home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gamers Delight 2
/
Gamers Delight 2.iso
/
Aminet
/
game
/
board
/
GNUChess4_0_58.lha
/
gnuchess-4.0
/
src
/
new
/
search.c
< prev
next >
Wrap
C/C++ Source or Header
|
1992-08-26
|
33KB
|
1,336 lines
/*
* search.c - C source for GNU CHESS
*
* Copyright (c) 1988,1989,1990 John Stanback
* Copyright (c) 1992 Free Software Foundation
*
* 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.
*/
#include "gnuchess.h"
#ifdef QUIETBACKGROUND
short background = 0;
#endif /* QUIETBACKGROUND */
static short int DepthBeyond;
unsigned short int PrVar[MAXDEPTH];
extern char mvstr[4][6];
#ifdef DEBUG
unsigned short DBLINE[MAXDEPTH];
struct leaf *dbptr;
#endif
struct leaf rootnode;
short int restype;
#include "ataks.h"
/* ............ MOVE GENERATION & SEARCH ROUTINES .............. */
inline
void
repetition (short int *cnt)
/*
* Check for draw by threefold repetition.
*/
{
register short i, c;
register unsigned short m;
short b[64];
*cnt = c = 0;
/* try to avoid work */
if (GameCnt > Game50 + 2)
{
#ifdef NOMEMSET
for (i = 0; i < 64; b[i++] = 0) ;
#else
memset ((char *) b, 0, sizeof (b));
#endif /* NOMEMSET */
for (i = GameCnt; i >= Game50; i--)
{
m = GameList[i].gmove;
/* does piece exist on diff board? */
if (b[m & 0xff])
{
/* does diffs cancel out, piece back? */
if ((b[m >> 8] += b[m & 0xff]) == 0)
--c;
b[m & 0xff] = 0;
}
else
{
/* create diff */
++c;
/* does diff cancel out another diff? */
if (!(b[m >> 8] -= (b[m & 0xff] = board[m & 0xff] +
(color[m & 0xff] << 8))))
--c;;
}
/* if diff count is 0 we have a repetition */
if (c == 0)
if ((i ^ GameCnt) & 1)
(*cnt)++;
}
}
}
int plyscore, globalscore, globalpnt;
void
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;
}
}
#ifdef DEBUG40
int d7flag;
#endif
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;
int bookflag = false;
int Jscore;
unsigned short tmp[MAXDEPTH];
flag.timeout = false;
flag.musttimeout = false;
xside = side ^ 1;
#ifdef DEBUG40
d7flag = 0;
#endif
/* if background mode set to infinite */
if (iop == 2)
{
ResponseTime = 9999999;
#ifdef QUIETBACKGROUND
background = true;
#endif /* QUIETBACKGROUND */
}
else
{
player = side;
if (TCflag)
{
TCcount = 0;
#ifdef QUIETBACKGROUND
background = false;
#endif /* QUIETBACKGROUND */
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 */
ResponseTime = (TimeControl.clock[side] ) / (((TimeControl.moves[side]) *3));
TCleft = ResponseTime>>1;
if (TimeControl.moves[side] < 5) TCcount = MAXTCCOUNT - 1;
}
if (ResponseTime < 100)
{
ResponseTime = 100;
TCcount = MAXTCCOUNT;
}
else if (ResponseTime < 200)
{
TCcount = MAXTCCOUNT - 1;
}
}
else
ResponseTime = MaxResponseTime;
if(TCleft){TCcount = ((TimeControl.clock[side] - ResponseTime)/2)/TCleft;
if(TCcount > MAXTCCOUNT)TCcount = 0; else TCcount = MAXTCCOUNT - TCcount;}
else TCcount = MAXTCCOUNT;
}
ExtraTime = 0;
ExaminePosition ();
score = ScorePosition (side);
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowSidetoMove ();
#ifdef notdef
if (TCflag && TCcount < MAXTCCOUNT)
if (score < SCORETIME)
{
ExtraTime += TCleft;
TCcount++;
}
#endif
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
SearchStartStuff (side);
#ifdef HISTORY
#ifdef NOMEMSET
for (i = 0; i < 32768; i++)
history[i] = 0;
#else
memset ((char *) history, 0, 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++) pick (i, TrPnt[2] - 1);
/* can I get a book move? */
if (flag.regularstart && Book){
flag.timeout = bookflag = OpeningBook (&hint, side);
if (TCflag) ResponseTime += ResponseTime;
}
rootnode = Tree[0];
/* zero stats for hash table */
reminus = replus = 0;
