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search.c
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1994-04-21
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/*
* search.c - C source for GNU CHESS
*
* Copyright (c) 1988,1989,1990 John Stanback Copyright (c) 1992 Free Software
* Foundation
*
* Project: OS/2 PM Port of GNU CHESS 4.0 (PmChess)
*
* Version: 1994-4-17
*
* Module: Search Module (search.c)
*
* Porter: Gnu Chess 4.0 Ported to OS/2 2.1+ by Yibing Fan
*
* System: OS/2 2.11 using emx0.8h
*
// Remarks: This code is modified to work with PMchess
//
* This file is part of GNU CHESS.
*
* GNU Chess is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2, or (at your option) any later
* version.
*
* GNU Chess is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* GNU Chess; see the file COPYING. If not, write to the Free Software
* Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#define INCL_DOS
#define INCL_DOSPROCESS
#define INCL_PM
#include <os2.h>
#include <string.h>
#include <time.h>
#include <stdlib.h>
#include <stdio.h>
#include "PmChess.h"
#include "GnuChess.h"
#include "Defs.h"
short background = 0;
static short int DepthBeyond;
unsigned short int PrVar[MAXDEPTH];
extern char mvstr[4][6];
extern short int recycle, ISZERO;
#ifdef NULLMOVE
short int null; /* Null-move already made or not */
short int PVari; /* Is this the PV */
#endif
short int zwndw;
unsigned int TTadd = 1;
short int recycle;
#if ttblsz
#define CB(i) (unsigned char) ((color[2 * (i)] ? 0x80 : 0)\
| (board[2 * (i)] << 4)\
| (color[2 * (i) + 1] ? 0x8 : 0)\
| (board[2 * (i) + 1]))
inline
int
ProbeTTable (short int side,
short int depth,
short int ply,
short int *alpha,
short int *beta,
short int *score)
/*
* Look for the current board position in the transposition table.
*/
{
register struct hashentry *ptbl;
register /*unsigned*/ short i = 0; /*to match new type of rehash --tpm*/
ptbl = &ttable[side][hashkey % ttblsize];
while (true)
{
if (ptbl->depth == 0)
return false;
if (ptbl->hashbd == hashbd)
break;
if (++i > rehash)
return false;
ptbl++;
}
/* rehash max rehash times */
PV = SwagHt = ptbl->mv;
if ((ptbl->depth >= (short) depth))
{
#ifndef BAREBONES
HashCnt++;
#endif
if (ptbl->flags & truescore)
{
*score = ptbl->score;
/* adjust *score so moves to mate is from root */
*beta = -20000;
}
else if (ptbl->flags & lowerbound)
{
if (ptbl->score > *alpha)
*alpha = ptbl->score - 1;
}
return (true);
}
return (false);
}
inline
int
PutInTTable
(short int side,
short int score,
short int depth,
short int ply,
short int alpha,
short int beta,
short unsigned int mv)
/*
* Store the current board position in the transposition table.
*/
{
register struct hashentry *ptbl;
register /*unsigned*/ short i = 0; /*to match new type of rehash --tpm*/
ptbl = &ttable[side][hashkey % ttblsize];
while (true)
{
if (ptbl->depth == 0 || ptbl->hashbd == hashbd)
break;
if (++i > rehash)
{
#ifndef BAREBONES
THashCol++;
#endif
ptbl += recycle;
break;
}
ptbl++;
}
#ifndef BAREBONES
TTadd++;
HashAdd++;
#endif
/* adjust score so moves to mate is from this ply */
ptbl->hashbd = hashbd;
ptbl->depth = (unsigned char) depth;
ptbl->score = score;
ptbl->mv = mv;
if (score > beta)
{
ptbl->flags = lowerbound;
ptbl->score = beta + 1;
}
else
ptbl->flags = truescore;
return true;
}
#endif
#include "ataks.h"
#include "debug41.h"
/* ............ MOVE GENERATION & SEARCH ROUTINES .............. */
inline
short int
repetition ()
/* Check for draw by threefold repetition. */
{
register short i, c, cnt;
register unsigned short m;
short b[64];
cnt = c = 0;
/* try to avoid work */
if (GameCnt > Game50 + 4)
{
for (i = 0; i < 64; b[i++] = 0);
for (i = GameCnt; i >= Game50; i--)
{
m = GameList[i].gmove;
/* does piece exist on diff board? */
if (b[m & 0x3f])
{
/* does diffs cancel out, piece back? */
if ((b[m >> 8] += b[m & 0x3f]) == 0)
--c;
b[m & 0x3f] = 0;
}
else
{
/* create diff */
++c;
/* does diff cancel out another diff? */
if (!(b[m >> 8] -= (b[m & 0x3f] = board[m & 0x3f] +
(color[m & 0x3f] << 8))))
--c;;
}
/* if diff count is 0 we have a repetition */
if (c == 0)
if ((i ^ GameCnt) & 1)
cnt++;
}
}
return cnt;
}
int plyscore, globalscore;
int
pick (short int p1, short int p2)
/*
* Find the best move in the tree between indexes p1 and p2. Swap the best
* move into the p1 element.
