Add transposition table, iterative deepening, and repetition-aware search
- Refactor the search to negamax (single side-relative score + alpha/beta window) - Add a shared, process-wide transposition table: lock-free XOR-verified slots, persists across games, with depth-gated and difficulty-capped score reuse so a weak bot can't borrow a stronger game's deeper analysis - Drive the search with iterative deepening, seeding each depth's move ordering from the previous one - Seed prior-position history (Position::seed_history) over a new engine_best_move history parameter so the engine detects threefold/50-move draws the FEN can't carry Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
76b054ee9d
commit
5345427e0c
@@ -57,6 +57,10 @@ CHESS_API int CHESS_CALL engine_set_option(EngineHandle engine,
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/* Compute the best move for the given position.
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/* Compute the best move for the given position.
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* engine : handle from engine_create.
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* engine : handle from engine_create.
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* fen : null-terminated UTF-8 FEN of the position to move from.
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* fen : null-terminated UTF-8 FEN of the position to move from.
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* history : optional null-terminated UTF-8 list of the prior positions since the
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* last irreversible move (capture/pawn move), one FEN per line, oldest
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* first, NOT including `fen`. Lets the engine detect threefold/50-move
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* draws that the FEN alone can't carry. May be NULL or empty.
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* out_buf : host-owned buffer the engine writes the UCI move into,
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* out_buf : host-owned buffer the engine writes the UCI move into,
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* as a null-terminated ASCII string (e.g. "e2e4\0").
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* as a null-terminated ASCII string (e.g. "e2e4\0").
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* out_len : capacity of out_buf in bytes (host passes >= 8).
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* out_len : capacity of out_buf in bytes (host passes >= 8).
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@@ -64,6 +68,7 @@ CHESS_API int CHESS_CALL engine_set_option(EngineHandle engine,
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* MUST NOT write more than out_len bytes including the NUL terminator. */
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* MUST NOT write more than out_len bytes including the NUL terminator. */
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CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
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CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
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const char* fen,
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const char* fen,
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const char* history,
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char* out_buf,
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char* out_buf,
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int out_len);
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int out_len);
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@@ -19,15 +19,65 @@
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#include "uci.h"
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#include "uci.h"
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#include <algorithm>
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#include <algorithm>
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#include <atomic>
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#include <cstdint>
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#include <cstdio>
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#include <cstdlib>
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#include <cstdlib>
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#include <cstring>
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#include <cstring>
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#include <limits>
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#include <mutex>
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#include <new>
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#include <new>
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#include <string>
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#include <string>
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#include <memory>
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#include <memory>
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#include <vector>
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/* Internal engine state. Put your search tables, transposition table, etc. here. */
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/* Search score constants. Scores are side-to-move-relative (negamax): positive is
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* good for whoever is to move. MATE_BOUND is the threshold above which a score is a
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* "mate in N" rather than a positional eval; INF is the window sentinel (kept above
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* MATE so negating it can never hit signed-overflow UB the way INT_MIN would). */
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static constexpr int MATE = 200000;
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static constexpr int MATE_BOUND = MATE - 1000;
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static constexpr int INF = 1000000;
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/* Bound kind stored in a TT entry. LOWER = a fail-high (true score >= stored),
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* UPPER = a fail-low (true score <= stored), EXACT = fully resolved. */
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enum class Bound : uint8_t { NONE, EXACT, LOWER, UPPER };
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/* One shared, process-wide transposition table backs every game (every engine
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* handle), so analysis persists and is reused across games. It is lock-free: each
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* slot is two 64-bit words — `data` (the packed payload) and `xorKey` (the Zobrist
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* key XOR-ed with `data`). A reader recovers the key as `xorKey ^ data`; if two
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* concurrent searches tore the pair, the recovered key won't match and the read is
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* treated as a miss — never a wrong-but-trusted entry (Hyatt's lockless hashing). */
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struct TTEntry {
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std::atomic<uint64_t> xorKey{0};
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std::atomic<uint64_t> data{0};
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};
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struct TranspositionTable {
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std::unique_ptr<TTEntry[]> entries;
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size_t mask = 0; /* count - 1; count is a power of two */
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};
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static TranspositionTable g_tt;
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static constexpr size_t TT_MEGABYTES = 256;
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/* Pack/unpack the 64-bit payload: score(32) | move(16) | depth(8) | bound(8). A stored
