Пример #1
0
        private static void generate_castle(CastlingSide Side, bool OnlyChecks, Position pos, MoveStack[] ms, ref int mpos, Color us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side))==0) )
                return;

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            Square kfrom = pos.king_square(us);
            Square rfrom = pos.castle_rook_square(us, Side);
            Square kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            Bitboard enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            for (Square s = Math.Min(kfrom, kto), e = Math.Max(kfrom, kto); s <= e; s++)
                if (s != kfrom // We are not in check
                    && ((pos.attackers_to(s) & enemies) != 0))
                    return;

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960
                && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
                return;

            Move m = Utils.make_castle(kfrom, rfrom);

            if (OnlyChecks)
            {
                CheckInfo ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                bool givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck) return;
            }

            ms[mpos++].move = m;
        }
Пример #2
0
        /// move_to_san() takes a position and a legal Move as input and returns its
        /// short algebraic notation representation.
        internal static string move_to_san(Position pos, int m)
        {
            if (m == MoveC.MOVE_NONE)
            {
                return "(none)";
            }

            if (m == MoveC.MOVE_NULL)
            {
                return "(null)";
            }

            Debug.Assert(pos.move_is_legal(m));

            Bitboard others, b;
            Color us = pos.sideToMove;
            var san = new StringBuilder();

            Square from = from_sq(m);
            Square to = to_sq(m);
            Piece pc = pos.piece_on(from);
            PieceType pt = type_of(pc);

            if (type_of_move(m) == MoveTypeC.CASTLING)
            {
                san.Append(to > from ? "O-O" : "O-O-O");
            }
            else
            {
                if (pt != PieceTypeC.PAWN)
                {
                    san.Append(PieceToChar[ColorC.WHITE][pt]); // Upper case

                    // Disambiguation if we have more then one piece of type 'pt' that can
                    // reach 'to' with a legal move.
                    others = b = (pos.attacks_from_PS(pc, to) & pos.pieces_PTC(pt, us)) ^ (ulong)from;
                    while (others != 0)
                    {
                        Move move = make_move(pop_lsb(ref b), to);
                        if (!pos.pl_move_is_legal(move, pos.pinned_pieces()))
                        {
                            others ^= (ulong)from_sq(move);
                        }
                    }

                    if (others != 0)
                    {
                        if ((others & file_bb_S(from)) == 0)
                        {
                            san.Append(file_to_char(file_of(from)));
                        }
                        else if ((others & rank_bb_S(from)) == 0)
                        {
                            san.Append(rank_to_char(rank_of(from)));
                        }
                        else
                        {
                            san.Append(square_to_string(from));
                        }
                    }
                }
                else if (pos.is_capture(m))
                {
                    san.Append(file_to_char(file_of(from)));
                }

                if (pos.is_capture(m))
                {
                    san.Append('x');
                }

                san.Append(square_to_string(to));

                if (type_of_move(m) == MoveTypeC.PROMOTION)
                {
                    san.Append('=');
                    san.Append(PieceToChar[ColorC.WHITE][promotion_type(m)]);
                }
            }

            var ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);
            if (pos.move_gives_check(m, ci))
            {
                var st = new StateInfo();
                pos.do_move(m, st);
                var mlist = MListBroker.GetObject();
                mlist.pos = 0;
                Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
                san.Append(mlist.pos > 0 ? "+" : "#");
                MListBroker.Free();
                pos.undo_move(m);
            }
            CheckInfoBroker.Free();

            return san.ToString();
        }
Пример #3
0
        /// move_to_san() takes a position and a move as input, where it is assumed
        /// that the move is a legal move for the position. The return value is
        /// a string containing the move in short algebraic notation.
        internal static string move_to_san(Position pos, Move m)
        {
            if (m == MoveC.MOVE_NONE)
                return "(none)";

            if (m == MoveC.MOVE_NULL)
                return "(null)";

            Debug.Assert(is_ok_M(m));

            Bitboard attackers;
            bool ambiguousMove, ambiguousFile, ambiguousRank;
            Square sq, from = from_sq(m);
            Square to = to_sq(m);
            PieceType pt = type_of(pos.piece_moved(m));

            StringBuilder san = new StringBuilder();

            if (is_castle(m))
                san.Append((to_sq(m) < from_sq(m) ? "O-O-O" : "O-O"));
            else
            {
                if (pt != PieceTypeC.PAWN)
                {
                    san.Append(piece_type_to_char(pt).ToString());

                    // Disambiguation if we have more then one piece with destination 'to'
                    // note that for pawns is not needed because starting file is explicit.
                    attackers = pos.attackers_to(to) & pos.pieces_PTC(pt, pos.sideToMove);
                    xor_bit(ref attackers, from);
                    ambiguousMove = ambiguousFile = ambiguousRank = false;

                    while (attackers != 0)
                    {
                        sq = pop_1st_bit(ref attackers);

                        // Pinned pieces are not included in the possible sub-set
                        if (!pos.pl_move_is_legal(make_move(sq, to), pos.pinned_pieces()))
                            continue;

                        if (file_of(sq) == file_of(from))
                            ambiguousFile = true;

                        if (rank_of(sq) == rank_of(from))
                            ambiguousRank = true;

                        ambiguousMove = true;
                    }

                    if (ambiguousMove)
                    {
                        if (!ambiguousFile)
                            san.Append(file_to_char(file_of(from)));
                        else if (!ambiguousRank)
                            san.Append(rank_to_char(rank_of(from)));
                        else
                            san.Append(square_to_string(from));
                    }
                }

                if (pos.is_capture(m))
                {
                    if (pt == PieceTypeC.PAWN)
                        san.Append(file_to_char(file_of(from)));

                    san.Append('x');
                }

                san.Append(square_to_string(to));

                if (is_promotion(m))
                {
                    san.Append('=');
                    san.Append(piece_type_to_char(promotion_type(m)));
                }
            }

            CheckInfo ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);
            if (pos.move_gives_check(m, ci))
            {
                StateInfo st = new StateInfo();
                pos.do_move(m, st);
                MList mlist = MListBroker.GetObject(); mlist.pos = 0;
                Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);
                san.Append(mlist.pos > 0 ? "+" : "#");
                MListBroker.Free();
                pos.undo_move(m);
            }
            CheckInfoBroker.Free();

            return san.ToString();
        }
Пример #4
0
        // search<>() is the main search function for both PV and non-PV nodes and for
        // normal and SplitPoint nodes. When called just after a split point the search
        // is simpler because we have already probed the hash table, done a null move
        // search, and searched the first move before splitting, we don't have to repeat
        // all this work again. We also don't need to store anything to the hash table
        // here: This is taken care of after we return from the split point.
        internal static Value search(NodeType NT, Position pos, Stack[] ss, int ssPos, Value alpha, Value beta, Depth depth)
        {
            bool PvNode = (NT == NodeTypeC.PV || NT == NodeTypeC.Root || NT == NodeTypeC.SplitPointPV || NT == NodeTypeC.SplitPointRoot);
            bool SpNode = (NT == NodeTypeC.SplitPointPV || NT == NodeTypeC.SplitPointNonPV || NT == NodeTypeC.SplitPointRoot);
            bool RootNode = (NT == NodeTypeC.Root || NT == NodeTypeC.SplitPointRoot);

            Debug.Assert(alpha >= -ValueC.VALUE_INFINITE && alpha < beta && beta <= ValueC.VALUE_INFINITE);
            Debug.Assert((alpha == beta - 1) || PvNode);
            Debug.Assert(depth > DepthC.DEPTH_ZERO);

            MovesSearched ms = MovesSearchedBroker.GetObject();
            Move[] movesSearched = ms.movesSearched;

            StateInfo st = null;
            TTEntry tte = TT.StaticEntry;
            bool tteHasValue = false;
            UInt32 ttePos = 0;
            Key posKey = 0;
            Move ttMove, move, excludedMove, bestMove, threatMove;
            Depth ext, newDepth;
            Bound bt;
            Value bestValue, value, oldAlpha, ttValue;
            Value refinedValue, nullValue, futilityBase, futilityValue;
            bool isPvMove, inCheck, singularExtensionNode, givesCheck;
            bool captureOrPromotion, dangerous, doFullDepthSearch;
            int moveCount = 0, playedMoveCount = 0;
            Thread thisThread = pos.this_thread();
            SplitPoint sp = null;

            refinedValue = bestValue = value = -ValueC.VALUE_INFINITE;
            oldAlpha = alpha;
            inCheck = pos.in_check();
            ss[ssPos].ply = ss[ssPos - 1].ply + 1;

            // Used to send selDepth info to GUI
            if (PvNode && thisThread.maxPly < ss[ssPos].ply)
                thisThread.maxPly = ss[ssPos].ply;

            // Step 1. Initialize node
            if (SpNode)
            {
                ttMove = excludedMove = MoveC.MOVE_NONE;
                ttValue = ValueC.VALUE_ZERO;

                sp = ss[ssPos].sp;
                bestMove = sp.bestMove;
                threatMove = sp.threatMove;
                bestValue = sp.bestValue;
                moveCount = sp.moveCount; // Lock must be held here

                Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && moveCount > 0);

                goto split_point_start;
            }
            else
            {
                ss[ssPos].currentMove = threatMove = ss[ssPos + 1].excludedMove = bestMove = MoveC.MOVE_NONE;
                ss[ssPos + 1].skipNullMove = 0; ss[ssPos + 1].reduction = DepthC.DEPTH_ZERO;
                ss[ssPos + 2].killers0 = ss[ssPos + 2].killers1 = MoveC.MOVE_NONE;
            }

            // Step 2. Check for aborted search and immediate draw
            // Enforce node limit here. FIXME: This only works with 1 search thread.
            if ((Limits.nodes != 0) && pos.nodes >= Limits.nodes)
                SignalsStop = true;

            if ((SignalsStop
                 || pos.is_draw(false)
                 || ss[ssPos].ply > Constants.MAX_PLY) && !RootNode)
            {
                MovesSearchedBroker.Free();
                return ValueC.VALUE_DRAW;
            }

            // Step 3. Mate distance pruning. Even if we mate at the next move our score
            // would be at best mate_in(ss[ssPos].ply+1), but if alpha is already bigger because
            // a shorter mate was found upward in the tree then there is no need to search
            // further, we will never beat current alpha. Same logic but with reversed signs
            // applies also in the opposite condition of being mated instead of giving mate,
            // in this case return a fail-high score.
            if (!RootNode)
            {
                alpha = Math.Max(Utils.mated_in(ss[ssPos].ply), alpha);
                beta = Math.Min(Utils.mate_in(ss[ssPos].ply + 1), beta);
                if (alpha >= beta)
                {
                    MovesSearchedBroker.Free();
                    return alpha;
                }
            }