*
*/
{
register struct leaf *p, *q, *r, *k;
register s0;
struct leaf temp;
k = p = &Tree[p1];
q = &Tree[p2];
s0 = p->score;
for (r = p + 1; r <= q; r++)
if ((r->score) > s0)
{
s0 = (r->score);
p = r;
}
if (p != k)
{
temp = *p;
*p = *k;
*k = temp;
return true;
}
return false;
}
int bookflag = false;
int Jscore = 0;
static int TCcount, TCleft;
void
SelectMove ( short int side, short int iop)
/*
* Select a move by calling function search() at progressively deeper ply
* until time is up or a mate or draw is reached. An alpha-beta window of
* -Awindow to +Bwindow points is set around the score returned from the
* previous iteration. If Sdepth != 0 then the program has correctly
* predicted the opponents move and the search will start at a depth of
* Sdepth+1 rather than a depth of 1.
*/
{
static short int i, tempb, tempc, tempsf, tempst, xside, rpt;
static short int alpha, beta, score;
static struct GameRec *g;
extern HWND hwndClient;
/* unsigned long j;*/
flag.timeout = false;
flag.back = false;
flag.musttimeout = false;
xside = side ^ 1;
recycle = (GameCnt % rehash) - rehash;
/* if background mode set to infinite */
if (iop == 2)
{
ResponseTime = 9999999;
background = true;
}
else
{
player = side;
if (TCflag)
{
TCcount = 0;
background = false;
if (TimeControl.moves[side] < 1)
TimeControl.moves[side] = 1;
/* special case time per move specified */
if (flag.onemove)
{
ResponseTime = TimeControl.clock[side] - 100;
TCleft = 0;
}
else
{
/* calculate avg time per move remaining */
TimeControl.clock[side] += TCadd;
ResponseTime = (TimeControl.clock[side]) / (((TimeControl.moves[side]) * 2) + 1);
TCleft = (int) ResponseTime / 3;
ResponseTime += TCadd / 2;
if (TimeControl.moves[side] < 5)
TCcount = MAXTCCOUNTX - 10;
}
if (ResponseTime < 101)
{
ResponseTime = 100;
TCcount = MAXTCCOUNTX - 10;
}
else if (ResponseTime < 200)
{
TCcount = MAXTCCOUNTX - 10;
}
}
else
{
ResponseTime = MaxResponseTime;
TCleft = 0;
ElapsedTime (1);
}
if (TCleft)
{
TCcount = ((int) ((TimeControl.clock[side] - ResponseTime)) / 2) / TCleft;
if (TCcount > MAXTCCOUNTX)
TCcount = 0;
else
TCcount = MAXTCCOUNTX - TCcount;
}
else
TCcount = MAXTCCOUNTX;
}
if (Sdepth > 0)
{
time0 = time(NULL);
// time0 = ft;
goto SS;
}
ExtraTime = 0;
ExaminePosition ();
score = ScorePosition (side);
//#ifdef QUIETBACKGROUND
// if (!background)
//#endif /* QUIETBACKGROUND */
// ShowSidetoMove ();
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
SearchStartStuff (side);
#ifdef HISTORY
#if (defined(NOMEMSET) || defined(MSDOS)) && !defined(__GNUC__)
for (j = 0; j <= 32768; j++)
history[j] = 0;
#else
memset ((unsigned char *) history, 0, (unsigned long) sizeof (history));
#endif /* NOMEMSET */
#endif
FROMsquare = TOsquare = -1;
PV = 0;
if (iop == 1)
hint = 0;
for (i = 0; i < MAXDEPTH; i++)
PrVar[i] = killr0[i] = killr1[i] = killr2[i] = killr3[i] = 0;
/* set initial window for search */
alpha = score - ((computer == black) ? BAwindow : WAwindow);
beta = score + ((computer == black) ? BBwindow : WBwindow);
rpt = 0;
TrPnt[1] = 0;
root = &Tree[0];
MoveList (side, 1);
for (i = TrPnt[1]; i < TrPnt[2]; i++)
if (!pick (i, TrPnt[2] - 1))
break;
/* can I get a book move? */
if (flag.regularstart && Book)
{
flag.timeout = bookflag = OpeningBook (&hint, side);
if (TCflag)
ResponseTime += ResponseTime;
}
/* zero stats for hash table */
reminus = replus = 0;
GenCnt = NodeCnt = ETnodes = EvalNodes = HashCnt = FHashAdd = HashAdd = FHashCnt = THashCol = HashCol = 0;
globalscore = plyscore = score;
Jscore = 0;
zwndw = 20;
#include "debug4.h"
/********************* main loop ********************************/
Sdepth = (MaxSearchDepth < (MINDEPTH - 1)) ? MaxSearchDepth : (MINDEPTH - 1);
while (!flag.timeout)
{
/* go down a level at a time */
Sdepth++;
#ifdef NULLMOVE
null = 0;
PVari = 1;
#endif
DepthBeyond = Sdepth + ((Sdepth == 1) ? 7 : 11);
#ifndef BAREBONES
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowDepth (' ');
#endif
/* search at this level returns score of PV */
score = search (side, 1, Sdepth, alpha, beta, PrVar, &rpt);