NodeCnt = ETnodes = EvalNodes = HashCnt = FHashAdd = HashAdd = FHashCnt = THashCol = HashCol = 0;
globalscore = plyscore = score;
#ifdef DEBUG4
if (debuglevel & 8)
{
int j;
for (j = 1; j < 2; j++)
{
int idb;
for (idb = TrPnt[j]; idb < TrPnt[j + 1]; idb++)
{
algbr (Tree[idb].f, Tree[idb].t, Tree[idb].flags);
printf ("level 8 %d-->%d %s %d %d\n", j, idb, mvstr[0], Tree[idb].score, Tree[idb].width);
}
}
}
#endif
/********************* main loop ********************************/
while (!flag.timeout)
{
/* go down a level at a time */
Sdepth++;
DepthBeyond = Sdepth + ((Sdepth == 1) ? (DEPTHBEYOND >> 1) : DEPTHBEYOND);
#if !defined CHESSTOOL
#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)
{
reminus++;
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowDepth ('-');
if (TCflag && TCcount < MAXTCCOUNT)
{
TCcount = MAXTCCOUNT-1;
ExtraTime += (6*TCleft);
}
score = search (side, 1, Sdepth, -9999, score, PrVar, &rpt);
}
/* high search failure re-search with (score, +inf) limits */
if (score > beta && !(root->flags & exact))
{
replus++;
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowDepth ('+');
score = search (side, 1, Sdepth, score, 9999, PrVar, &rpt);
}
/**************** out of search ********************************************/
if (Sdepth == MaxSearchDepth)
flag.timeout = true;
else if (TCflag && (Sdepth > (MINDEPTH - 1)) && (TCcount < MAXTCCOUNT))
{
if (tmp[1] != PrVar[1] || tmp[2] != PrVar[2])
{
TCcount++;
ExtraTime += TCleft;
}
if ((abs (score - globalscore) / Sdepth) > ZDELTA)
{
TCcount++;
ExtraTime += TCleft;
}
}
if(TCflag) if ((4 * et) > (2 * ResponseTime + ExtraTime)) flag.timeout = true;
/************************ time control ***********************************/
/* save PV as killer */
for (i = 1; i <= Sdepth + 1; i++)
killr0[i] = PrVar[i];
if (((rootnode.f << 8) | rootnode.t) != PrVar[1])
{
for (i = TrPnt[1]; i < TrPnt[2]; i++)
if (((Tree[i].f << 8) | Tree[i].t) == PrVar[1])
{
rootnode = Tree[i];
break;
}
}
for (i = 1; i <= Sdepth + 1; i++)
tmp[i] = PrVar[i];
if(!flag.timeout)Tscore[0] = score;
/*if (!flag.timeout)*/
for (i = TrPnt[1]; i < TrPnt[2]; i++)
pick (i, TrPnt[2] - 1);
/* if done or nothing good to look at quit */
if ((rootnode.flags & exact) || (score < -9000))
flag.timeout = true;
#ifdef DEBUG13
if (flag.timeout && !background)
{
FILE *D;
int r, c, l;
struct leaf *xnode;
D = fopen ("/tmp/DEBUG", "a+");
fprintf (D, " %d ply %d sco %d TC %d rs %d gl %d cnt %d\n",
Sdepth, plyscore, score, TCcount, restype,
globalpnt, TrPnt[2] - TrPnt[1]);
for (i = 1; tmp[i]; i++)
{
algbr (tmp[i] >> 8, tmp[i] & 0xff, 0);
fprintf (D, "%s ", mvstr[0]);
}
fprintf (D, "\n");
for (i = 1; PrVar[i]; i++)
{
algbr (PrVar[i] >> 8, PrVar[i] & 0xff, 0);
fprintf (D, "%s ", mvstr[0]);
}
fprintf (D, "\n");
algbr (rootnode.f, rootnode.t, rootnode.flags);
fprintf (D, "%s ", mvstr[0]);
fprintf (D, "\n");
fclose (D);
}
#endif
/* find the next best move put below root */
if (!flag.timeout)
{
/* */
#if !defined NODYNALPHA
Jscore = (plyscore + score) >> 1;
#endif
plyscore = score;
/* recompute search window */
beta = score + ((computer == black) ? BBwindow : WBwindow);
#if !defined NODYNALPHA
alpha = ((Jscore < score) ? Jscore : score) - ((computer == black) ? BAwindow : WAwindow) - abs (Jscore / 12) - 20;
#else
alpha = score - ((computer == black) ? BAwindow : WAwindow);
#endif
}
else
for (i = 1; i <= Sdepth + 1; i++)
PrVar[i] = tmp[i];
#if !defined CHESSTOOL
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
ShowResults (score, PrVar, '.');
#endif
#ifdef DEBUG4
if (debuglevel & 16)
{
int j;
printf ("Sdepth %d alpha %d beta %d stage %d\n", Sdepth, alpha, beta, stage);
for (j = 1; j < 2; j++)
{
int idb;