            // Step 4. Transposition table lookup
            // We don't want the score of a partial search to overwrite a previous full search
            // TT value, so we use a different position key in case of an excluded move.
            excludedMove = ss[ssPos].excludedMove;
            posKey = (excludedMove != 0) ? pos.exclusion_key() : pos.key();
            tteHasValue = TT.probe(posKey, ref ttePos, out tte);
            ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tteHasValue ? tte.move() : MoveC.MOVE_NONE;
            ttValue = tteHasValue ? value_from_tt(tte.value(), ss[ssPos].ply) : ValueC.VALUE_ZERO;

            // At PV nodes we check for exact scores, while at non-PV nodes we check for
            // a fail high/low. Biggest advantage at probing at PV nodes is to have a
            // smooth experience in analysis mode. We don't probe at Root nodes otherwise
            // we should also update RootMoveList to avoid bogus output.
            if (!RootNode && tteHasValue && (PvNode ? tte.depth() >= depth && tte.type() == Bound.BOUND_EXACT
                                            : can_return_tt(tte, depth, ttValue, beta)))
            {
                TT.entries[ttePos].set_generation(TT.generation);
                ss[ssPos].currentMove = ttMove; // Can be MOVE_NONE

                if (ttValue >= beta
                    && (ttMove != 0)
                    && !pos.is_capture_or_promotion(ttMove)
                    && ttMove != ss[ssPos].killers0)
                {
                    ss[ssPos].killers1 = ss[ssPos].killers0;
                    ss[ssPos].killers0 = ttMove;
                }

                MovesSearchedBroker.Free();
                return ttValue;
            }

            // Step 5. Evaluate the position statically and update parent's gain statistics
            if (inCheck)
                ss[ssPos].eval = ss[ssPos].evalMargin = ValueC.VALUE_NONE;
            else if (tteHasValue)
            {
                Debug.Assert(tte.static_value() != ValueC.VALUE_NONE);
                ss[ssPos].eval = tte.static_value();
                ss[ssPos].evalMargin = tte.static_value_margin();
                refinedValue = refine_eval(tte, ttValue, ss[ssPos].eval);
            }
            else
            {
                refinedValue = ss[ssPos].eval = Evaluate.do_evaluate(false, pos, ref ss[ssPos].evalMargin);
                TT.store(posKey, ValueC.VALUE_NONE, Bound.BOUND_NONE, DepthC.DEPTH_NONE, MoveC.MOVE_NONE, ss[ssPos].eval, ss[ssPos].evalMargin);
            }

            // Update gain for the parent non-capture move given the static position
            // evaluation before and after the move.
            if ((move = ss[ssPos - 1].currentMove) != MoveC.MOVE_NULL
                && ss[ssPos - 1].eval != ValueC.VALUE_NONE
                && ss[ssPos].eval != ValueC.VALUE_NONE
                && (pos.captured_piece_type() == 0)
                && !Utils.is_special(move))
            {
                Square to = Utils.to_sq(move);
                H.update_gain(pos.piece_on(to), to, -ss[ssPos - 1].eval - ss[ssPos].eval);
            }

            // Step 6. Razoring (is omitted in PV nodes)
            if (!PvNode && !inCheck
                && depth < RazorDepth
                && refinedValue + razor_margin(depth) < beta
                && ttMove == MoveC.MOVE_NONE
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY
                && !pos.pawn_on_7th(pos.sideToMove))
            {
                Value rbeta = beta - razor_margin(depth);
                Value v = qsearch(NodeTypeC.NonPV, pos, ss, ssPos, rbeta - 1, rbeta, DepthC.DEPTH_ZERO);
                if (v < rbeta)
                {
                    // Logically we should return (v + razor_margin(depth)), but
                    // surprisingly this did slightly weaker in tests.
                    MovesSearchedBroker.Free();
                    return v;
                }
            }

            // Step 7. Static null move pruning (is omitted in PV nodes)
            // We're betting that the opponent doesn't have a move that will reduce
            // the score by more than futility_margin(depth) if we do a null move.
            if (!PvNode && !inCheck
                && (ss[ssPos].skipNullMove == 0)
                && depth < RazorDepth
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY
                && refinedValue - futility_margin(depth, 0) >= beta
                && (pos.non_pawn_material(pos.sideToMove) != 0))
            {
                MovesSearchedBroker.Free();
                return refinedValue - futility_margin(depth, 0);
            }

            // Step 8. Null move search with verification search (is omitted in PV nodes)
            if (!PvNode && !inCheck
                && (ss[ssPos].skipNullMove == 0)
                && depth > DepthC.ONE_PLY
                && refinedValue >= beta
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY
                && (pos.non_pawn_material(pos.sideToMove) != 0))
            {
                ss[ssPos].currentMove = MoveC.MOVE_NULL;

                // Null move dynamic reduction based on depth
                int R = 3 + (depth >= 5 * DepthC.ONE_PLY ? depth / 8 : 0);

                // Null move dynamic reduction based on value
                if (refinedValue - Constants.PawnValueMidgame > beta)
                    R++;

                if (st == null) { st = StateInfoBroker.GetObject(); }
                pos.do_null_move(true, st);
                ss[ssPos + 1].skipNullMove = 1;
                nullValue = depth - R * DepthC.ONE_PLY < DepthC.ONE_PLY ? -qsearch(NodeTypeC.NonPV, pos, ss, ssPos + 1, -beta, -alpha, DepthC.DEPTH_ZERO)
                                                      : -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -beta, -alpha, depth - R * DepthC.ONE_PLY);
                ss[ssPos + 1].skipNullMove = 0;
                pos.do_null_move(false, st);

                if (nullValue >= beta)
                {
                    // Do not return unproven mate scores
                    if (nullValue >= ValueC.VALUE_MATE_IN_MAX_PLY)
                        nullValue = beta;

                    if (depth < 6 * DepthC.ONE_PLY)
                    {
                        if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                        MovesSearchedBroker.Free();
                        return nullValue;
                    }

                    // Do verification search at high depths
                    ss[ssPos].skipNullMove = 1;
                    Value v = search(NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, depth - R * DepthC.ONE_PLY);
                    ss[ssPos].skipNullMove = 0;

                    if (v >= beta)
                    {
                        if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                        MovesSearchedBroker.Free();
                        return nullValue;
                    }
                }
                else
                {
                    // The null move failed low, which means that we may be faced with
                    // some kind of threat. If the previous move was reduced, check if
                    // the move that refuted the null move was somehow connected to the
                    // move which was reduced. If a connection is found, return a fail
                    // low score (which will cause the reduced move to fail high in the
                    // parent node, which will trigger a re-search with full depth).
                    threatMove = ss[ssPos + 1].currentMove;

                    if (depth < ThreatDepth
                        && (ss[ssPos - 1].reduction != 0)
                        && threatMove != MoveC.MOVE_NONE
                        && connected_moves(pos, ss[ssPos - 1].currentMove, threatMove))
                    {
                        if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                        MovesSearchedBroker.Free();
                        return beta - 1;
                    }
                }
            }

            // Step 9. ProbCut (is omitted in PV nodes)
            // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
            // and a reduced search returns a value much above beta, we can (almost) safely
            // prune the previous move.
            if (!PvNode && !inCheck
                && excludedMove == MoveC.MOVE_NONE
                && depth >= RazorDepth + DepthC.ONE_PLY
                && (ss[ssPos].skipNullMove == 0)
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY)
            {
                Value rbeta = beta + 200;
                Depth rdepth = depth - DepthC.ONE_PLY - 3 * DepthC.ONE_PLY;

                Debug.Assert(rdepth >= DepthC.ONE_PLY);
                Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NONE);
                Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NULL);

                MovePicker mp2 = MovePickerBroker.GetObject();
                mp2.MovePickerC(pos, ttMove, H, pos.captured_piece_type());
                CheckInfo ci2 = CheckInfoBroker.GetObject();
                ci2.CreateCheckInfo(pos);

                while ((move = mp2.next_move()) != MoveC.MOVE_NONE)
                {
                    if (pos.pl_move_is_legal(move, ci2.pinned))
                    {
                        ss[ssPos].currentMove = move;
                        if (st == null) { st = StateInfoBroker.GetObject(); }
                        pos.do_move(move, st, ci2, pos.move_gives_check(move, ci2));
                        value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -rbeta, -rbeta + 1, rdepth);
                        pos.undo_move(move);
                        if (value >= rbeta)
                        {
                            if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                            CheckInfoBroker.Free();
                            MovePickerBroker.Free(mp2);
                            MovesSearchedBroker.Free();
                            return value;
                        }
                    }
                }

                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp2);
            }

            // Step 10. Internal iterative deepening
            if (ttMove == MoveC.MOVE_NONE
                && depth >= IIDDepth[PvNode ? 1 : 0]
                && (PvNode || (!inCheck && ss[ssPos].eval + IIDMargin >= beta)))
            {
                Depth d = (PvNode ? depth - 2 * DepthC.ONE_PLY : depth / 2);

                ss[ssPos].skipNullMove = 1;
                search(PvNode ? NodeTypeC.PV : NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, d);
                ss[ssPos].skipNullMove = 0;

                tteHasValue = TT.probe(posKey, ref ttePos, out tte);
                ttMove = (tteHasValue) ? tte.move() : MoveC.MOVE_NONE;
            }
            else
            {
                // Re-read (needed as TTEntry is a struct in the port)
                if ((tteHasValue) && (TT.entries[ttePos].key == tte.key)) { tte = TT.entries[ttePos]; }
            }

        split_point_start: // At split points actual search starts from here

            MovePicker mp = MovePickerBroker.GetObject();
            mp.MovePickerC(pos, ttMove, depth, H, ss[ssPos], PvNode ? -ValueC.VALUE_INFINITE : beta, SpNode ? ss[ssPos].sp.mp : null);
            CheckInfo ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);
            futilityBase = ss[ssPos].eval + ss[ssPos].evalMargin;
            singularExtensionNode = !RootNode
                                   && !SpNode
                                   && depth >= SingularExtensionDepth[PvNode ? 1 : 0]
                                   && ttMove != MoveC.MOVE_NONE
                                   && (excludedMove == 0) // Recursive singular search is not allowed
                                   && ((tte.type() & Bound.BOUND_LOWER) != 0) // FIXME: uninitialized!
                                   && tte.depth() >= depth - 3 * DepthC.ONE_PLY;

            // Step 11. Loop through moves
            // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
            while (bestValue < beta
                   && (move = mp.next_move()) != MoveC.MOVE_NONE
                    && !thisThread.cutoff_occurred()
                    && !SignalsStop)
            {
                Debug.Assert(Utils.is_ok_M(move));

                if (move == excludedMove)
                    continue;

                // At root obey the "searchmoves" option and skip moves not listed in Root
                // Move List, as a consequence any illegal move is also skipped. In MultiPV
                // mode we also skip PV moves which have been already searched.