/* save PV as killer */
for (i = 1; i <= Sdepth; i++) killr0[i] = PrVar[i];
/* low search failure re-search with (-inf,score) limits */
if (score < alpha)
{
#ifndef BAREBONES
reminus++;
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowDepth ('-');
#endif
if (TCflag && TCcount < MAXTCCOUNTR)
{
TCcount = MAXTCCOUNTR - 1;
ExtraTime += (8 * TCleft);
}
score = search (side, 1, Sdepth, -9999, 9999, PrVar, &rpt);
}
/* high search failure re-search with (score, +inf) limits */
else if (score > beta && !(root->flags & exact))
{
#ifndef BAREBONES
replus++;
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowDepth ('+');
#endif
score = search (side, 1, Sdepth, -9999, 9999, PrVar, &rpt);
}
/****************jump to here from Sdepth >0 condition ***************/
SS:
if (flag.musttimeout || Sdepth >= MaxSearchDepth)
flag.timeout = true;
else if (TCflag && (Sdepth > (MINDEPTH - 1)) && (TCcount < MAXTCCOUNTR))
{
if (killr0[1] != PrVar[1] /* || Killr0[2] != PrVar[2] */ )
{
TCcount++;
ExtraTime += TCleft;
}
if ((abs (score - globalscore) / Sdepth) > ZDELTA)
{
TCcount++;
ExtraTime += TCleft;
}
}
if (score > (Jscore - zwndw) && score > (Tree[1].score + 250))
ExtraTime = 0;
ElapsedTime (2);
if (root->flags & exact)
flag.timeout = true;
/*else if (Tree[1].score < -9000) flag.timeout = true;*/
#if defined OLDTIME || !defined HASGETTIMEOFDAY
else if (!(Sdepth < MINDEPTH) && TCflag && ((4 * et) > (2 * ResponseTime + ExtraTime)))
flag.timeout = true;
#else
else if (!(Sdepth < MINDEPTH) && TCflag &&
((int) (1.93913099l * (pow ((double) et, 1.12446928l))) > (ResponseTime + ExtraTime)))
flag.timeout = true;
#endif
/************************ time control ***********************************/
/* save PV as killer */
for (i = 1; i <= Sdepth + 1; i++)
killr0[i] = PrVar[i];
if (!flag.timeout)
Tscore[0] = score;
/* if (!flag.timeout) */
/*
for (i = TrPnt[1] + 1; i < TrPnt[2]; i++)
if (!pick (i, TrPnt[2] - 1))
break;
*/
/* if done or nothing good to look at quit */
if ((root->flags & exact) || (score < -9000))
flag.timeout = true;
/* find the next best move put below root */
#include "debug13.h"
if (!flag.timeout)
{
/* */
#if !defined NODYNALPHA
Jscore = (plyscore + score) >> 1;
#endif
zwndw = 20 + abs (Jscore / 12);
plyscore = score;
/* recompute search window */
beta = score + ((computer == black) ? BBwindow : WBwindow);
#if !defined NODYNALPHA
alpha = ((Jscore < score) ? Jscore : score) - ((computer == black) ? BAwindow : WAwindow) - zwndw;
#else
alpha = score - ((computer == black) ? BAwindow : WAwindow);
#endif
}
#ifndef BAREBONES
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowResults (score, PrVar, '.');
#ifdef DEBUG41
debug41 (score, PrVar, '.');
#endif
#endif
#include "debug16.h"
}
/******************************* end of main loop ***********************************/
/* background mode */
if (iop == 2)
return;
#include "debug4.h"
if (rpt >= 2)
{
root->flags |= draw;
DRAW = CP[101]; /* Repetition */
}
else
/* if no moves and not in check then draw */
if ((score == -9999) && !(SqAtakd (PieceList[side][0], xside)))
{
root->flags |= draw;
DRAW = CP[87]; /* No moves */
}
else if (GameCnt == MAXMOVES)
{
root->flags |= draw;
DRAW = CP[80]; /* Max Moves */
}
/* not in book so set hint to guessed move for other side */
if (!bookflag)
hint = ((PrVar[1]) ? PrVar[2] : 0);
/* if not mate or draw make move and output it */
if (((score > -9999) && (rpt <= 2)) || (root->flags & draw))
{
MakeMove (side, &Tree[0], &tempb, &tempc, &tempsf, &tempst, &INCscore);
#if !defined NOMATERIAL
if (flag.material && !pmtl[black] && !pmtl[white] && (mtl[white] < (valueR + valueK)) && (mtl[black] < (valueR + valueK)))
{
root->flags |= draw;
DRAW = CP[224]; /* No pieces */
}
else
#endif
if (!PieceCnt[black] && !PieceCnt[white])
{
root->flags |= draw;
DRAW = CP[88]; /* No pieces */
}
algbr (root->f, root->t, (short) root->flags);
}
else
{
algbr (0, 0, 0); /* Zero move string when mate. */
root->score = score; /* When mate, ignore distinctions!