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* entry always has depth >= 1 and a non-NONE bound, so a real entry never packs to 0 —
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* letting data == 0 mean "empty slot". */
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static uint64_t tt_pack(int score, chess::Move move, int depth, Bound bound) {
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return static_cast<uint64_t>(static_cast<uint32_t>(score))
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| (static_cast<uint64_t>(move.data) << 32)
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| (static_cast<uint64_t>(static_cast<uint8_t>(depth)) << 48)
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| (static_cast<uint64_t>(static_cast<uint8_t>(bound)) << 56);
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}
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static int tt_score(uint64_t d) { return static_cast<int32_t>(static_cast<uint32_t>(d & 0xFFFFFFFFu)); }
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static chess::Move tt_move (uint64_t d) { return chess::Move(static_cast<uint16_t>(d >> 32)); }
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static int tt_depth(uint64_t d) { return static_cast<int>(static_cast<uint8_t>(d >> 48)); }
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static Bound tt_bound(uint64_t d) { return static_cast<Bound>(static_cast<uint8_t>(d >> 56)); }
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/* Internal engine state. One ChessEngine = one game. The table is NOT here: it is the
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* shared g_tt above. */
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struct ChessEngine {
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struct ChessEngine {
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int skill = 20; /* 1..20 from the UI; controls search depth */
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int skill = 20; /* 1..20 from the UI; controls search depth */
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};
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};
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@@ -61,7 +111,26 @@ static int parse_skill(const char* options, int fallback) {
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/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
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/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
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* quiescence yet, so deep fixed-depth runs get expensive quickly. */
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* quiescence yet, so deep fixed-depth runs get expensive quickly. */
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static int depth_for_skill(int skill) {
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static int depth_for_skill(int skill) {
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return skill; /* skill 1 -> 2 plies ... skill 20 -> 7 plies */
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return skill; /* skill N -> N plies */
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}
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static size_t floor_pow2(size_t n) {
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size_t p = 1;
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while ((p << 1) != 0 && (p << 1) <= n) p <<= 1;
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return p;
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}
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/* Allocate the shared table exactly once, to the largest power-of-two entry count that
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* fits in TT_MEGABYTES. Power-of-two count lets indexing use `key & mask`. Thread-safe:
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* call_once guards the first concurrent engine_create. Entries start zeroed (empty). */
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static void ensure_tt() {
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static std::once_flag once;
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std::call_once(once, [] {
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size_t count = floor_pow2((TT_MEGABYTES << 20) / sizeof(TTEntry));
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if (count < 1) count = 1;
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g_tt.entries = std::make_unique<TTEntry[]>(count);
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g_tt.mask = count - 1;
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});
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}
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}
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/* Positional multiplier in [0.5, 2.0] based on a square's distance from the four
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/* Positional multiplier in [0.5, 2.0] based on a square's distance from the four
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@@ -179,6 +248,19 @@ static int evaluate(const chess::Position& pos) {
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return score;
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return score;
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}
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}
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/* evaluate() is white-positive (absolute). Negamax needs it relative to the side to
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* move, so flip the sign when black is to move. */
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static int evaluate_stm(const chess::Position& pos, bool whiteToMove) {
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int s = evaluate(pos);
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return whiteToMove ? s : -s;
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}
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/* Mate scores are "mate in N from THIS node", so they must be re-anchored to the
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* probing node's ply when crossing the TT (store adds ply, retrieve subtracts it).
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* Non-mate scores pass through untouched. */
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static int score_to_tt(int s, int ply) { return s >= MATE_BOUND ? s + ply : s <= -MATE_BOUND ? s - ply : s; }
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static int score_from_tt(int s, int ply) { return s >= MATE_BOUND ? s - ply : s <= -MATE_BOUND ? s + ply : s; }
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static int piece_value(chess::PieceType pt) {
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static int piece_value(chess::PieceType pt) {
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switch (pt) {
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switch (pt) {
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case chess::PAWN: return 100;
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case chess::PAWN: return 100;
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@@ -191,12 +273,16 @@ static int piece_value(chess::PieceType pt) {
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}
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}
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/* Heuristic for searching the most promising moves first, which makes alpha-beta
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/* Heuristic for searching the most promising moves first, which makes alpha-beta
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* prune far more. Checks rank highest, then captures by MVV-LVA (grab the most
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* prune far more. The TT's best move (if any) goes first, then checks, then captures
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* valuable victim with the least valuable attacker). */
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* by MVV-LVA (grab the most valuable victim with the least valuable attacker).