                // If we find none, it means !count
                if (RootNode && (find(RootMoves, PVIdx, RootMoves.Count, move) == -1))
                    continue;

                // At PV and SpNode nodes we want all moves to be legal since the beginning
                if ((PvNode || SpNode) && !pos.pl_move_is_legal(move, ci.pinned))
                    continue;

                if (SpNode)
                {
                    moveCount = ++sp.moveCount;
                    ThreadHelper.lock_release(sp.Lock);
                }
                else
                    moveCount++;

                if (RootNode)
                {
                    SignalsFirstRootMove = (moveCount == 1);

                    if (thisThread == Threads.main_thread() && SearchTime.ElapsedMilliseconds > 2000)
                    {
                        Plug.Write("info depth ");
                        Plug.Write((depth / DepthC.ONE_PLY).ToString());
                        Plug.Write(" currmove ");
                        Plug.Write(Utils.move_to_uci(move, Chess960));
                        Plug.Write(" nodes ");
                        Plug.Write(pos.nodes.ToString());
                        Plug.Write(" currmovenumber ");
                        Plug.Write((moveCount + PVIdx).ToString());
                        Plug.Write(Constants.endl);
                    }
                }

                isPvMove = (PvNode && moveCount <= 1);
                captureOrPromotion = pos.is_capture_or_promotion(move);
                givesCheck = pos.move_gives_check(move, ci);
                dangerous = givesCheck || is_dangerous(pos, move, captureOrPromotion);
                ext = DepthC.DEPTH_ZERO;

                // Step 12. Extend checks and, in PV nodes, also dangerous moves
                if (PvNode && dangerous)
                    ext = DepthC.ONE_PLY;

                else if (givesCheck && pos.see(move, true) >= 0)
                    ext = DepthC.ONE_PLY / 2;

                // Singular extension search. If all moves but one fail low on a search of
                // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
                // is singular and should be extended. To verify this we do a reduced search
                // on all the other moves but the ttMove, if result is lower than ttValue minus
                // a margin then we extend ttMove.
                if (singularExtensionNode
                    && (ext == 0)
                    && move == ttMove
                    && pos.pl_move_is_legal(move, ci.pinned))
                {
                    if (Math.Abs(ttValue) < ValueC.VALUE_KNOWN_WIN)
                    {
                        Value rBeta = ttValue - (int)(depth);
                        ss[ssPos].excludedMove = move;
                        ss[ssPos].skipNullMove = 1;
                        value = search(NodeTypeC.NonPV, pos, ss, ssPos, rBeta - 1, rBeta, depth / 2);
                        ss[ssPos].skipNullMove = 0;
                        ss[ssPos].excludedMove = MoveC.MOVE_NONE;
                        if (value < rBeta)
                            ext = DepthC.ONE_PLY;
                    }
                }

                // Update current move (this must be done after singular extension search)
                newDepth = depth - DepthC.ONE_PLY + ext;

                // Step 13. Futility pruning (is omitted in PV nodes)
                if (!PvNode && !inCheck
                    && !captureOrPromotion
                    && !dangerous
                    && move != ttMove
                    && (bestValue > ValueC.VALUE_MATED_IN_MAX_PLY || bestValue == -ValueC.VALUE_INFINITE)
                    && !Utils.is_castle(move))
                {
                    // Move count based pruning
                    if (moveCount >= futility_move_count(depth)
                        && ((threatMove == 0) || !connected_threat(pos, move, threatMove)))
                    {
                        if (SpNode)
                            ThreadHelper.lock_grab(sp.Lock);

                        continue;
                    }

                    // Value based pruning
                    // We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
                    // but fixing this made program slightly weaker.
                    Depth predictedDepth = newDepth - reduction(PvNode, depth, moveCount);
                    futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
                                                 + H.gain(pos.piece_moved(move), Utils.to_sq(move));

                    if (futilityValue < beta)
                    {
                        if (SpNode)
                            ThreadHelper.lock_grab(sp.Lock);

                        continue;
                    }

                    // Prune moves with negative SEE at low depths
                    if (predictedDepth < 2 * DepthC.ONE_PLY
                        && pos.see(move, true) < 0)
                    {
                        if (SpNode)
                            ThreadHelper.lock_grab(sp.Lock);

                        continue;
                    }
                }

                // Check for legality only before to do the move
                if (!pos.pl_move_is_legal(move, ci.pinned))
                {
                    moveCount--;
                    continue;
                }

                ss[ssPos].currentMove = move;
                if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
                    movesSearched[playedMoveCount++] = move;

                // Step 14. Make the move
                if (st == null) { st = StateInfoBroker.GetObject(); }
                pos.do_move(move, st, ci, givesCheck);

                // Step 15. Reduced depth search (LMR). If the move fails high will be
                // re-searched at full depth.
                if (
                    !isPvMove
                    && !captureOrPromotion
                    && !dangerous
                    && ss[ssPos].killers0 != move
                    && ss[ssPos].killers1 != move
                    && depth > 3 * DepthC.ONE_PLY
                    && !Utils.is_castle(move))
                {
                    ss[ssPos].reduction = reduction(PvNode, depth, moveCount);
                    Depth d = Math.Max(newDepth - ss[ssPos].reduction, DepthC.ONE_PLY);
                    alpha = SpNode ? sp.alpha : alpha;

                    value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -(alpha + 1), -alpha, d);

                    doFullDepthSearch = (value > alpha && ss[ssPos].reduction != DepthC.DEPTH_ZERO);
                    ss[ssPos].reduction = DepthC.DEPTH_ZERO;
                }
                else
                    doFullDepthSearch = !isPvMove;

                // Step 16. Full depth search, when LMR is skipped or fails high
                if (doFullDepthSearch)
                {
                    alpha = SpNode ? sp.alpha : alpha;
                    value = newDepth < DepthC.ONE_PLY ? -qsearch(NodeTypeC.NonPV, pos, ss, ssPos + 1, -(alpha + 1), -alpha, DepthC.DEPTH_ZERO)
                                               : -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -(alpha + 1), -alpha, newDepth);
                }

                // Only for PV nodes do a full PV search on the first move or after a fail
                // high, in the latter case search only if value < beta, otherwise let the
                // parent node to fail low with value <= alpha and to try another move.
                if (PvNode && (isPvMove || (value > alpha && (RootNode || value < beta))))
                {
                    value = newDepth < DepthC.ONE_PLY ? -qsearch(NodeTypeC.PV, pos, ss, ssPos + 1, -beta, -alpha, DepthC.DEPTH_ZERO)
                                               : -search(NodeTypeC.PV, pos, ss, ssPos + 1, -beta, -alpha, newDepth);
                }

                // Step 17. Undo move
                pos.undo_move(move);

                Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);

                // Step 18. Check for new best move
                if (SpNode)
                {
                    ThreadHelper.lock_grab(sp.Lock);
                    bestValue = sp.bestValue;
                    alpha = sp.alpha;
                }

                // Finished searching the move. If Signals.stop is true, the search
                // was aborted because the user interrupted the search or because we
                // ran out of time. In this case, the return value of the search cannot
                // be trusted, and we don't update the best move and/or PV.
                if (RootNode && !SignalsStop)
                {
                    int rmPos = find(RootMoves, 0, RootMoves.Count, move);

                    // PV move or new best move ?
                    if (isPvMove || value > alpha)
                    {
                        RootMoves[rmPos].score = value;
                        RootMoves[rmPos].extract_pv_from_tt(pos);

                        // We record how often the best move has been changed in each
                        // iteration. This information is used for time management: When
                        // the best move changes frequently, we allocate some more time.
                        if (!isPvMove && MultiPV == 1)
                            BestMoveChanges++;
                    }
                    else
                        // All other moves but the PV are set to the lowest value, this
                        // is not a problem when sorting becuase sort is stable and move
                        // position in the list is preserved, just the PV is pushed up.
                        RootMoves[rmPos].score = -ValueC.VALUE_INFINITE;

                }

                if (value > bestValue)
                {
                    bestValue = value;
                    bestMove = move;

                    if (PvNode
                        && value > alpha
                        && value < beta) // We want always alpha < beta
                        alpha = value;

                    if (SpNode && !thisThread.cutoff_occurred())
                    {
                        sp.bestValue = value;
                        sp.bestMove = move;
                        sp.alpha = alpha;

                        if (value >= beta)
                            sp.cutoff = true;
                    }
                }

                // Step 19. Check for split
                if (!SpNode
                  && depth >= Threads.min_split_depth()
                  && bestValue < beta
                  && Threads.available_slave_exists(thisThread)
                  && !SignalsStop
                  && !thisThread.cutoff_occurred())
                {
                    bestValue = Threads.split(Constants.FakeSplit, pos, ss, ssPos, alpha, beta, bestValue, ref bestMove, depth, threatMove, moveCount, mp, NT);
                }
            }

            // Step 20. Check for mate and stalemate
            // All legal moves have been searched and if there are no legal moves, it
            // must be mate or stalemate. Note that we can have a false positive in
            // case of Signals.stop or thread.cutoff_occurred() are set, but this is
            // harmless because return value is discarded anyhow in the parent nodes.
            // If we are in a singular extension search then return a fail low score.
            if (moveCount == 0)
            {
                if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp);
                MovesSearchedBroker.Free();
                return (excludedMove != 0) ? oldAlpha : inCheck ? Utils.mated_in(ss[ssPos].ply) : ValueC.VALUE_DRAW;
            }

            // If we have pruned all the moves without searching return a fail-low score
            if (bestValue == -ValueC.VALUE_INFINITE)
            {
                Debug.Assert(playedMoveCount == 0);
                bestValue = oldAlpha;
            }

            // Step 21. Update tables
            // Update transposition table entry, killers and history
            if (!SpNode && !SignalsStop && !thisThread.cutoff_occurred())
            {
                move = bestValue <= oldAlpha ? MoveC.MOVE_NONE : bestMove;
                bt = bestValue <= oldAlpha ? Bound.BOUND_UPPER
                     : bestValue >= beta ? Bound.BOUND_LOWER : Bound.BOUND_EXACT;