* --SMC */
}
g = &GameList[GameCnt];
if (g->flags & capture && g->piece == king)
{
flag.mate = flag.illegal = true;
}
/* If Time Control get the elapsed time */
if (TCflag)
ElapsedTime (1);
OutputMove (hwndClient);
/* if mate set flag */
if ((score == -9999 || score == 9998))
flag.mate = true;
/* if mate clear hint */
if (flag.mate)
hint = 0;
/* if pawn move or capture or castle or promote zero repitition array */
if ((board[root->t] == pawn) || (root->flags & (capture | cstlmask | promote)))
{
Game50 = GameCnt;
ZeroRPT ();
}
/* add move to game list */
g->score = score;
g->nodes = NodeCnt;
g->time = (et + 50) / 100;
g->depth = Sdepth;
#include "debug40.h"
/* update time comtrol info */
if (TCflag)
{
TimeControl.clock[side] -= (et + OperatorTime);
// timecomp[compptr] = (et + OperatorTime);
/* finished our required moves - setup the next set */
--TimeControl.moves[side];
}
/* check for end conditions */
if ((root->flags & draw) /* && flag.bothsides */ )
flag.mate = true;
else if (GameCnt == MAXMOVES)
{
flag.mate = true;
}
/* out of move store, you loose */
else
/* switch to other side */
player = xside;
Sdepth = 0;
}
int
search (short int side,
register short int ply,
register short int depth,
short int alpha,
short int beta,
short unsigned int *bstline,
short int *rpt)
/*
* Perform an alpha-beta search to determine the score for the current board
* position. If depth <= 0 only capturing moves, pawn promotions and
* responses to check are generated and searched, otherwise all moves are
* processed. The search depth is modified for check evasions, certain
* re-captures and threats. Extensions may continue for up to 11 ply beyond
* the nominal search depth.
*/
{
register short j, pnt;
short tempb, tempc, tempsf, tempst, rc;
short xside, pbst, score, rcnt, slk, InChk;
unsigned short mv, nxtline[MAXDEPTH];
struct leaf *node, tmp;
short best = -12000;
extern short Best; /* Globel, the same as best, update only */
// extern short pntext; /* Globel, for update current move only */
extern USHORT *Bstline;
extern CHAR Bch;
short bestwidth = 0; /* when needed for other thread */
#ifdef NULLMOVE
short int PVsave;
short int PVarisave;
#endif
NodeCnt++;
/* look every ZNODE nodes for a timeout */
#ifdef NULLMOVE
if (!null)
{
#endif
if (NodeCnt > ETnodes)
{
ElapsedTime (2);
if (flag.back)
{
flag.back = false;
flag.timeout = true;
flag.musttimeout = false;
}
else if (TCflag || MaxResponseTime)
{
if ((et >= (ResponseTime + ExtraTime)) && Sdepth > MINDEPTH )
{ /* try to extend to finish ply */
if (flag.back || (TCflag && TCcount < MAXTCCOUNTX))
{
flag.back = false;
flag.musttimeout = true;
TCcount += 1;
ExtraTime += TCleft;
}
else
{
flag.back = false;
flag.timeout = true;
flag.musttimeout = false;
}
}
}
else if (flag.back)
{
flag.back = false;
flag.timeout = true;
flag.musttimeout = false;
}
}
else if (!TCflag && flag.musttimeout && Sdepth > MINDEPTH)
{
flag.timeout = true;
flag.musttimeout = false;
}
#ifdef NULLMOVE
}
#endif
xside = side ^ 1;
/* slk is lone king indicator for either side */
score = evaluate (side, ply, alpha, beta, INCscore, &InChk);
/*
* check for possible repitition if so call repitition - rpt is
* repeat count
*/
if ((ply <= Sdepth + 3) && rpthash[side][hashkey & 0xFF] > 0)
{
*rpt = repetition ();
/*
* repeat position >2 don't need to return score it's taken