for (idb = TrPnt[j]; idb < TrPnt[j + 1]; idb++)
{
algbr (Tree[idb].f, Tree[idb].t, Tree[idb].flags);
printf ("level 16 %d-->%d %s %d %d %x\n", Sdepth, idb, mvstr[0], Tree[idb].score, Tree[idb].width, Tree[idb].flags);
}
}
}
#endif
}
/******************************* end of main loop ***********************************/
/* background mode */
if (iop == 2)
return;
#ifdef DEBUG4
if (debuglevel & 4)
{
int j;
printf ("Sdepth %d alpha %d beta %d stage %d\n", Sdepth, alpha, beta, stage);
for (j = 1; j < 2; j++)
{
int idb;
for (idb = TrPnt[j]; idb < TrPnt[j + 1]; idb++)
{
algbr (Tree[idb].f, Tree[idb].t, Tree[idb].flags);
printf ("level 4 %d-->%d %s %d %d\n", j, idb, mvstr[0], Tree[idb].score, Tree[idb].width);
}
}
}
#endif
if (rpt >= 2)
{
rootnode.flags |= draw;
DRAW = CP[101]; /*Repetition*/
}
else
/* if no moves and not in check then draw */
if ((rootnode.score == -9999) && !(SqAtakd (PieceList[side][0], xside)))
{
rootnode.flags |= draw;
DRAW = CP[87]; /*No moves*/
}
else if (GameCnt == MAXMOVES)
{
rootnode.flags |= draw;
DRAW = CP[80]; /*Max Moves*/
}
/* not in book so set hint to guessed move for other side */
if (!bookflag)
hint = ((tmp[1]) ? tmp[2] : 0);
/* if not mate or draw make move and output it */
if (((score > -9999) && (rpt <= 2)) || (rootnode.flags & draw))
{
MakeMove (side, &rootnode, &tempb, &tempc, &tempsf, &tempst, &INCscore);
#if !defined NOMATERIAL
if (flag.material && !pmtl[black] && !pmtl[white] && (mtl[white] < (valueR + valueK)) && (mtl[black] < (valueR + valueK)))
{
rootnode.flags |= draw;
DRAW = CP[224]; /*No pieces*/
}
else
#endif
if (!PieceCnt[black] && !PieceCnt[white])
{
rootnode.flags |= draw;
DRAW = CP[88]; /*No pieces*/
}
algbr (rootnode.f, rootnode.t, (short) rootnode.flags);
}
else {
algbr (0, 0, 0); /* Zero move string when mate. */
rootnode.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 ();
/* 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[rootnode.t] == pawn) || (rootnode.flags & (capture | cstlmask | promote)))
{
Game50 = GameCnt;
ZeroRPT ();
}
/* add move to game list */
g->score = score;
g->nodes = NodeCnt;
g->time = (short) et;
g->depth = Sdepth;
#ifdef DEBUG40
g->d1 = TCcount;
g->d2 = ResponseTime ;
g->d3 = ExtraTime;
g->d4 = TCleft;
g->d5 = et;
g->d6 = TimeControl.clock[side];
g->d7 = d7flag;
#endif
/* update time comtrol info */
if (TCflag)
{
#if defined CHESSTOOL || defined XBOARD
TimeControl.clock[side] -= (et + OperatorTime + 45);
#else
TimeControl.clock[side] -= (et + OperatorTime);
#endif
/* finished our required moves - setup the next set */
if (--TimeControl.moves[side] == 0)
{
if (XC)
if (XCmore < XC)
{
TCmoves = XCmoves[XCmore];
TCminutes = XCminutes[XCmore];
TCseconds = XCseconds[XCmore];
XCmore++;
}
SetTimeControl ();
}
}
/* check for end conditions */
if ((rootnode.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, cf;
short xside, pbst, score, rcnt, slk, InChk;
unsigned short mv, nxtline[MAXDEPTH];
struct leaf *node, tmp;
short best;
short bestwidth = 0;
NodeCnt++;
/* look every ZNODE nodes for a timeout */
if (TCflag || MaxResponseTime)
{
if (NodeCnt > ETnodes)
{
ElapsedTime (2);
if (Sdepth > MINDEPTH && flag.musttimeout)
{
flag.timeout = true;
flag.musttimeout = false;
}
else if ((et >= (ResponseTime + ExtraTime)) && Sdepth > MINDEPTH)
{/* try to extend to finish ply */
if (TCflag && TCcount < MAXTCCOUNT)
{ TCcount += 1; ExtraTime += TCleft;
#ifdef DEBUG40
d7flag++;
#endif
}
else flag.timeout = true;
}
}
}
else if (flag.musttimeout && Sdepth > MINDEPTH)
{
flag.timeout = true;
flag.musttimeout = false;
}
xside = side ^ 1;
/* slk is lone king indicator for either side */
score = evaluate (side, ply, alpha, beta, INCscore, &slk, &InChk);