                TT.store(posKey, value_to_tt(bestValue, ss[ssPos].ply), bt, depth, move, ss[ssPos].eval, ss[ssPos].evalMargin);

                // Update killers and history for non capture cut-off moves
                if (!inCheck
                    && bestValue >= beta
                    && !pos.is_capture_or_promotion(move)
                    )
                {
                    if (move != ss[ssPos].killers0)
                    {
                        ss[ssPos].killers1 = ss[ssPos].killers0;
                        ss[ssPos].killers0 = move;
                    }

                    // Increase history value of the cut-off move
                    Value bonus = (depth * depth);
                    H.add(pos.piece_moved(move), Utils.to_sq(move), bonus);

                    // Decrease history of all the other played non-capture moves
                    for (int i = 0; i < playedMoveCount - 1; i++)
                    {
                        Move m = movesSearched[i];
                        H.add(pos.piece_moved(m), Utils.to_sq(m), -bonus);
                    }
                }
            }

            Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && bestValue < ValueC.VALUE_INFINITE);

            if (st != null) { st.previous = null; StateInfoBroker.Free(); }
            CheckInfoBroker.Free();
            MovePickerBroker.Free(mp);
            MovesSearchedBroker.Free();

            return bestValue;
        }
Пример #5
0
        /// Search::perft() is our utility to verify move generation. All the leaf nodes
        /// up to the given depth are generated and counted and the sum returned.
        internal static Int64 perft(Position pos, Depth depth)
        {
            StateInfo st = new StateInfo();
            Int64 cnt = 0;

            MList mlist = MListBroker.GetObject(); mlist.pos = 0;
            Movegen.generate_legal(pos, mlist.moves, ref mlist.pos);

            // At the last ply just return the number of moves (leaf nodes)
            if (depth == DepthC.ONE_PLY)
            {
                int retval = mlist.pos;
                MListBroker.Free();
                return retval;
            }

            CheckInfo ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);
            for (int i = 0; i < mlist.pos; ++i)
            {
                MoveStack ms = mlist.moves[i];
                pos.do_move(ms.move, st, ci, pos.move_gives_check(ms.move, ci));
                cnt += perft(pos, depth - DepthC.ONE_PLY);
                pos.undo_move(ms.move);
            }
            CheckInfoBroker.Free();
            MListBroker.Free();
            return cnt;
        }
Пример #6
0
        // qsearch() is the quiescence search function, which is called by the main
        // search function when the remaining depth is zero (or, to be more precise,
        // less than ONE_PLY).
        static Value qsearch(NodeType NT, Position pos, Stack[] ss, int ssPos, Value alpha, Value beta, Depth depth)
        {
            bool PvNode = (NT == NodeTypeC.PV);

            Debug.Assert(NT == NodeTypeC.PV || NT == NodeTypeC.NonPV);
            Debug.Assert(alpha >= -ValueC.VALUE_INFINITE && alpha < beta && beta <= ValueC.VALUE_INFINITE);
            Debug.Assert((alpha == beta - 1) || PvNode);
            Debug.Assert(depth <= DepthC.DEPTH_ZERO);

            StateInfo st = null;
            Move ttMove, move, bestMove;
            Value ttValue, bestValue, value, evalMargin = 0, futilityValue, futilityBase;

            bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
            bool tteHasValue = false;
            TTEntry tte;
            UInt32 ttePos = 0;
            Depth ttDepth;
            Bound bt;
            Value oldAlpha = alpha;

            ss[ssPos].currentMove = bestMove = MoveC.MOVE_NONE;
            ss[ssPos].ply = ss[ssPos - 1].ply + 1;

            // Check for an instant draw or maximum ply reached
            if (pos.is_draw(true) || ss[ssPos].ply > Constants.MAX_PLY)
                return ValueC.VALUE_DRAW;

            // Decide whether or not to include checks, this fixes also the type of
            // TT entry depth that we are going to use. Note that in qsearch we use
            // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
            inCheck = pos.st.checkersBB != 0;
            ttDepth = (inCheck || depth >= DepthC.DEPTH_QS_CHECKS ? DepthC.DEPTH_QS_CHECKS : DepthC.DEPTH_QS_NO_CHECKS);

            // Transposition table lookup. At PV nodes, we don't use the TT for
            // pruning, but only for move ordering.
            tteHasValue = TT.probe(pos.key(), ref ttePos, out tte);
            ttMove = (tteHasValue ? tte.move() : MoveC.MOVE_NONE);
            ttValue = tteHasValue ? value_from_tt(tte.value(), ss[ssPos].ply) : ValueC.VALUE_ZERO;

            if (!PvNode && tteHasValue && can_return_tt(tte, ttDepth, ttValue, beta))
            {
                ss[ssPos].currentMove = ttMove; // Can be MOVE_NONE
                return ttValue;
            }

            // Evaluate the position statically
            if (inCheck)
            {
                bestValue = futilityBase = -ValueC.VALUE_INFINITE;
                ss[ssPos].eval = evalMargin = ValueC.VALUE_NONE;
                enoughMaterial = false;
            }
            else
            {
                if (tteHasValue)
                {
                    Debug.Assert(tte.static_value() != ValueC.VALUE_NONE);
                    evalMargin = tte.static_value_margin();
                    ss[ssPos].eval = bestValue = tte.static_value();
                }
                else
                    ss[ssPos].eval = bestValue = Evaluate.do_evaluate(false, pos, ref evalMargin);

                // Stand pat. Return immediately if static value is at least beta
                if (bestValue >= beta)
                {
                    if (!tteHasValue)
                        TT.store(pos.key(), value_to_tt(bestValue, ss[ssPos].ply), Bound.BOUND_LOWER, DepthC.DEPTH_NONE, MoveC.MOVE_NONE, ss[ssPos].eval, evalMargin);

                    return bestValue;
                }

                if (PvNode && bestValue > alpha)
                    alpha = bestValue;

                futilityBase = ss[ssPos].eval + evalMargin + FutilityMarginQS;
                enoughMaterial = (pos.sideToMove == 0 ? pos.st.npMaterialWHITE : pos.st.npMaterialBLACK) > Constants.RookValueMidgame;
            }

            // Initialize a MovePicker object for the current position, and prepare
            // to search the moves. Because the depth is <= 0 here, only captures,
            // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
            // be generated.
            MovePicker mp = MovePickerBroker.GetObject();
            mp.MovePickerC(pos, ttMove, depth, H, (ss[ssPos - 1].currentMove) & 0x3F);
            CheckInfo ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);

            // Loop through the moves until no moves remain or a beta cutoff occurs
            while (bestValue < beta
                   && (move = mp.next_move()) != MoveC.MOVE_NONE)
            {
                Debug.Assert(Utils.is_ok_M(move));

                givesCheck = pos.move_gives_check(move, ci);

                // Futility pruning
                if (!PvNode
                    && !inCheck
                    && !givesCheck
                    && move != ttMove
                    && enoughMaterial
                    && ((move & (3 << 14)) != (1 << 14))
                    && !pos.is_passed_pawn_push(move))
                {
                    futilityValue = futilityBase
                                   + Position.PieceValueEndgame[pos.board[move & 0x3F]]
                                   + (((move & (3 << 14)) == (2 << 14)) ? Constants.PawnValueEndgame : ValueC.VALUE_ZERO);

                    if (futilityValue < beta)
                    {
                        if (futilityValue > bestValue)
                            bestValue = futilityValue;

                        continue;
                    }

                    // Prune moves with negative or equal SEE
                    if (futilityBase < beta
                        && depth < DepthC.DEPTH_ZERO
                        && pos.see(move, false) <= 0)
                        continue;
                }

                // Detect non-capture evasions that are candidate to be pruned
                evasionPrunable = !PvNode
                                 && inCheck
                                 && bestValue > ValueC.VALUE_MATED_IN_MAX_PLY
                                 && !(((pos.board[move & 0x3F] != PieceC.NO_PIECE) && !((move & (3 << 14)) == (3 << 14))) || ((move & (3 << 14)) == (2 << 14)))
                                 && ((pos.st.castleRights & (CastleRightC.WHITE_ANY << (pos.sideToMove << 1))) == 0);

                // Don't search moves with negative SEE values
                if (!PvNode
                    && move != ttMove
                    && (!inCheck || evasionPrunable)
                    && (move & (3 << 14)) != (1 << 14)
                    && pos.see(move, true) < 0)
                    continue;

                // Don't search useless checks
                if (!PvNode
                    && !inCheck
                    && givesCheck
                    && move != ttMove
                    && !(((move & (3 << 14)) != 0) ? ((move & (3 << 14)) != (3 << 14)) : (pos.board[move & 0x3F] != PieceC.NO_PIECE))
                    && ss[ssPos].eval + Constants.PawnValueMidgame / 4 < beta
                    && !check_is_dangerous(pos, move, futilityBase, beta))
                    continue;

                // Check for legality only before to do the move
                if (!pos.pl_move_is_legal(move, ci.pinned))
                    continue;

                ss[ssPos].currentMove = move;

                // Make and search the move
                if (st == null) { st = StateInfoBroker.GetObject(); }
                pos.do_move(move, st, ci, givesCheck);
                value = -qsearch(NT, pos, ss, ssPos + 1, -beta, -alpha, depth - DepthC.ONE_PLY);
                pos.undo_move(move);

                Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);

                // New best move?
                if (value > bestValue)
                {
                    bestValue = value;
                    bestMove = move;

                    if (PvNode
                        && value > alpha
                        && value < beta) // We want always alpha < beta
                        alpha = value;
                }
            }

            // All legal moves have been searched. A special case: If we're in check
            // and no legal moves were found, it is checkmate.
            if (inCheck && bestValue == -ValueC.VALUE_INFINITE)
            {
                if (st != null) { st.previous = null; StateInfoBroker.Free(); }
                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp);
                return Utils.mated_in(ss[ssPos].ply); // Plies to mate from the root
            }

            // Update transposition table
            move = bestValue <= oldAlpha ? MoveC.MOVE_NONE : bestMove;
            bt = bestValue <= oldAlpha ? Bound.BOUND_UPPER
                 : bestValue >= beta ? Bound.BOUND_LOWER : Bound.BOUND_EXACT;

            TT.store(pos.key(), value_to_tt(bestValue, ss[ssPos].ply), bt, ttDepth, move, ss[ssPos].eval, evalMargin);

            Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && bestValue < ValueC.VALUE_INFINITE);

            if (st != null) { st.previous = null; StateInfoBroker.Free(); }
            CheckInfoBroker.Free();
            MovePickerBroker.Free(mp);

            return bestValue;
        }
Пример #7
0
        private static void generate_castle(
            int Side,
            bool Checks,
            Position pos,
            MoveStack[] ms,
            ref int mpos,
            int us)
        {
            if (pos.castle_impeded(us, Side) || (pos.can_castle_CR(Utils.make_castle_right(us, Side)) == 0))
            {
                return;
            }

            // After castling, the rook and king final positions are the same in Chess960
            // as they would be in standard chess.
            var kfrom = pos.king_square(us);
            var rfrom = pos.castle_rook_square(us, Side);
            var kto = Utils.relative_square(us, Side == CastlingSideC.KING_SIDE ? SquareC.SQ_G1 : SquareC.SQ_C1);

            var enemies = pos.pieces_C(us ^ 1);

            Debug.Assert(!pos.in_check());

            int K = pos.chess960 ? kto > kfrom ? -1 : 1 : Side == CastlingSideC.KING_SIDE ? -1 : 1;
            
            for (Square s = kto; s != kfrom; s += (Square)K)
            {
                if ((pos.attackers_to(s) & enemies) != 0)
                {
                    return;
                }
            }

            // Because we generate only legal castling moves we need to verify that
            // when moving the castling rook we do not discover some hidden checker.
            // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
            if (pos.chess960 && ((pos.attackers_to(kto, Utils.xor_bit(pos.occupied_squares, rfrom)) & enemies) != 0))
            {
                return;
            }

            var m = Utils.make(kfrom, rfrom, MoveTypeC.CASTLING);

            if (Checks)
            {
                var ci = CheckInfoBroker.GetObject();
                ci.CreateCheckInfo(pos);
                var givesCheck = pos.move_gives_check(m, ci);
                CheckInfoBroker.Free();
                if (!givesCheck)
                {
                    return;
                }
            }

            ms[mpos++].move = m;
        }
Пример #8
0
        // search<>() is the main search function for both PV and non-PV nodes and for
        // normal and SplitPoint nodes. When called just after a split point the search
        // is simpler because we have already probed the hash table, done a null move
        // search, and searched the first move before splitting, we don't have to repeat
        // all this work again. We also don't need to store anything to the hash table
        // here: This is taken care of after we return from the split point.
        internal static int search(int NT, Position pos, Stack[] ss, int ssPos, int alpha, int beta, int depth)
        {
            var PvNode = (NT == NodeTypeC.PV || NT == NodeTypeC.Root || NT == NodeTypeC.SplitPointPV
                          || NT == NodeTypeC.SplitPointRoot);
            var SpNode = (NT == NodeTypeC.SplitPointPV || NT == NodeTypeC.SplitPointNonPV
                          || NT == NodeTypeC.SplitPointRoot);
            var RootNode = (NT == NodeTypeC.Root || NT == NodeTypeC.SplitPointRoot);

            Debug.Assert(alpha >= -ValueC.VALUE_INFINITE && alpha < beta && beta <= ValueC.VALUE_INFINITE);
            Debug.Assert((PvNode || alpha == beta - 1));
            Debug.Assert(depth > DepthC.DEPTH_ZERO);

            var ms = MovesSearchedBroker.GetObject();
            var movesSearched = ms.movesSearched;

            StateInfo st = null;
            var tte = TT.StaticEntry;
            var tteHasValue = false;
            uint ttePos = 0;
            ulong posKey = 0;
            int ttMove, move, excludedMove, bestMove, threatMove;
            int ext, newDepth;
            int bestValue, value, ttValue;
            int eval = 0, nullValue, futilityValue;
            bool inCheck, givesCheck, pvMove, singularExtensionNode;
            bool captureOrPromotion, dangerous, doFullDepthSearch;
            int moveCount = 0, playedMoveCount = 0;
            SplitPoint sp = null;

            // Step 1. Initialize node
            var thisThread = pos.this_thread();
            //var threatExtension = false;
            inCheck = pos.in_check();
            
            if (SpNode)
            {
                sp = ss[ssPos].sp;
                bestMove = sp.bestMove;
                threatMove = sp.threatMove;
                bestValue = sp.bestValue;
                ttMove = excludedMove = MoveC.MOVE_NONE;
                ttValue = ValueC.VALUE_NONE;

                Debug.Assert(sp.bestValue > -ValueC.VALUE_INFINITE && sp.moveCount > 0);

                goto split_point_start;
            }

            bestValue = -ValueC.VALUE_INFINITE;
            ss[ssPos].currentMove = threatMove = ss[ssPos + 1].excludedMove = bestMove = MoveC.MOVE_NONE;
            ss[ssPos].ply = ss[ssPos - 1].ply + 1;
            ss[ssPos + 1].skipNullMove = 0;
            ss[ssPos + 1].reduction = DepthC.DEPTH_ZERO;
            ss[ssPos + 2].killers0 = ss[ssPos + 2].killers1 = MoveC.MOVE_NONE;

            // Used to send selDepth info to GUI
            if (PvNode && thisThread.maxPly < ss[ssPos].ply)
            {
                thisThread.maxPly = ss[ssPos].ply;
            }
            
            if (!RootNode)
            {
                // Step 2. Check for aborted search and immediate draw
                if ((SignalsStop || pos.is_draw(false) || ss[ssPos].ply > Constants.MAX_PLY))
                {
                    MovesSearchedBroker.Free();
                    return DrawValue[pos.sideToMove];
                }

                // Step 3. Mate distance pruning. Even if we mate at the next move our score
                // would be at best mate_in(ss->ply+1), but if alpha is already bigger because
                // a shorter mate was found upward in the tree then there is no need to search
                // further, we will never beat current alpha. Same logic but with reversed signs
                // applies also in the opposite condition of being mated instead of giving mate,
                // in this case return a fail-high score.
                alpha = Math.Max(Utils.mated_in(ss[ssPos].ply), alpha);
                beta = Math.Min(Utils.mate_in(ss[ssPos].ply + 1), beta);
                if (alpha >= beta)
                {
                    MovesSearchedBroker.Free();
                    return alpha;
                }
            }

            // Step 4. Transposition table lookup
            // We don't want the score of a partial search to overwrite a previous full search
            // TT value, so we use a different position key in case of an excluded move.
            excludedMove = ss[ssPos].excludedMove;
            posKey = (excludedMove != 0) ? pos.exclusion_key() : pos.key();
            tteHasValue = TT.probe(posKey, ref ttePos, out tte);
            ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tteHasValue ? tte.move() : MoveC.MOVE_NONE;
            ttValue = tteHasValue ? value_from_tt(tte.value(), ss[ssPos].ply) : ValueC.VALUE_NONE;

            // At PV nodes we check for exact scores, while at non-PV nodes we check for
            // a fail high/low. Biggest advantage at probing at PV nodes is to have a
            // smooth experience in analysis mode. We don't probe at Root nodes otherwise
            // we should also update RootMoveList to avoid bogus output.
            if (!RootNode 
                && tteHasValue 
                && tte.depth() >= depth
                && ttValue != ValueC.VALUE_NONE // Only in case of TT access race
                && (PvNode ? tte.type() == Bound.BOUND_EXACT 
                            : ttValue >= beta ? ((tte.type() & Bound.BOUND_LOWER) != 0 )
                                              : ((tte.type() & Bound.BOUND_UPPER) != 0)))
            {
                Debug.Assert(ttValue != ValueC.VALUE_NONE); // Due to depth > DEPTH_NONE

                TT.table[ttePos].set_generation(TT.generation);
                ss[ssPos].currentMove = ttMove; // Can be MOVE_NONE

                if (ttValue >= beta && (ttMove != 0) && !pos.is_capture_or_promotion(ttMove)
                    && ttMove != ss[ssPos].killers0)
                {
                    ss[ssPos].killers1 = ss[ssPos].killers0;
                    ss[ssPos].killers0 = ttMove;
                }

                MovesSearchedBroker.Free();
                return ttValue;
            }

            // Step 5. Evaluate the position statically and update parentSplitPoint's gain statistics
            if (inCheck)
            {
                ss[ssPos].staticEval = ss[ssPos].evalMargin = eval = ValueC.VALUE_NONE;
            }
            else if (tteHasValue)
            {
                // Never assume anything on values stored in TT
                if ((ss[ssPos].staticEval = eval = tte.eval_value()) == ValueC.VALUE_NONE
                    || (ss[ssPos].evalMargin = tte.eval_margin()) == ValueC.VALUE_NONE)
                {
                    eval = ss[ssPos].staticEval = Evaluate.do_evaluate(false, pos, ref ss[ssPos].evalMargin);
                }

                // Can ttValue be used as a better position evaluation?
                if (ttValue != ValueC.VALUE_NONE)
                {
                    if ((((tte.type() & Bound.BOUND_LOWER) != 0) && ttValue > eval)
                        || (((tte.type() & Bound.BOUND_UPPER) != 0) && ttValue < eval))
                    {
                        eval = ttValue;
                    }
                }
            }
            else
            {
                eval = ss[ssPos].staticEval = Evaluate.do_evaluate(false, pos, ref ss[ssPos].evalMargin);
                TT.store(
                    posKey,
                    ValueC.VALUE_NONE,
                    Bound.BOUND_NONE,
                    DepthC.DEPTH_NONE,
                    MoveC.MOVE_NONE,
                    ss[ssPos].staticEval,
                    ss[ssPos].evalMargin);
            }

            // Update gain for the parentSplitPoint non-capture move given the static position
            // evaluation before and after the move.
            if ((move = ss[ssPos - 1].currentMove) != MoveC.MOVE_NULL && ss[ssPos - 1].staticEval != ValueC.VALUE_NONE
                && ss[ssPos].staticEval != ValueC.VALUE_NONE && (pos.captured_piece_type() == 0) && Utils.type_of_move(move) == MoveTypeC.NORMAL)
            {
                var to = Utils.to_sq(move);
                H.update_gain(pos.piece_on(to), to, -ss[ssPos - 1].staticEval - ss[ssPos].staticEval);
            }

            // Step 6. Razoring (is omitted in PV nodes)
            if (!PvNode && !inCheck && depth < 4 * DepthC.ONE_PLY && eval + razor_margin(depth) < beta
                && ttMove == MoveC.MOVE_NONE && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY
                && !pos.pawn_on_7th(pos.sideToMove))
            {
                var rbeta = beta - razor_margin(depth);
                var v = qsearch(NodeTypeC.NonPV, false, pos, ss, ssPos, rbeta - 1, rbeta, DepthC.DEPTH_ZERO);
                if (v < rbeta)
                {
                    // Logically we should return (v + razor_margin(depth)), but
                    // surprisingly this did slightly weaker in tests.
                    MovesSearchedBroker.Free();
                    return v;
                }
            }