* care of above
*/
if (*rpt == 1)
score /= 2;
}
else
*rpt = 0;
/* score > 9000 its a draw or mate */
if (score > 9000)
{
bstline[ply] = 0;
return (score);
}
/* Do we need to add depth because of special conditions */
/* if in check or pawn threat or in capture sequence search deeper */
/*************************************** depth extensions ***********************************/
if (depth > 0)
{
/* Allow opponent a chance to check again */
if (InChk)
depth = (depth < 2) ? 2 : depth;
else if (PawnThreat[ply - 1] ||
(flag.rcptr && (score > alpha) &&
(score < beta) && (ply > 2) && CptrFlag[ply - 1] && CptrFlag[ply - 2]))
++depth;
}
else
{
if (score >= alpha &&
(InChk || PawnThreat[ply - 1] || (hung[side] > 1 && ply == Sdepth + 1)))
depth = 1;
else if (score <= beta &&
((ply < Sdepth + 4) && (ply > 4) &&
ChkFlag[ply - 2] && ChkFlag[ply - 4] &&
ChkFlag[ply - 2] != ChkFlag[ply - 4]))
depth = 1;
}
/*******************************************************************************************/
/* try the local transition table if it's there */
#if ttblsz
if ( /*depth > 0 &&*/ flag.hash && ply > 1)
{
if (ProbeTTable (side, depth, ply, &alpha, &beta, &score) == true)
{
bstline[ply] = PV;
bstline[ply + 1] = 0;
#include "debug64.h"
if (beta == -20000)
return (score);
if (alpha > beta)
return (alpha);
}
#ifdef HASHFILE
/* ok try the transition file if its there */
else if (hashfile && (depth > HashDepth) && (GameCnt < HashMoveLimit)
&& (ProbeFTable (side, depth, ply, &alpha, &beta, &score) == true))
{
PutInTTable (side, score, depth, ply, alpha, beta, PV);
bstline[ply] = PV;
bstline[ply + 1] = 0;
if (beta == -20000)
return (score);
if (alpha > beta)
return (alpha);
#include "debug10.h"
}
#endif /* HASHFILE */
}
#endif /* ttblsz */
/*
* if more then DepthBeyond ply past goal depth or at goal depth and
* score > beta quit - means we are out of the window
*/
if (ply > DepthBeyond || (depth < 1 && score > beta))
{
return (score);
}
/*
* if below first ply and not at goal depth generate all moves else
* only capture moves
*/
if (ply > 1)
if (depth > 0 || ply < (SDEPTHLIM) ||
(background && ply < Sdepth + 2))
{
MoveList (side, ply);
}
else
{
CaptureList (side, ply);
}
/* no moves return what we have */
/*
* normally a search will continue til past goal and no more capture
* moves exist
*/
/* unless it hits DepthBeyond */
if (TrPnt[ply] == TrPnt[ply + 1])
{
return (score);
}
/* if not at goal set best = -inf else current score */
best = (depth > 0) ? -12000 : score;
#ifdef NULLMOVE
PVarisave = PVari;
if (!null && /* no previous null-move */
!PVari && /* no null-move during the PV */
(ply > 2) && /* not at ply 1 */
(ply <= Sdepth) &&
(depth > 3) &&
!InChk && /* no check */
((mtl[side] + mtl[xside]) > NULLMOVELIM))
/* enough material such that zugzwang is unlike but who knows which value
is suitable? */
{
/* ok, we make a null move, i.e. this means we have nothing to do
but we have to keep the some arrays up to date otherwise gnuchess
gets confused. Maybe somebody knows exactly which informations are
important and which not.
Another idea is that we try the null-move first and generate the
moves later. This may save time but we have to take care that
PV and other variables contain the right value so that the move
ordering works right.
