackPieces);
if (B->side==BLACK && cbp < AVOID_NULL_PIECES) return base_reduction;
if (Skill<=8) return Skill;
/*
The formula below is from Ernst A. Heinz's book "Scalable Search in Computer Chess"
It comes from pages 35-37 and is described elsewhere in the book.
This method is called 'Adaptive Null Move Pruning' with R(adapt) = 3(6)~2.
In English, the NULL move depth reduction is equal to two ply by default. However,
if either (a) both sides have fewer than 3 pieces and the current depth is 8 ply or
more or (b) at least one side has greater than 2 pieces and the current depth is
6 ply or more then increase the depth reduction to 3 full ply.
*/
// return TWOPLY + ((depth) > ((6*ONEPLY) + (((cwp < 3 && cbp < 3) ? TWOPLY : 0))) ? ONEPLY : 0);
/* This is my own formula, offering scaleable search depth reduction between one and
* 2.5 ply depending on the depth to which you are searching */
return ONEPLY + (depth > (ONEPLY*8) ? (ONEPLY) : (depth / ONEPLY)) + ((depth > ONEPLY) ? (HALFPLY) : (0));
}
/* Calculate the largest (odd) prime number not greater than n.
* I know this is a dumb way of doing it, but it's easily fast enough
* considering that it should only need to be done once per game. */
long int LargestPrime(long int n) {
int max_fact = (int)sqrt((double)n), i;
/* This clause should never be needed, but it's worth keeping for safety */
if (n<5) return 3;
n += (n%2) + 1;
do {
n-=2;
for (i=3;i<=max_fact;i+=2) if (n%i == 0) break;
} while (i<=max_fact);
return n;
}
/* Check for user input during the search */
int CheckUserInput(void) {
char input[FILENAME_MAX]="", *endc;
char CAPScopy[FILENAME_MAX];
int bytes,n,centitime;
MOVE tempmove;
/* If there is no input waiting then return immediately */
if (Bioskey()==0) return INPUT_NULL;
/* If we're pondering then return right away */
if (Pondering) return INPUT_STOP;
/* Cross fingers and pray that this works ;) */
do {
bytes=read(fileno(stdin),input,FILENAME_MAX);
} while (bytes<0);
endc = strchr(input,'\n');
if (endc) *endc=0;
/* If we have input waiting then parse it */
if (strlen(input)>0) {
for (n=0;n<(int)strlen(input);n++) CAPScopy[n] = toupper(input[n]);
if (CAPScopy[0] == 'Q') return INPUT_STOP;
if (!strncmp(CAPScopy,"FORCE",5)) return INPUT_STOP;
if (!strncmp(CAPScopy,"STOP",4)) return INPUT_STOP;
if (!strncmp(CAPScopy,"EXIT",4)) return INPUT_STOP;
// actually, "result 1/2-1/2 {draw}"
if (!strncmp(CAPScopy, "RESULT", 6)) return INPUT_STOP;
if (strstr(CAPScopy,"RESIGN")) return INPUT_RESIGN;
#ifdef BEOSERVER
if (strstr(CAPScopy,"NODE")) {ReadWorkDone(input);return INPUT_WORK_DONE;}
#endif // BEOSERVER
if (input[0] == '?') return INPUT_MOVE_NOW;
if (AnalyseMode==TRUE) {
if (!strncmp(CAPScopy,"UNDO",4)) return INPUT_UNDO;
if (!strncmp(CAPScopy,"NEW",3)) return INPUT_NEW;
if (input[0] == '.') {
centitime = GetElapsedTime();
fprintf(stdout,"stat01: %d %.0f %d %d %d\n",centitime,(double)(Nodecount+Qnodes),GlobalDepth,TopPlyNMoves-TopPlyMoveno-1,TopPlyNMoves);
return INPUT_NULL;
}
/* -- Standard Move -- */
if ((tempmove = ParseMove(input,Current_Board,FALSE)) != NO_MOVE) {
MoveToPlay = tempmove;
return INPUT_MOVE;
}
}
}
return INPUT_NULL;
}
/* Expire the hash elements & check staleness (after the search) */
void ExpireHash(void) {
int n;
// Don't bother to do this if we're rushed - it takes too much time for a large table
if (bRushed) return;
/* Expire old entries */
for (n=0;n<NHash;n++) {
TableB[n].flags++;
TableW[n].flags++;
}
}
/* Reset the entire hash table */
void ResetHash(void) {
if (TableW) free(TableW);
if (TableB) free(TableB);
TableW = TableB = NULL;
NHash = 0;
}
/* Stuff needed for the timing procedure */
#ifdef _WIN32
#include <sys/timeb.h>
struct timeb start;
/* Set the time for the start of the computation loop */
void SetStartTime(void) {
(void)ftime(&start);
}
/* Get the elapsed time in centiseconds so far */
int GetElapsedTime(void) {
struct timeb end;
int TimeTaken;
(void)ftime(&end);
TimeTaken = (int)(end.time - start.time)*100;
TimeTaken += (int)((end.millitm - start.millitm) / 10.0);
return TimeTaken;
}
#else
#include <unistd.h>
#include <sys/time.h>
#include <time.h>
struct timeval tvalStart;
void SetStartTime(void) {
gettimeofday(&tvalStart, 0);
}
int GetElapsedTime(void) {
struct timeval tvalStop;