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static int order_score(chess::Position& pos, chess::Move m) {
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* `scoreChecks` gates the expensive gives_check term to near-leaf nodes. */
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static int order_score(chess::Position& pos, chess::Move m, chess::Move ttMove, bool scoreChecks) {
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if (m == ttMove)
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return 2000000; /* dwarfs any capture/check score below */
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int score = 0;
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int score = 0;
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if (pos.gives_check(m))
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if (scoreChecks && pos.gives_check(m))
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score += 1000;
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score += 1000;
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chess::Piece victim = pos.piece_on(m.to());
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chess::Piece victim = pos.piece_on(m.to());
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@@ -210,13 +296,14 @@ static int order_score(chess::Position& pos, chess::Move m) {
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}
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}
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/* Sort the move list in place, best-scoring first. Scores are computed once up
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/* Sort the move list in place, best-scoring first. Scores are computed once up
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* front so gives_check isn't re-evaluated on every comparison. */
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* front so gives_check isn't re-evaluated on every comparison. ttMove may be
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static void order_moves(chess::Position& pos, chess::MoveList& moves) {
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* MOVE_NONE, in which case no move matches it and ordering falls back to captures. */
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static void order_moves(chess::Position& pos, chess::MoveList& moves, chess::Move ttMove, bool scoreChecks) {
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struct ScoredMove { int score; chess::Move move; };
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struct ScoredMove { int score; chess::Move move; };
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ScoredMove scored[256];
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ScoredMove scored[256];
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for (int i = 0; i < moves.size(); i++)
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for (int i = 0; i < moves.size(); i++)
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scored[i] = { order_score(pos, moves.moves[i]), moves.moves[i] };
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scored[i] = { order_score(pos, moves.moves[i], ttMove, scoreChecks), moves.moves[i] };
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std::sort(scored, scored + moves.size(),
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std::sort(scored, scored + moves.size(),
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[](const ScoredMove& a, const ScoredMove& b) { return a.score > b.score; });
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[](const ScoredMove& a, const ScoredMove& b) { return a.score > b.score; });
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@@ -229,6 +316,7 @@ extern "C" {
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CHESS_API EngineHandle CHESS_CALL engine_create(const char* options) {
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CHESS_API EngineHandle CHESS_CALL engine_create(const char* options) {
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ensure_initialized();
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ensure_initialized();
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ensure_tt();
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auto* e = new (std::nothrow) ChessEngine();
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auto* e = new (std::nothrow) ChessEngine();
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if (!e) return nullptr;
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if (!e) return nullptr;
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e->skill = parse_skill(options, e->skill);
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e->skill = parse_skill(options, e->skill);
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@@ -242,47 +330,93 @@ CHESS_API int CHESS_CALL engine_set_option(EngineHandle engine,
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return CHESS_OK; /* TODO: store options */
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return CHESS_OK; /* TODO: store options */
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}
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}
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static int alpha_beta(chess::Position& pos, int depth, int maxDepth, int bestForWhite, int bestForBlack, bool whiteToMove) {
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/* Negamax alpha-beta over the shared transposition table. `maxDepth` is the searching
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if (depth == maxDepth)
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* bot's difficulty (its root depth); `depth` is remaining depth (draft); `ply` is
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return evaluate(pos);
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* distance from the root (mate scoring only). Scores are side-to-move-relative.