*/
register struct GameRec *g;
nxtline[ply + 1] = 0;
CptrFlag[ply] = 0;
PawnThreat[ply] = 0;
Tscore[ply] = score;
PVsave = PV;
PV = 0;
null = 1;
g = &GameList[++GameCnt];
g->hashkey = hashkey;
g->hashbd = hashbd;
epsquare = -1;
TOsquare = -1;
g->Game50 = Game50;
g->gmove = -1;
g->flags = 0;
g->piece = 0;
g->color = neutral;
best = -search (xside, ply + 1, depth - 2, -beta - 1, -beta, nxtline, &rcnt);
null = 0;
PV = PVsave;
GameCnt--;
if (best < alpha) best = -12000;
else if (best > beta) return (best);
else best = -12000;
}
#endif
/* if best so far is better than alpha set alpha to best */
if (best > alpha)
alpha = best;
/********************** main loop ************************************************************************/
/* look at each move until no more or beta cutoff */
for (pnt = pbst = TrPnt[ply]; pnt < TrPnt[ply + 1] && best <= beta; pnt++)
{
/* find the most interesting looking of the remaining moves */
if (ply > 1)
pick (pnt, TrPnt[ply + 1] - 1);
#ifdef NULLMOVE
PVari = PVarisave && (pnt == TrPnt[ply]); /* Is this the PV? */
#endif
node = &Tree[pnt];
/* is this a forbidden move */
if (ply == 1 && node->score == -32768) continue;
nxtline[ply + 1] = 0;
#ifndef BAREBONES
/* if at top level */
if (ply == 1)
{ /* at the top update search status */
if (flag.post)
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowCurrentMove (pnt, node->f, node->t);
}
#endif
if (!(node->flags & exact))
{
/* make the move and go deeper */
MakeMove (side, node, &tempb, &tempc, &tempsf, &tempst, &INCscore);
CptrFlag[ply] = (node->flags & capture);
PawnThreat[ply] = (node->flags & pwnthrt);
Tscore[ply] = node->score;
PV = node->reply;
node->score = -search (xside, ply + 1,
(depth > 0) ? depth - 1 : 0,
-beta, -alpha,
nxtline, &rcnt);
/*
if(!flag.timeout)node->score = score;
*/
node->width = (ply % 2 == 1) ? (TrPnt[ply + 2] - TrPnt[ply + 1]) : 0;
if (abs (node->score) > 9000)
node->flags |= exact;
else if (rcnt == 1)
node->score /= 2;
#include "debug256.h"
if ((rcnt >= 2 || GameCnt - Game50 > 99 || (node->score == 9999 - ply && !ChkFlag[ply])))
{
node->flags |= (draw | exact);
DRAW = CP[58]; /* Draw */
node->score = ((side == computer) ? contempt : -contempt);
}
node->reply = nxtline[ply + 1];
/* reset to try next move */
UnmakeMove (side, node, &tempb, &tempc, &tempsf, &tempst);
}
/* if best move so far */
if (!flag.timeout && ((node->score > best) || ((node->score == best) && (node->width > bestwidth))))
{
/*
* all things being equal pick the denser part of the
* tree
*/
bestwidth = node->width;
/*
* if not at goal depth and better than alpha and not
* an exact score increment by depth
*/
if (depth > 0 && node->score > alpha && !(node->flags & exact))
node->score += depth;
best = node->score;
pbst = pnt;
if (best > alpha)
{
alpha = best;
}
/* update best line */
for (j = ply + 1; nxtline[j] > 0; j++)
bstline[j] = nxtline[j];
bstline[j] = 0;
bstline[ply] = (node->f << 8) | node->t;
/* if at the top */
if (ply == 1)
{
/*
* if its better than the root score make it
* the root
*/
if ((best > root->score) || ((best == root->score) && (bestwidth > root->width)))
{
tmp = Tree[pnt];
for (j = pnt - 1; j >= 0; j--)
Tree[j + 1] = Tree[j];
Tree[0] = tmp;
pbst = 0;
}
#ifndef BAREBONES
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
if (Sdepth > 2)
if (best > beta)
{
/* update best line to globle varible *Bstline */
Best = best;
Bch = '+';
for (j = 0; bstline[j] > 0; j++)
Bstline[j] = bstline[j];
Bstline[j]=0;
// ShowResults (best, bstline, '+');
}
else if (best < alpha)
{
/* update best line to globle varible *Bstline */
Best = best;
Bch = '-';
for (j = 0; bstline[j] > 0; j++)
Bstline[j] = bstline[j];
Bstline[j]=0;
// ShowResults (best, bstline, '-');
}
else {
/* update best line to globle varible *Bstline */
Best = best;
Bch = '&';
for (j = 0; bstline[j] > 0; j++)
Bstline[j] = bstline[j];
Bstline[j]=0;
// ShowResults (best, bstline, '&');
}
#endif
if (!background && Sdepth > 2){
if( best < alpha ) { TCcount = 0;ExtraTime += 9*TCleft;}
}
}
}
if (flag.timeout)
{
return (Tscore[ply - 1]);
}
}
/******************************************************************************************/
node = &Tree[pbst];
mv = (node->f << 8) | node->t;
#ifdef NULLMOVE
PVari = PVarisave;
#endif
/*
* we have a move so put it in local table - if it's already there
* done else if not there or needs to be updated also put it in
* hashfile
