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search.c
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search.c
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#include "stdio.h"
#include "defs.h"
#define INFINITE 30000
#define MATE 29000
static void CheckUp() { // Check if time is up or interrupt from GUI
}
static void PickNextMove(int moveNum, S_MOVELIST *list) {
S_MOVE temp;
int index = 0;
int bestScore = 0;
int bestNum = moveNum;
for (index = moveNum; index < list->count; ++index) {
if (list->moves[index].score > bestScore) {
bestScore = list->moves[index].score;
bestNum = index;
}
}
temp = list->moves[moveNum];
list->moves[moveNum] = list->moves[bestNum];
list->moves[bestNum] = temp; // Swaps indexed movenum for the bestnum (i.e. puts best move first)
}
static int IsRepetition(const S_BOARD *pos) {
int index = 0;
for (index = pos->hisPly - pos->fiftyMove; index < pos->hisPly-1; ++index) {
ASSERT(index >= 0 && index < MAXGAMEMOVES);
if (pos->posKey == pos->history[index].posKey) {
return TRUE;
}
}
return FALSE;
}
static void ClearForSearch(S_BOARD *pos, S_SEARCHINFO *info) { // Clear everything for new search
int index = 0;
int index2 = 0;
for (index = 0; index < 13; ++index) {
for (index2 = 0; index2 < BRD_SQ_NUM; ++index2) {
pos->searchHistory[index][index2] = 0;
}
}
for (index = 0; index < 2; ++index) {
for (index2 = 0; index2 < MAXDEPTH; ++index2) {
pos->searchKillers[index][index2] = 0;
}
}
ClearPvTable(pos->PvTable);
pos->ply = 0;
info->starttime = GetTimeMs(); // Stop time set in function that talks to GUI
info->stopped = 0;
info->nodes = 0;
info->fh = 0;
info->fhf = 0;
}
static int Quiescence(int alpha, int beta, S_BOARD *pos, S_SEARCHINFO *info) { // Finds quiet move (removes horizon effect)
ASSERT(CheckBoard(pos));
info->nodes++;
if (IsRepetition(pos) || pos->fiftyMove >= 100) {
return 0;
}
if (pos->ply > MAXDEPTH - 1) {
return EvalPosition(pos);
}
int Score = EvalPosition(pos);
if (Score >= beta) {
return beta;
}
if (Score > alpha) { // "Standing pat"
alpha = Score;
}
S_MOVELIST list[1];
GenerateAllCaps(pos, list);
int MoveNum = 0;
int Legal = 0;
int OldAlpha = alpha;
int BestMove = NOMOVE;
Score = -INFINITE;
int PvMove = ProbePvTable(pos);
for (MoveNum = 0; MoveNum < list->count; ++MoveNum) {
PickNextMove(MoveNum, list); // Move-Ordering
if (!MakeMove(pos, list->moves[MoveNum].move)) {
continue;
}
Legal++;
Score = -Quiescence(-beta, -alpha, pos, info); // Negamax the score and decrease the depth
TakeMove(pos);
if (Score > alpha) {
if (Score >= beta) {
if (Legal == 1) {
info->fhf++; // Searched best move first
}
info->fh++;
return beta; // Beta cutoff
}
alpha = Score;
BestMove = list->moves[MoveNum].move;
}
if (alpha != OldAlpha) {
StorePvMove(pos, BestMove);
}
}
return alpha;
}
static int AlphaBeta(int alpha, int beta, int depth, S_BOARD *pos, S_SEARCHINFO *info, int DoNull) {
ASSERT(CheckBoard(pos));
if (depth == 0) {
return Quiescence(alpha, beta, pos, info);
// return EvalPosition(pos);
}
info->nodes++;
if (IsRepetition(pos) || pos->fiftyMove >= 100) {
return 0;
}
if (pos->ply > MAXDEPTH - 1) {
return EvalPosition(pos);
}
S_MOVELIST list[1];
GenerateAllMoves(pos, list);
int MoveNum = 0;
int Legal = 0; // To determine if checkmate / stalemate reached
int OldAlpha = alpha;
int BestMove = NOMOVE;
int Score = -INFINITE;
int PvMove = ProbePvTable(pos);
if (PvMove != NOMOVE) { // Playing the principal variation move first
for (MoveNum = 0; MoveNum < list->count; ++MoveNum) {
if (list->moves[MoveNum].move == PvMove) {
list->moves[MoveNum].score = 2000000;
break;
}
}
}
for (MoveNum = 0; MoveNum < list->count; ++MoveNum) {
PickNextMove(MoveNum, list); // Move-Ordering
if (!MakeMove(pos, list->moves[MoveNum].move)) {
continue;
}
Legal++;
Score = -AlphaBeta(-beta, -alpha, depth-1, pos, info, TRUE); // Negamax the score and decrease the depth
TakeMove(pos);
if (Score > alpha) {
if (Score >= beta) {
if (Legal == 1) {
info->fhf++; // Searched best move first
}
info->fh++;
if (!(list->moves[MoveNum].move & MFLAGCAP)) { // Non-capture moves that casue beta cut-off
pos->searchKillers[1][pos->ply] = pos->searchKillers[0][pos->ply];
pos->searchKillers[0][pos->ply] = list->moves[MoveNum].move;
}
return beta; // Beta cutoff
}
alpha = Score;
BestMove = list->moves[MoveNum].move;
if (!(list->moves[MoveNum].move & MFLAGCAP)) {
pos->searchHistory[pos->pieces[FROMSQ(BestMove)]][TOSQ(BestMove)] += depth; // Error?!
}
}
}
if (Legal == 0) {
if (SqAttacked(pos->KingSq[pos->side], pos->side^1, pos)) { // If our King is attacked by the other side
return -MATE + pos->ply; // Used to calculate the number of moves to mate
} else {
return 0;
}
}
if (alpha != OldAlpha) {
StorePvMove(pos, BestMove);
}
return alpha;
}
void SearchPosition(S_BOARD *pos, S_SEARCHINFO *info) { // Iterative Deepening & Search Init
int bestMove = NOMOVE;
int bestScore = -INFINITE;
int currentDepth = 0;
int pvMoves = 0;
int pvNum = 0;
ClearForSearch(pos, info);
for (currentDepth = 1; currentDepth <= info->depth; ++currentDepth) {
bestScore = AlphaBeta(-INFINITE, INFINITE, currentDepth, pos, info, TRUE);
pvMoves = GetPvLine(currentDepth, pos); // Get the best series of moves for that depth & position
bestMove = pos->PvArray[0];
printf("Depth:%d Score:%d Move:%s Nodes:%ld ", currentDepth, bestScore, PrMove(bestMove), info->nodes);
pvMoves = GetPvLine(currentDepth, pos);
printf("PV:");
for (pvNum = 0; pvNum < pvMoves; ++pvNum) {
printf(" %s", PrMove(pos->PvArray[pvNum]));
}
printf("\n");
printf("Ordering:%.2f\n", (info->fhf/info->fh)); // Measure of how well ordered our moves are
}
}