            // Step 7. Static null move pruning (is omitted in PV nodes)
            // We're betting that the opponent doesn't have a move that will reduce
            // the score by more than futility_margin(depth) if we do a null move.
            if (!PvNode && !inCheck && (ss[ssPos].skipNullMove == 0) && depth < 4 * DepthC.ONE_PLY
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY && eval - FutilityMargins[depth][0] >= beta
                && (pos.non_pawn_material(pos.sideToMove) != 0))
            {
                MovesSearchedBroker.Free();
                return eval - FutilityMargins[depth][0];
            }

            // Step 8. Null move search with verification search (is omitted in PV nodes)
            if (!PvNode && !inCheck && (ss[ssPos].skipNullMove == 0) && depth > DepthC.ONE_PLY && eval >= beta
                && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY && (pos.non_pawn_material(pos.sideToMove) != 0))
            {
                ss[ssPos].currentMove = MoveC.MOVE_NULL;

                // Null move dynamic reduction based on depth
                Depth R = 3 * DepthC.ONE_PLY + depth / 4;

                // Null move dynamic reduction based on value
                if (eval - Constants.PawnValueMidgame > beta)
                {
                    R += DepthC.ONE_PLY;
                }

                if (st == null)
                {
                    st = StateInfoBroker.GetObject();
                }
                pos.do_null_move(st);
                ss[ssPos + 1].skipNullMove = 1;
                
                nullValue = depth - R < DepthC.ONE_PLY ? -qsearch(NodeTypeC.NonPV, false, pos, ss, ssPos + 1, -beta, -alpha, DepthC.DEPTH_ZERO)
                                      : -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -beta, -alpha, depth - R);

                ss[ssPos + 1].skipNullMove = 0;
                pos.undo_null_move(st);

                if (nullValue >= beta)
                {
                    // Do not return unproven mate scores
                    if (nullValue >= ValueC.VALUE_MATE_IN_MAX_PLY)
                    {
                        nullValue = beta;
                    }

                    if (depth < 6 * DepthC.ONE_PLY)
                    {
                        if (st != null)
                        {
                            st.previous = null;
                            StateInfoBroker.Free();
                        }
                        MovesSearchedBroker.Free();
                        return nullValue;
                    }

                    // Do verification search at high depths
                    ss[ssPos].skipNullMove = 1;
                    var v = search(NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, depth - R);
                    ss[ssPos].skipNullMove = 0;

                    if (v >= beta)
                    {
                        if (st != null)
                        {
                            st.previous = null;
                            StateInfoBroker.Free();
                        }
                        MovesSearchedBroker.Free();
                        return nullValue;
                    }
                }
                else
                {
                    // The null move failed low, which means that we may be faced with
                    // some kind of threat. If the previous move was reduced, check if
                    // the move that refuted the null move was somehow connected to the
                    // the move that refuted the null move was somehow connected to the
                    // move which was reduced. If a connection is found extend moves that
                    // defend against threat.
                    threatMove = ss[ssPos + 1].currentMove;

                    if (depth < 5 * DepthC.ONE_PLY && (ss[ssPos - 1].reduction != 0) && threatMove != MoveC.MOVE_NONE
                        && allows(pos, ss[ssPos - 1].currentMove, threatMove))
                    {
                        //threatExtension = true;
                        
                        if (st != null)
                        {
                            st.previous = null;
                            StateInfoBroker.Free();
                        }
                        MovesSearchedBroker.Free();
                        return beta - 1;
                    }
                }
            }

            // Step 9. ProbCut (is omitted in PV nodes)
            // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
            // and a reduced search returns a value much above beta, we can (almost) safely
            // prune the previous move.
            if (!PvNode && !inCheck && excludedMove == MoveC.MOVE_NONE && depth >= 4 * DepthC.ONE_PLY + DepthC.ONE_PLY
                && (ss[ssPos].skipNullMove == 0) && Math.Abs(beta) < ValueC.VALUE_MATE_IN_MAX_PLY)
            {
                var rbeta = beta + 200;
                var rdepth = depth - DepthC.ONE_PLY - 3 * DepthC.ONE_PLY;

                Debug.Assert(rdepth >= DepthC.ONE_PLY);
                Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NONE);
                Debug.Assert(ss[ssPos - 1].currentMove != MoveC.MOVE_NULL);

                var mp2 = MovePickerBroker.GetObject();
                mp2.MovePickerC(pos, ttMove, H, pos.captured_piece_type());
                var ci2 = CheckInfoBroker.GetObject();
                ci2.CreateCheckInfo(pos);

                while ((move = mp2.next_move()) != MoveC.MOVE_NONE)
                {
                    if (pos.pl_move_is_legal(move, ci2.pinned))
                    {
                        ss[ssPos].currentMove = move;
                        if (st == null)
                        {
                            st = StateInfoBroker.GetObject();
                        }
                        pos.do_move(move, st, ci2, pos.move_gives_check(move, ci2));
                        value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -rbeta, -rbeta + 1, rdepth);
                        pos.undo_move(move);
                        if (value >= rbeta)
                        {
                            if (st != null)
                            {
                                st.previous = null;
                                StateInfoBroker.Free();
                            }
                            CheckInfoBroker.Free();
                            MovePickerBroker.Free(mp2);
                            MovesSearchedBroker.Free();
                            return value;
                        }
                    }
                }

                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp2);
            }

            // Step 10. Internal iterative deepening
            if (ttMove == MoveC.MOVE_NONE && depth >= (PvNode ? 5 * DepthC.ONE_PLY : 8 * DepthC.ONE_PLY)
                && (PvNode || (!inCheck && ss[ssPos].staticEval + 256 >= beta)))
            {
                var d = (PvNode ? depth - 2 * DepthC.ONE_PLY : depth / 2);

                ss[ssPos].skipNullMove = 1;
                search(PvNode ? NodeTypeC.PV : NodeTypeC.NonPV, pos, ss, ssPos, alpha, beta, d);
                ss[ssPos].skipNullMove = 0;

                tteHasValue = TT.probe(posKey, ref ttePos, out tte);
                ttMove = (tteHasValue) ? tte.move() : MoveC.MOVE_NONE;
            }
            else
            {
                // Re-read (needed as TTEntry is a struct in the port)
                if ((tteHasValue) && (TT.table[ttePos].key == tte.key))
                {
                    tte = TT.table[ttePos];
                }
            }

            split_point_start: // At split points actual search starts from here

            var mp = MovePickerBroker.GetObject();
            mp.MovePickerC(
                pos,
                ttMove,
                depth,
                H,
                ss[ssPos],
                PvNode ? -ValueC.VALUE_INFINITE : beta,
                SpNode ? ss[ssPos].sp.movePicker : null);
            var ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);
            
            value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
            singularExtensionNode = !RootNode && !SpNode && depth >= (PvNode ? 6 * DepthC.ONE_PLY : 8 * DepthC.ONE_PLY)
                                    && ttMove != MoveC.MOVE_NONE && (excludedMove == 0)
                                    // Recursive singular search is not allowed
                                    && ((tte.type() & Bound.BOUND_LOWER) != 0) // FIXME: uninitialized!
                                    && tte.depth() >= depth - 3 * DepthC.ONE_PLY;

            // Step 11. Loop through moves
            // Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
            while ((move = mp.next_move()) != MoveC.MOVE_NONE && !thisThread.cutoff_occurred()
                   && !SignalsStop)
            {
                Debug.Assert(Utils.is_ok_M(move));

                if (move == excludedMove)
                {
                    continue;
                }

                // At root obey the "searchmoves" option and skip moves not listed in Root
                // Move List, as a consequence any illegal move is also skipped. In MultiPV
                // mode we also skip PV moves which have been already searched.

                // If we find none, it means !count
                if (RootNode && (find(RootMoves, PVIdx, RootMoves.Count, move) == -1))
                {
                    continue;
                }

                if (SpNode)
                {
                    // Shared counter cannot be decremented later if move turns out to be illegal
                    if (!pos.pl_move_is_legal(move, ci.pinned))
                    {
                        continue;
                    }

                    moveCount = ++sp.moveCount;
                    ThreadHelper.lock_release(sp.Lock);
                }
                else
                {
                    moveCount++;
                }

                if (RootNode)
                {
                    SignalsFirstRootMove = (moveCount == 1);

                    if (thisThread == Threads.main_thread() && SearchTime.ElapsedMilliseconds > 3000)
                    {
                        Plug.Write("info depth ");
                        Plug.Write((depth / DepthC.ONE_PLY).ToString());
                        Plug.Write(" currmove ");
                        Plug.Write(Utils.move_to_uci(move, pos.chess960));
                        Plug.Write(" nodes ");
                        Plug.Write(pos.nodes.ToString());
                        Plug.Write(" currmovenumber ");
                        Plug.Write((moveCount + PVIdx).ToString());
                        Plug.Write(Constants.endl);
                    }
                }

                ext = DepthC.DEPTH_ZERO;
                captureOrPromotion = pos.is_capture_or_promotion(move);
                givesCheck = pos.move_gives_check(move, ci);
                dangerous = givesCheck 
                            || pos.is_passed_pawn_push(move)
                            || Utils.type_of_move(move) == MoveTypeC.CASTLING
                            || (captureOrPromotion // Entering a pawn endgame?
                                    && Utils.type_of(pos.piece_on(Utils.to_sq(move))) != PieceTypeC.PAWN
                                    && Utils.type_of_move(move) == MoveTypeC.NORMAL
                                    && (pos.non_pawn_material(ColorC.WHITE) + pos.non_pawn_material(ColorC.BLACK) 
                                        - Position.PieceValue[PhaseC.MG][pos.piece_on(Utils.to_sq(move))] == ValueC.VALUE_ZERO));

                // Step 12. Extend checks and, in PV nodes, also dangerous moves
                if (PvNode && dangerous)
                {
                    ext = DepthC.ONE_PLY;
                }
                // else if (threatExtension && refutes(pos, move, threatMove))
                // {
                // ext = DepthC.ONE_PLY;
                // }
                else if (givesCheck && pos.see(move, true) >= 0)
                {
                    ext = DepthC.ONE_PLY / 2;
                }