*/
#if ttblsz
if (flag.hash && ply <= Sdepth && *rpt == 0 && best == alpha)
{
if (PutInTTable (side, best, depth, ply, alpha, beta, mv)
#ifdef HASHFILE
&& hashfile && (depth > HashDepth) && (GameCnt < HashMoveLimit))
{
PutInFTable (side, best, depth, ply, alpha, beta, node->f, node->t);
}
#else
);
#endif /* HASHFILE */
}
#endif /* ttblsz */
if (depth > 0)
{
#ifdef HISTORY
j = (node->f << 8) | node->t;
if (side == black)
j |= 0x4000;
if (history[j] < HISTORYLIM)
history[j] += (unsigned short) 1 << depth;
#endif
if (node->t != (short) (GameList[GameCnt].gmove & 0xFF))
if (best <= beta)
killr3[ply] = mv;
else if (mv != killr1[ply])
{
killr2[ply] = killr1[ply];
killr1[ply] = mv;
}
killr0[ply] = ((best > 9000) ? mv : 0);
}
return (best);
}
int
castle (short int side, short int kf, short int kt, short int iop)
/* Make or Unmake a castling move. */
{
register short rf, rt, t0, xside;
xside = side ^ 1;
if (kt > kf)
{
rf = kf + 3;
rt = kt - 1;
}
else
{
rf = kf - 4;
rt = kt + 1;
}
if (iop == 0)
{
if (kf != kingP[side] ||
board[kf] != king ||
board[rf] != rook ||
color[kf] != side ||
color[rf] != side ||
Mvboard[kf] != 0 ||
Mvboard[rf] != 0 ||
color[kt] != neutral ||
color[rt] != neutral ||
color[kt - 1] != neutral ||
SqAtakd (kf, xside) ||
SqAtakd (kt, xside) ||
SqAtakd (rt, xside))
return (false);
}
else
{
if (iop == 1)
{
castld[side] = true;
Mvboard[kf]++;
Mvboard[rf]++;
}
else
{
castld[side] = false;
Mvboard[kf]--;
Mvboard[rf]--;
t0 = kt;
kt = kf;
kf = t0;
t0 = rt;
rt = rf;
rf = t0;
}
board[kt] = king;
color[rt] = color[kt] = side;
Pindex[kt] = 0;
board[kf] = no_piece;
color[rf] = color[kf] = neutral;
board[rt] = rook;
Pindex[rt] = Pindex[rf];
board[rf] = no_piece;
PieceList[side][Pindex[kt]] = kt;
PieceList[side][Pindex[rt]] = rt;
UpdateHashbd (side, king, kf, kt);
UpdateHashbd (side, rook, rf, rt);
}
return (true);
}
void
EnPassant (short int xside, short int f, short int t, short int iop)
/*
* Make or unmake an en passant move.
*/
{
register short l;
l = t + ((t > f) ? -8 : 8);
if (iop == 1)
{
board[l] = no_piece;
color[l] = neutral;
}
else
{
board[l] = pawn;
color[l] = xside;
}
InitializeStats ();
}
void
UpdatePieceList (short int side, short int sq, short int iop)
/*
* Update the PieceList and Pindex arrays when a piece is captured or when a
* capture is unmade.
*/
{
register short i;
if (iop == 1)
{
PieceCnt[side]--;
for (i = Pindex[sq]; i <= PieceCnt[side]; i++)
{
PieceList[side][i] = PieceList[side][i + 1];
Pindex[PieceList[side][i]] = i;
}
}
else
{
PieceCnt[side]++;
PieceList[side][PieceCnt[side]] = sq;
Pindex[sq] = PieceCnt[side];
}
}
void
MakeMove (short int side,
struct leaf *node,
short int *tempb, /* color of to square */
short int *tempc, /* piece at to square */
short int *tempsf, /* static value of piece on from */
short int *tempst, /* static value of piece on to */
short int *INCscore) /* score increment for pawn structure change */
/*
* Update Arrays board[], color[], and Pindex[] to reflect the new board
* position obtained after making the move pointed to by node. Also update
* miscellaneous stuff that changes when a move is made.
*/
{
register short f, t, xside, ct, cf;
register struct GameRec *g;
xside = side ^ 1;
g = &GameList[++GameCnt];
g->hashkey = hashkey;
g->hashbd = hashbd;
g->epssq = epsquare;
f = node->f;
t = node->t;
epsquare = -1;
/* FROMsquare = f;*/
TOsquare = t;
*INCscore = 0;
g->Game50 = Game50;
g->gmove = (f << 8) | t;
g->flags = node->flags;
if (node->flags & cstlmask)
{
g->piece = no_piece;
g->color = side;
(void) castle (side, f, t, 1);
Game50 = GameCnt;
}
else
{
if (!(node->flags & capture) && (board[f] != pawn))
{
rpthash[side][hashkey & 0xFF]++;
ISZERO++;
}
else
Game50 = GameCnt;
*tempsf = svalue[f];
*tempst = svalue[t];
g->piece = *tempb = board[t];
g->color = *tempc = color[t];
if (*tempc != neutral)
{
UpdatePieceList (*tempc, t, 1);
/* if capture decrement pawn count */
if (*tempb == pawn)
{
--PawnCnt[*tempc][column (t)];
}
if (board[f] == pawn)
{
cf = column (f);
ct = column (t);
/* move count from from to to */
--PawnCnt[side][cf];
++PawnCnt[side][ct];
/*
* calculate increment for pawn structure
* changes
*/
/* doubled or more - */
if (PawnCnt[side][ct] > (1 + PawnCnt[side][cf]))
*INCscore -= 15;
/* went to empty column + */
else if (PawnCnt[side][ct] < 1 + PawnCnt[side][cf])
*INCscore += 15;
/*
* went to outside col or empty col on one
* side ????????