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* Fail-soft: returns the true best found even outside [alpha, beta]. */
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static int negamax(chess::Position& pos, int maxDepth, int depth, int ply,
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int alpha, int beta, bool whiteToMove, uint64_t& nodes) {
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nodes++;
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chess::MoveList moves;
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/* A draw is 0 even at the search horizon, and the TT key doesn't encode repetition
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* history, so this must come before both the leaf eval and any TT probe. */
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if (ply > 0 && pos.is_draw())
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return 0;
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if (depth <= 0)
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return evaluate_stm(pos, whiteToMove);
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const uint64_t key = pos.key();
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TTEntry& slot = g_tt.entries[key & g_tt.mask];
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const uint64_t data = slot.data.load(std::memory_order_relaxed);
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const uint64_t xkey = slot.xorKey.load(std::memory_order_relaxed);
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chess::Move ttMove = chess::MOVE_NONE;
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if (data != 0 && (xkey ^ data) == key) { /* lockless: XOR check rejects torn reads */
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ttMove = tt_move(data); /* always reusable for ordering */
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int edepth = tt_depth(data);
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Bound b = tt_bound(data);
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/* Trust the score only if it was searched deep enough for this node AND no deeper
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* than this bot's own strength — so a weak bot can't borrow a stronger game's
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* deeper analysis (it still gets the move for ordering, which can't leak strength). */
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if (edepth >= depth && edepth <= maxDepth) {
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int s = score_from_tt(tt_score(data), ply);
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if (b == Bound::EXACT) return s;
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if (b == Bound::LOWER && s >= beta) return s;
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if (b == Bound::UPPER && s <= alpha) return s;
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}
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}
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chess::MoveList moves;
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pos.generate_legal(moves);
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pos.generate_legal(moves);
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if (moves.size() == 0)
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if (moves.size() == 0)
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return pos.is_draw() ? 0 : whiteToMove ? -200000 + depth : 200000 - depth;
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return pos.is_draw() ? 0 : -MATE + ply; /* checkmate against side to move */
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order_moves(pos, moves);
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order_moves(pos, moves, ttMove, depth <= 2);
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const int alphaOrig = alpha;
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int best = -INF;
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chess::Move bestMove = chess::MOVE_NONE;
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for (int i = 0; i < moves.size(); i++) {
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for (int i = 0; i < moves.size(); i++) {
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chess::Move move = moves.moves[i];
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chess::Move move = moves.moves[i];
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pos.do_move(move);
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pos.do_move(move);
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int moveScore = alpha_beta(pos, depth + 1, maxDepth, bestForWhite, bestForBlack, !whiteToMove);
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int score = -negamax(pos, maxDepth, depth - 1, ply + 1, -beta, -alpha, !whiteToMove, nodes);
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if (whiteToMove) {
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if (moveScore >= bestForBlack) {
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pos.undo_move(move);
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return bestForBlack;
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}
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if (moveScore > bestForWhite)
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bestForWhite = moveScore;
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}
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else {
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if (moveScore <= bestForWhite) {
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pos.undo_move(move);
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return bestForWhite;
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}
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if (moveScore < bestForBlack)
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bestForBlack = moveScore;
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}
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pos.undo_move(move);
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pos.undo_move(move);
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if (score > best) {
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best = score;
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bestMove = move;
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}
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if (best > alpha)