                // Singular extension search. If all moves but one fail low on a search of
                // (alpha-s, beta-s), and just one fails high on (alpha, beta), then that move
                // is singular and should be extended. To verify this we do a reduced search
                // on all the other moves but the ttMove, if result is lower than ttValue minus
                // a margin then we extend ttreMove.
                if (singularExtensionNode && move == ttMove && (ext == 0) && pos.pl_move_is_legal(move, ci.pinned))
                {
                    Debug.Assert(ttValue != ValueC.VALUE_NONE);

                    var rBeta = ttValue - depth;
                    ss[ssPos].excludedMove = move;
                    ss[ssPos].skipNullMove = 1;
                    value = search(NodeTypeC.NonPV, pos, ss, ssPos, rBeta - 1, rBeta, depth / 2);
                    ss[ssPos].skipNullMove = 0;
                    ss[ssPos].excludedMove = MoveC.MOVE_NONE;
                    if (value < rBeta)
                    {
                        ext = DepthC.ONE_PLY;
                    }
                }

                // Update current move (this must be done after singular extension search)
                newDepth = depth - DepthC.ONE_PLY + ext;

                // Step 13. Futility pruning (is omitted in PV nodes)
                if (!PvNode
                    && !captureOrPromotion
                    && !inCheck 
                    && !dangerous 
                    && move != ttMove
                    && (bestValue > ValueC.VALUE_MATED_IN_MAX_PLY || (bestValue == -ValueC.VALUE_INFINITE && alpha > ValueC.VALUE_MATED_IN_MAX_PLY)))
                {
                    // Move count based pruning
                    if (depth < 16 * DepthC.ONE_PLY
                        && moveCount >= FutilityMoveCounts[depth]
                        && ((threatMove == 0) || !refutes(pos, move, threatMove)))
                    {
                        if (SpNode)
                        {
                            ThreadHelper.lock_grab(sp.Lock);
                        }

                        continue;
                    }

                    // Value based pruning
                    // We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
                    // but fixing this made program slightly weaker.
                    var predictedDepth = newDepth - reduction(PvNode, depth, moveCount);
                    futilityValue = ss[ssPos].staticEval + ss[ssPos].evalMargin + futility_margin(predictedDepth, moveCount)
                                    + H.gain(pos.piece_moved(move), Utils.to_sq(move));

                    if (futilityValue < beta)
                    {
                        if (SpNode)
                        {
                            ThreadHelper.lock_grab(sp.Lock);
                        }

                        continue;
                    }

                    // Prune moves with negative SEE at low depths
                    if (predictedDepth < 2 * DepthC.ONE_PLY && pos.see(move, true) < 0)
                    {
                        if (SpNode)
                        {
                            ThreadHelper.lock_grab(sp.Lock);
                        }

                        continue;
                    }
                }

                // Check for legality only before to do the move
                if (!RootNode && !SpNode && !pos.pl_move_is_legal(move, ci.pinned))
                {
                    moveCount--;
                    continue;
                }

                pvMove = (PvNode && moveCount == 1);
                ss[ssPos].currentMove = move;
                if (!SpNode && !captureOrPromotion && playedMoveCount < 64)
                {
                    movesSearched[playedMoveCount++] = move;
                }

                // Step 14. Make the move
                if (st == null)
                {
                    st = StateInfoBroker.GetObject();
                }
                pos.do_move(move, st, ci, givesCheck);

                // Step 15. Reduced depth search (LMR). If the move fails high will be
                // re-searched at full depth.
                if (depth > 3 * DepthC.ONE_PLY
                    && !pvMove 
                    && !captureOrPromotion 
                    && !dangerous
                    && move != ttMove
                    && move != ss[ssPos].killers0
                    && move != ss[ssPos].killers1)
                {
                    ss[ssPos].reduction = reduction(PvNode, depth, moveCount);
                    var d = Math.Max(newDepth - ss[ssPos].reduction, DepthC.ONE_PLY);
                    alpha = SpNode ? sp.alpha : alpha;

                    value = -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -(alpha + 1), -alpha, d);

                    doFullDepthSearch = (value > alpha && ss[ssPos].reduction != DepthC.DEPTH_ZERO);
                    ss[ssPos].reduction = DepthC.DEPTH_ZERO;
                }
                else
                {
                    doFullDepthSearch = !pvMove;
                }

                // Step 16. Full depth search, when LMR is skipped or fails high
                if (doFullDepthSearch)
                {
                    alpha = SpNode ? sp.alpha : alpha;
                    value = newDepth < DepthC.ONE_PLY 
                            ? -qsearch(NodeTypeC.NonPV, givesCheck, pos, ss, ssPos + 1, -(alpha + 1), -alpha, DepthC.DEPTH_ZERO)
                            : -search(NodeTypeC.NonPV, pos, ss, ssPos + 1, -(alpha + 1), -alpha, newDepth);
                }

                // Only for PV nodes do a full PV search on the first move or after a fail
                // high, in the latter case search only if value < beta, otherwise let the
                // parentSplitPoint node to fail low with value <= alpha and to try another move.
                if (PvNode && (pvMove || (value > alpha && (RootNode || value < beta))))
                {
                    value = newDepth < DepthC.ONE_PLY
                                ? -qsearch(NodeTypeC.PV, givesCheck, pos, ss, ssPos + 1, -beta, -alpha, DepthC.DEPTH_ZERO)
                                : -search(NodeTypeC.PV, pos, ss, ssPos + 1, -beta, -alpha, newDepth);
                }

                // Step 17. Undo move
                pos.undo_move(move);

                Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);

                // Step 18. Check for new best move
                if (SpNode)
                {
                    ThreadHelper.lock_grab(sp.Lock);
                    bestValue = sp.bestValue;
                    alpha = sp.alpha;
                }

                // Finished searching the move. If Signals.stop is true, the search
                // was aborted because the user interrupted the search or because we
                // ran out of time. In this case, the return value of the search cannot
                // be trusted, and we don't update the best move and/or PV.
                if (SignalsStop || thisThread.cutoff_occurred())
                {
                    if (st != null)
                    {
                        st.previous = null;
                        StateInfoBroker.Free();
                    }
                    CheckInfoBroker.Free();
                    MovePickerBroker.Free(mp);
                    MovesSearchedBroker.Free();

                    return value; // To avoid returning VALUE_INFINITE
                }

                // Finished searching the move. If Signals.stop is true, the search
                // was aborted because the user interrupted the search or because we
                // ran out of time. In this case, the return value of the search cannot
                // be trusted, and we don't update the best move and/or PV.
                if (RootNode)
                {
                    var rmPos = find(RootMoves, 0, RootMoves.Count, move);

                    // PV move or new best move ?
                    if (pvMove || value > alpha)
                    {
                        RootMoves[rmPos].score = value;
                        RootMoves[rmPos].extract_pv_from_tt(pos);

                        // We record how often the best move has been changed in each
                        // iteration. This information is used for time management: When
                        // the best move changes frequently, we allocate some more time.
                        if (!pvMove)
                        {
                            BestMoveChanges++;
                        }
                    }
                    else
                    {
                        // All other moves but the PV are set to the lowest value, this
                        // is not a problem when sorting becuase sort is stable and move
                        // position in the list is preserved, just the PV is pushed up.
                        RootMoves[rmPos].score = -ValueC.VALUE_INFINITE;
                    }
                }

                if (value > bestValue)
                {
                    bestValue = value;
                    if (SpNode) sp.bestValue = value;

                    if (value > alpha)
                    {
                        bestMove = move;
                        if (SpNode) sp.bestMove = move;

                        if (PvNode && value < beta)
                        {
                            alpha = value; // Update alpha here! Always alpha < beta
                            if (SpNode) sp.alpha = value;
                        }
                        else 
                        {
                            Debug.Assert(value >= beta); // Fail high

                            if (SpNode) sp.cutoff = true;
                            break;
                        }
                    }
                }

                // Step 19. Check for split
                if (!SpNode 
                    && depth >= Threads.minimumSplitDepth 
                    && Threads.available_slave(thisThread) != null
                    && thisThread.splitPointsSize < Constants.MAX_SPLITPOINTS_PER_THREAD)
                {
                    Debug.Assert(bestValue < beta);

                    Threads.split(
                        Constants.FakeSplit,
                        pos,
                        ss,
                        ssPos,
                        alpha,
                        beta,
                        ref bestValue,
                        ref bestMove,
                        depth,
                        threatMove,
                        moveCount,
                        mp,
                        NT);

                    if (bestValue >= beta)
                    {
                        break;
                    }
                }
            }

            // Step 20. Check for mate and stalemate
            // All legal moves have been searched and if there are no legal moves, it
            // must be mate or stalemate. Note that we can have a false positive in
            // case of Signals.stop or thread.cutoff_occurred() are set, but this is
            // harmless because return value is discarded anyhow in the parentSplitPoint nodes.
            // If we are in a singular extension search then return a fail low score.
            // A split node has at least one move, the one tried before to be splitted.
            if (!SpNode && moveCount == 0)
            {
                if (st != null)
                {
                    st.previous = null;
                    StateInfoBroker.Free();
                }
                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp);
                MovesSearchedBroker.Free();
                return (excludedMove != 0) ? alpha : inCheck ? Utils.mated_in(ss[ssPos].ply) : DrawValue[pos.sideToMove];
            }

            // If we have pruned all the moves without searching return a fail-low score
            if (bestValue == -ValueC.VALUE_INFINITE)
            {
                Debug.Assert(playedMoveCount == 0);
                bestValue = alpha;
            }

            if (bestValue >= beta) // Failed high
            {
                TT.store(
                    posKey,
                    value_to_tt(bestValue, ss[ssPos].ply),
                    Bound.BOUND_LOWER,
                    depth,
                    bestMove,
                    ss[ssPos].staticEval,
                    ss[ssPos].evalMargin);

                if (!pos.is_capture_or_promotion(bestMove) && !inCheck)
                {
                    if (bestMove != ss[ssPos].killers0)
                    {
                        ss[ssPos].killers1 = ss[ssPos].killers0;
                        ss[ssPos].killers0 = bestMove;
                    }

                    // Increase history value of the cut-off move
                    var bonus = (depth * depth);
                    H.add(pos.piece_moved(bestMove), Utils.to_sq(bestMove), bonus);

                    // Decrease history of all the other played non-capture moves
                    for (var i = 0; i < playedMoveCount - 1; i++)
                    {
                        var m = movesSearched[i];
                        H.add(pos.piece_moved(m), Utils.to_sq(m), -bonus);
                    }
                }
            }
            else // Failed low or PV search
            {
                TT.store(posKey, value_to_tt(bestValue, ss[ssPos].ply), PvNode && bestMove != MoveC.MOVE_NONE ? Bound.BOUND_EXACT : Bound.BOUND_UPPER, depth, bestMove, ss[ssPos].staticEval, ss[ssPos].evalMargin);
            }

            Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && bestValue < ValueC.VALUE_INFINITE);

            if (st != null)
            {
                st.previous = null;
                StateInfoBroker.Free();
            }
            CheckInfoBroker.Free();
            MovePickerBroker.Free(mp);
            MovesSearchedBroker.Free();

            return bestValue;
        }
Пример #9
0
        // qsearch() is the quiescence search function, which is called by the main
        // search function when the remaining depth is zero (or, to be more precise,
        // less than ONE_PLY).
        private static int qsearch(int NT, bool InCheck, Position pos, Stack[] ss, int ssPos, int alpha, int beta, int depth)
        {
            var PvNode = (NT == NodeTypeC.PV);

            Debug.Assert(NT == NodeTypeC.PV || NT == NodeTypeC.NonPV);
            Debug.Assert(InCheck == pos.in_check());
            Debug.Assert(alpha >= -ValueC.VALUE_INFINITE && alpha < beta && beta <= ValueC.VALUE_INFINITE);
            Debug.Assert(PvNode || (alpha == beta - 1));
            Debug.Assert(depth <= DepthC.DEPTH_ZERO);

            StateInfo st = null;
            int ttMove, move, bestMove;
            int ttValue, bestValue, value, futilityValue, futilityBase, oldAlpha = 0;

            bool givesCheck, enoughMaterial, evasionPrunable, fromNull;
            var tteHasValue = false;
            TTEntry tte;
            uint ttePos = 0;
            int ttDepth;
            Key posKey;

            // To flag BOUND_EXACT a node with eval above alpha and no available moves
            if (PvNode)
            {
                oldAlpha = alpha;
            }

            ss[ssPos].currentMove = bestMove = MoveC.MOVE_NONE;
            ss[ssPos].ply = ss[ssPos - 1].ply + 1;
            fromNull = ss[ssPos - 1].currentMove == MoveC.MOVE_NULL;

            // Check for an instant draw or maximum ply reached
            if (pos.is_draw(true) || ss[ssPos].ply > Constants.MAX_PLY)
            {
                return DrawValue[pos.sideToMove];
            }

            // Transposition table lookup. At PV nodes, we don't use the TT for
            // pruning, but only for move ordering.
            posKey = pos.key();
            tteHasValue = TT.probe(posKey, ref ttePos, out tte);
            ttMove = (tteHasValue ? tte.move() : MoveC.MOVE_NONE);
            ttValue = tteHasValue ? value_from_tt(tte.value(), ss[ssPos].ply) : ValueC.VALUE_NONE;

            // Decide whether or not to include checks, this fixes also the type of
            // TT entry depth that we are going to use. Note that in qsearch we use
            // only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
            ttDepth = (InCheck || depth >= DepthC.DEPTH_QS_CHECKS ? DepthC.DEPTH_QS_CHECKS : DepthC.DEPTH_QS_NO_CHECKS);
            
            if (tteHasValue 
                && tte.depth() >= depth
                && ttValue != ValueC.VALUE_NONE // Only in case of TT access race
                && (PvNode ? tte.type() == Bound.BOUND_EXACT
                            : ttValue >= beta ? ((tte.type() & Bound.BOUND_LOWER) != 0)
                                              : ((tte.type() & Bound.BOUND_UPPER) != 0)))
            {
                ss[ssPos].currentMove = ttMove; // Can be MOVE_NONE
                return ttValue;
            }

            // Evaluate the position statically
            if (InCheck)
            {
                ss[ssPos].staticEval = ss[ssPos].evalMargin = ValueC.VALUE_NONE;
                bestValue = futilityBase = -ValueC.VALUE_INFINITE;
                enoughMaterial = false;
            }
            else
            {
                if (fromNull)
                {
                    // Approximated score. Real one is slightly higher due to tempo
                    ss[ssPos].staticEval = bestValue = -ss[ssPos - 1].staticEval;
                    ss[ssPos].evalMargin = ValueC.VALUE_ZERO;
                }
                else if (tteHasValue)
                {
                    // Never assume anything on values stored in TT
                    if ((ss[ssPos].staticEval = bestValue = tte.eval_value()) == ValueC.VALUE_NONE
                        || (ss[ssPos].evalMargin = tte.eval_margin()) == ValueC.VALUE_NONE)
                    {
                        ss[ssPos].staticEval = bestValue = Evaluate.do_evaluate(false, pos, ref ss[ssPos].evalMargin);
                    }
                }
                else
                {
                    ss[ssPos].staticEval = bestValue = Evaluate.do_evaluate(false, pos, ref ss[ssPos].evalMargin);
                }

                // Stand pat. Return immediately if static value is at least beta
                if (bestValue >= beta)
                {
                    if (!tteHasValue)
                    {
                        TT.store(
                            pos.key(),
                            value_to_tt(bestValue, ss[ssPos].ply),
                            Bound.BOUND_LOWER,
                            DepthC.DEPTH_NONE,
                            MoveC.MOVE_NONE,
                            ss[ssPos].staticEval,
                            ss[ssPos].evalMargin);
                    }

                    return bestValue;
                }

                if (PvNode && bestValue > alpha)
                {
                    alpha = bestValue;
                }

                futilityBase = ss[ssPos].staticEval + ss[ssPos].evalMargin + 128;
                enoughMaterial = (pos.sideToMove == 0 ? pos.st.npMaterialWHITE : pos.st.npMaterialBLACK)
                                 > Constants.RookValueMidgame;
            }

            // Initialize a MovePicker object for the current position, and prepare
            // to search the moves. Because the depth is <= 0 here, only captures,
            // queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
            // be generated.
            var mp = MovePickerBroker.GetObject();
            mp.MovePickerC(pos, ttMove, depth, H, (ss[ssPos - 1].currentMove) & 0x3F);
            var ci = CheckInfoBroker.GetObject();
            ci.CreateCheckInfo(pos);

            // Loop through the moves until no moves remain or a beta cutoff occurs
            while ((move = mp.next_move()) != MoveC.MOVE_NONE)
            {
                Debug.Assert(Utils.is_ok_M(move));

                givesCheck = pos.move_gives_check(move, ci);

                // Futility pruning
                if (!PvNode 
                    && !InCheck 
                    && !givesCheck
                    && !fromNull
                    && move != ttMove 
                    && enoughMaterial
                    && Utils.type_of_move(move) != MoveTypeC.PROMOTION && !pos.is_passed_pawn_push(move))
                {
                    futilityValue = futilityBase + Position.PieceValue[PhaseC.EG][pos.board[move & 0x3F]]
                                    + (Utils.type_of_move(move) == MoveTypeC.ENPASSANT
                                           ? Constants.PawnValueEndgame
                                           : ValueC.VALUE_ZERO);

                    if (futilityValue < beta)
                    {
                        bestValue = Math.Max(bestValue, futilityValue);
                        continue;
                    }

                    // Prune moves with negative or equal SEE
                    if (futilityBase < beta 
                        && depth < DepthC.DEPTH_ZERO 
                        && pos.see(move, false) <= 0)
                    {
                        bestValue = Math.Max(bestValue, futilityBase);
                        continue;
                    }
                }

                // Detect non-capture evasions that are candidate to be pruned
                evasionPrunable = !PvNode 
                                    && InCheck 
                                    && bestValue > ValueC.VALUE_MATED_IN_MAX_PLY
                                    && !pos.is_capture(move)
                                    && (pos.can_castle_C(pos.sideToMove) == 0);
                
                // Don't search moves with negative SEE values
                if (!PvNode 
                    && move != ttMove 
                    && (!InCheck || evasionPrunable) 
                    && Utils.type_of_move(move) != MoveTypeC.PROMOTION
                    && pos.see(move, true) < 0)
                {
                    continue;
                }

                // Don't search useless checks
                if (!PvNode 
                    && !InCheck 
                    && givesCheck 
                    && move != ttMove
                    && !pos.is_capture_or_promotion(move)
                    && ss[ssPos].staticEval + Constants.PawnValueMidgame / 4 < beta
                    && !check_is_dangerous(pos, move, futilityBase, beta))
                {
                    continue;
                }

                // Check for legality only before to do the move
                if (!pos.pl_move_is_legal(move, ci.pinned))
                {
                    continue;
                }

                ss[ssPos].currentMove = move;

                // Make and search the move
                if (st == null)
                {
                    st = StateInfoBroker.GetObject();
                }
                pos.do_move(move, st, ci, givesCheck);
                value = -qsearch(NT, givesCheck, pos, ss, ssPos + 1, -beta, -alpha, depth - DepthC.ONE_PLY);
                pos.undo_move(move);

                Debug.Assert(value > -ValueC.VALUE_INFINITE && value < ValueC.VALUE_INFINITE);

                // Check for new best move
                if (value > bestValue)
                {
                    bestValue = value;
                    
                    if (value > alpha)
                    {
                        if (PvNode && value < beta) // Update alpha here! Always alpha < beta
                        {
                            alpha = value;
                            bestMove = move;
                        }
                        else // Fail high
                        {
                            TT.store(posKey, value_to_tt(value, ss[ssPos].ply), Bound.BOUND_LOWER, 
                                ttDepth, move, ss[ssPos].staticEval, ss[ssPos].evalMargin);

                            if (st != null)
                            {
                                st.previous = null;
                                StateInfoBroker.Free();
                            }
                            CheckInfoBroker.Free();
                            MovePickerBroker.Free(mp);
                            return value;
                        }
                    }
                }
            }

            // All legal moves have been searched. A special case: If we're in check
            // and no legal moves were found, it is checkmate.
            if (InCheck && bestValue == -ValueC.VALUE_INFINITE)
            {
                if (st != null)
                {
                    st.previous = null;
                    StateInfoBroker.Free();
                }
                CheckInfoBroker.Free();
                MovePickerBroker.Free(mp);
                return Utils.mated_in(ss[ssPos].ply); // Plies to mate from the root
            }

            TT.store(posKey, value_to_tt(bestValue, ss[ssPos].ply),
                    //PvNode && bestMove != MoveC.MOVE_NONE ? Bound.BOUND_EXACT : Bound.BOUND_UPPER,
                    PvNode && bestMove > oldAlpha ? Bound.BOUND_EXACT : Bound.BOUND_UPPER, // TODO: this line asserts in bench
                    ttDepth, bestMove, ss[ssPos].staticEval, ss[ssPos].evalMargin);

            Debug.Assert(bestValue > -ValueC.VALUE_INFINITE && bestValue < ValueC.VALUE_INFINITE);

            if (st != null)
            {
                st.previous = null;
                StateInfoBroker.Free();
            }
            CheckInfoBroker.Free();
            MovePickerBroker.Free(mp);

            return bestValue;
        }