*/
else if (ct == 0 || ct == 7 || PawnCnt[side][ct + ct - cf] == 0)
*INCscore -= 15;
}
mtl[xside] -= value[*tempb];
if (*tempb == pawn)
pmtl[xside] -= valueP;
UpdateHashbd (xside, *tempb, -1, t);
*INCscore += *tempst;
Mvboard[t]++;
}
color[t] = color[f];
board[t] = board[f];
svalue[t] = svalue[f];
Pindex[t] = Pindex[f];
PieceList[side][Pindex[t]] = t;
color[f] = neutral;
board[f] = no_piece;
if (board[t] == pawn)
if (t - f == 16)
epsquare = f + 8;
else if (f - t == 16)
epsquare = f - 8;
if (node->flags & promote)
{
board[t] = node->flags & pmask;
if (board[t] == queen)
HasQueen[side]++;
else if (board[t] == rook)
HasRook[side]++;
else if (board[t] == bishop)
HasBishop[side]++;
else if (board[t] == knight)
HasKnight[side]++;
--PawnCnt[side][column (t)];
mtl[side] += value[board[t]] - valueP;
pmtl[side] -= valueP;
UpdateHashbd (side, pawn, f, -1);
UpdateHashbd (side, board[t], f, -1);
*INCscore -= *tempsf;
}
if (node->flags & epmask)
EnPassant (xside, f, t, 1);
else
UpdateHashbd (side, board[t], f, t);
Mvboard[f]++;
}
}
void
UnmakeMove (short int side,
struct leaf *node,
short int *tempb,
short int *tempc,
short int *tempsf,
short int *tempst)
/*
* Take back a move.
*/
{
register short f, t, xside;
xside = side ^ 1;
f = node->f;
t = node->t;
Game50 = GameList[GameCnt].Game50;
if (node->flags & cstlmask)
(void) castle (side, f, t, 2);
else
{
color[f] = color[t];
board[f] = board[t];
svalue[f] = *tempsf;
Pindex[f] = Pindex[t];
PieceList[side][Pindex[f]] = f;
color[t] = *tempc;
board[t] = *tempb;
svalue[t] = *tempst;
if (node->flags & promote)
{
board[f] = pawn;
++PawnCnt[side][column (t)];
mtl[side] += valueP - value[node->flags & pmask];
pmtl[side] += valueP;
UpdateHashbd (side, (short) node->flags & pmask, -1, t);
UpdateHashbd (side, pawn, -1, t);
}
if (*tempc != neutral)
{
UpdatePieceList (*tempc, t, 2);
if (*tempb == pawn)
{
++PawnCnt[*tempc][column (t)];
}
if (board[f] == pawn)
{
--PawnCnt[side][column (t)];
++PawnCnt[side][column (f)];
}
mtl[xside] += value[*tempb];
if (*tempb == pawn)
pmtl[xside] += valueP;
UpdateHashbd (xside, *tempb, -1, t);
Mvboard[t]--;
}
if (node->flags & epmask)
{
EnPassant (xside, f, t, 2);
}
else
UpdateHashbd (side, board[f], f, t);
Mvboard[f]--;
if (!(node->flags & capture) && (board[f] != pawn))
{
rpthash[side][hashkey & 0xFF]--;
ISZERO--;
}
}
epsquare = GameList[GameCnt--].epssq;
}
void
InitializeStats (void)
/*
* Scan thru the board seeing what's on each square. If a piece is found,
* update the variables PieceCnt, PawnCnt, Pindex and PieceList. Also
* determine the material for each side and set the hashkey and hashbd
* variables to represent the current board position. Array
* PieceList[side][indx] contains the location of all the pieces of either
* side. Array Pindex[sq] contains the indx into PieceList for a given
* square.
*/
{
register short i, sq;
epsquare = -1;
for (i = 0; i < 8; i++)
{
PawnCnt[white][i] = PawnCnt[black][i] = 0;
}
mtl[white] = mtl[black] = pmtl[white] = pmtl[black] = 0;
PieceCnt[white] = PieceCnt[black] = 0;
hashbd = hashkey = 0;
for (sq = 0; sq < 64; sq++)
if (color[sq] != neutral)
{
mtl[color[sq]] += value[board[sq]];
if (board[sq] == pawn)
{
pmtl[color[sq]] += valueP;
++PawnCnt[color[sq]][column (sq)];
}
Pindex[sq] = ((board[sq] == king) ? 0 : ++PieceCnt[color[sq]]);
PieceList[color[sq]][Pindex[sq]] = sq;
hashbd ^= hashcode[color[sq]][board[sq]][sq].bd;
hashkey ^= hashcode[color[sq]][board[sq]][sq].key;
}
}