Esempio n. 1
0
        int OrderMove(Move m, TranspositionTableEntry entry)
        {
            if (entry != null)
            {
                if (m.Value == entry.MoveValue)
                {
                    return(int.MaxValue);// search this move first
                }
            }

            if ((m.Bits & (byte)MoveBits.Capture) > 0)
            {
                //winning and even captures
                if (Evaluator.PieceValueOnSquare(MyBoard, m.To) >= Evaluator.PieceValues[(int)Move.GetPiece((MoveBits)m.Bits)])
                {
                    return(LvaMvv(m));
                }
                else
                {
                    //verify that it is actually losing with SEE
                    if (StaticExchange.Eval(MyBoard, m, MyBoard.SideToMove) >= 0)
                    {
                        return(LvaMvv(m));
                    }
                    return(int.MinValue + LvaMvv(m));//losing captures at the bottom
                }
            }
            else
            {
                //these happen before losing captures
                if (Killers[Ply, 0] != null && Killers[Ply, 0].Value == m.Value)
                {
                    return(2);
                }
                else if (Killers[Ply, 1] != null && Killers[Ply, 1].Value == m.Value)
                {
                    return(1);
                }
            }

            return(0);
        }
Esempio n. 2
0
        public int Quiesce(int alpha, int beta)
        {
            Metrics.Nodes++;
            Metrics.QNodes++;

            if (Ply >= MAX_DEPTH)
            {
                TakeBack();
                return(Evaluator.Evaluate(MyBoard, -10000, 10000));
            }

            if ((Metrics.Nodes & 65535) == 65535)
            {
                Interrupt();
                if (MyGameState.TimeUp)
                {
                    return(alpha);
                }
            }
            int score = Evaluator.Evaluate(MyBoard, alpha, beta);

            if (score > alpha)
            {
                alpha = score;
            }
            //attemp to stand pat (don't search if eval tells us we are in a good position)
            var inCheck = MyBoard.InCheck(MyBoard.SideToMove);

            if (!inCheck)
            {
                if (score >= beta)
                {
                    return(beta);
                }

                //Don't bother searching if we are evaluating at less than a Queen
                if (score < alpha - Evaluator.PieceValues[(int)Piece.Queen])
                {
                    return(alpha);
                }
            }

            var moves = MoveGenerator
                        .GenerateCapturesAndPromotions(MyBoard, false)
                        .OrderByDescending((m) => OrderQuiesceMove(m));

            foreach (var m in moves)
            {
                if ((BitMask.Mask[m.To] & (MyBoard.King[0] | MyBoard.King[1])) > 0)
                {
                    return(beta);
                }

                //if SEE says this is a losing capture, we prune it
                if (StaticExchange.Eval(MyBoard, m, MyBoard.SideToMove) < 0)
                {
                    continue;
                }
                MyBoard.MakeMove(m, false);
                Ply++;

                score = -Quiesce(-beta, -alpha);
                TakeBack();
                if (score >= beta)
                {
                    return(beta);
                }
                if (score > alpha)
                {
                    alpha = score;
                }
            }
            return(alpha);
        }