/*
* check for possible repitition if so call repitition - rpt is repeat
* count
*/
if ((ply <= Sdepth + 3) && rpthash[side][hashkey & 0xFF] > 0)
{
repetition (rpt);
/*
* 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 (flag.hash && ply > 1)
{
if (ProbeTTable (side, depth, ply, &alpha, &beta, &score) == true)
{
bstline[ply] = PV;
bstline[ply + 1] = 0;
#ifdef DEBUG4
if (debuglevel & 64)
{
algbr (PV >> 8, PV & 0xff, 0);
printf ("-get-> d=%d s=%d p=%d a=%d b=%d %s\n", depth, score, ply, alpha, beta, mvstr[0]);
}
#endif
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))
{
int hgood = false;
int f = PV >> 8;
int t = PV & 0x3f;
register int i;
/*
* if you find something put it in the local table for future
* reference
*/
hgood = false;
for (i = TrPnt[ply]; i < TrPnt[ply + 1]; i++)
{
if (Tree[i].f == f && Tree[i].t == t)
{
hgood = true;
break;
}
}
if (hgood)
{
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);
}
#ifdef DEBUG10
else
{
FILE *D;
int r, c, l;
struct leaf *xnode;
D = fopen ("/tmp/DEBUG", "w");
pnt = TrPnt[2];
fprintf (D, "hashfile failure\n");
algbr (PV >> 8, PV & 0x3f, 0);
fprintf (D, "inout move is %s\n", mvstr);
fprintf (D, "legal move are \n");
for (r = TrPnt[ply]; r < TrPnt[ply + 1]; r++)
{
xnode = &Tree[r];
algbr (xnode->f, xnode->t, (short) xnode->flags);
fprintf (D, "%s %s %s %s\n", mvstr[0], mvstr[1], mvstr[2], mvstr[3]);
}
fprintf (D, "\n current board is\n");
for (r = 7; r >= 0; r--)
{
for (c = 0; c <= 7; c++)
{
l = locn (r, c);
if (color[l] == neutral)
fprintf (D, " -");
else if (color[l] == white)
fprintf (D, " %c", qxx[board[l]]);
else
fprintf (D, " %c", pxx[board[l]]);
}
fprintf (D, "\n");
}
fprintf (D, "\n");
fclose (D);
}
#endif
}
#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)
{
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);
}
cf = (depth < 1 && ply > Sdepth + 1 && !ChkFlag[ply - 2] && !slk);
/* if not at goal set best = -inf else current score */
best = ((depth > 0) ? -12000 : score);
/* 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 */
pick (pnt, TrPnt[ply + 1] - 1);
node = &Tree[pnt];
/* is this a forbidden move */
if (ply == 1 && node->score == -32768)
continue;
nxtline[ply + 1] = 0;
if (cf && score + node->score < alpha)
break;
#if !defined CHESSTOOL
/* 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);
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;
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;
}
#if !defined CHESSTOOL
#ifdef QUIETBACKGROUND
if (!background)
#endif /* QUIETBACKGROUND */
if (Sdepth > 2)
if (best > beta)
{
ShowResults (best, bstline, '+');
}
else if (best < alpha)
{
ShowResults (best, bstline, '-');
}
else
ShowResults (best, bstline, '&');
#endif
restype = (best < alpha) ? false : true;
}
}
if (Sdepth > MINDEPTH && flag.timeout)
{
if (ply == 1)
globalpnt = (pnt);
return (Tscore[ply - 1]);
}
}
/******************************************************************************************/
globalpnt = (pnt);
node = &Tree[pbst];
mv = (node->f << 8) | node->t;
/*
* 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 << 6) | node->t;
if (side == black)
j |= 0x4000;
if (history[j] < HISTORYLIM)
history[j] += (unsigned char) depth << 1;
#endif
if (node->t != (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 ();
if (iop != 1)
epsquare = t;
}
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;
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]++;
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;
epsquare = -1;
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]--;
}
}
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;
}
}