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alpha = best;
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if (best >= beta)
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break; /* fail-high cutoff */
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}
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}
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return whiteToMove ? bestForWhite : bestForBlack;
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Bound flag = best <= alphaOrig ? Bound::UPPER
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: best >= beta ? Bound::LOWER
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: Bound::EXACT;
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/* Depth-preferred replacement: keep the deepest analysis of each slot. The stored
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* payload is written before the xorKey so any concurrent reader that catches a
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* half-update fails the XOR check and treats it as a miss. */
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int storedDepth = (data == 0) ? -1 : tt_depth(data);
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if (depth >= storedDepth) {
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uint64_t packed = tt_pack(score_to_tt(best, ply), bestMove, depth, flag);
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slot.data.store(packed, std::memory_order_relaxed);
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slot.xorKey.store(key ^ packed, std::memory_order_relaxed);
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}
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return best;
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}
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}
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CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
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CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
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const char* fen,
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const char* fen,
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const char* history,
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char* out_buf,
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char* out_buf,
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int out_len) {
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int out_len) {
|
||||||
if (!engine) return CHESS_ERR_NULL_HANDLE;
|
if (!engine) return CHESS_ERR_NULL_HANDLE;
|
||||||
@@ -291,33 +425,62 @@ CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
|
|||||||
auto held = std::make_unique<chess::Position>(chess::Position::from_fen(fen));
|
auto held = std::make_unique<chess::Position>(chess::Position::from_fen(fen));
|
||||||
chess::Position& pos = *held;
|
chess::Position& pos = *held;
|
||||||
bool whiteToMove = pos.side_to_move() == chess::WHITE;
|
bool whiteToMove = pos.side_to_move() == chess::WHITE;
|
||||||
|
|
||||||
|
/* Seed the prior positions (one FEN per line) so is_draw() sees repetitions and
|
||||||
|
* the 50-move count that the current FEN alone can't express. */
|
||||||
|
if (history && *history) {
|
||||||
|
std::vector<uint64_t> priorKeys;
|
||||||
|
const char* p = history;
|
||||||
|
while (*p) {
|
||||||
|
const char* nl = std::strchr(p, '\n');
|
||||||
|
size_t len = nl ? static_cast<size_t>(nl - p) : std::strlen(p);
|
||||||
|
if (len > 0)
|
||||||
|
priorKeys.push_back(chess::Position::from_fen(std::string(p, len)).key());
|
||||||
|
if (!nl) break;
|
||||||
|
p = nl + 1;
|
||||||
|
}
|
||||||
|
if (!priorKeys.empty())
|
||||||
|
pos.seed_history(priorKeys.data(), static_cast<int>(priorKeys.size()));
|
||||||
|
}
|
||||||
|
|
||||||
chess::MoveList moves;
|
chess::MoveList moves;
|
||||||
pos.generate_legal(moves);
|
pos.generate_legal(moves);
|
||||||
if (moves.size() == 0)
|
if (moves.size() == 0)
|
||||||
return CHESS_ERR_NO_MOVE;
|
return CHESS_ERR_NO_MOVE;
|
||||||
|
|
||||||
order_moves(pos, moves);
|
uint64_t nodes = 0;
|
||||||
|
|
||||||
int maxDepth = depth_for_skill(engine->skill);
|
int maxDepth = depth_for_skill(engine->skill);
|
||||||
|
chess::Move bestMove = moves.moves[0]; /* guaranteed-legal fallback */
|
||||||
|
|
||||||
int bestForWhite = std::numeric_limits<int>::min();
|
/* Iterative deepening: each depth seeds the next depth's move ordering (via the
|
||||||
int bestForBlack = std::numeric_limits<int>::max();
|
* previous best move and the TT it filled), which makes the deeper search prune
|
||||||
chess::Move bestMove = moves.moves[0];
|
* far harder than searching to maxDepth cold. */
|
||||||
|
for (int d = 1; d <= maxDepth; d++) {
|
||||||
|
int alpha = -INF, beta = INF;
|
||||||
|
chess::Move iterBest = bestMove;
|
||||||
|
int iterScore = -INF;
|
||||||
|
|
||||||
for (int i = 0; i < moves.size(); i++) {
|
order_moves(pos, moves, iterBest, true);
|
||||||
chess::Move move = moves.moves[i];
|
|
||||||
pos.do_move(move);
|
|
||||||
int score = alpha_beta(pos, 1, maxDepth, bestForWhite, bestForBlack, !whiteToMove);
|
|
||||||
pos.undo_move(move);
|
|
||||||
|
|
||||||
if (whiteToMove && score > bestForWhite) {
|
for (int i = 0; i < moves.size(); i++) {
|
||||||
bestForWhite = score;
|
chess::Move move = moves.moves[i];
|
||||||
bestMove = move;
|
pos.do_move(move);
|
||||||
}
|
int score = -negamax(pos, maxDepth, d - 1, 1, -beta, -alpha, !whiteToMove, nodes);
|
||||||
else if (!whiteToMove && score < bestForBlack) {
|
pos.undo_move(move);
|
||||||
bestForBlack = score;
|
|
||||||
bestMove = move;
|
if (score > iterScore) {
|
||||||
|
iterScore = score;
|
||||||
|
iterBest = move;
|
||||||
|
}
|
||||||
|
if (score > alpha)
|
||||||
|
alpha = score;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bestMove = iterBest; /* commit only a fully completed iteration */
|
||||||
|
|
||||||
|
std::fprintf(stderr, "depth %d nodes %llu best %s score %d\n",
|
||||||
|
d, static_cast<unsigned long long>(nodes),
|
||||||
|
chess::move_to_uci(iterBest).c_str(), iterScore);
|
||||||
}
|
}
|
||||||
|
|
||||||
return copy_out(chess::move_to_uci(bestMove).c_str(), out_buf, out_len);
|
return copy_out(chess::move_to_uci(bestMove).c_str(), out_buf, out_len);
|
||||||
|
|||||||
@@ -316,6 +316,18 @@ bool Position::insufficient_material() const {
|
|||||||
return minors <= 1; // KvK, KvKN, KvKB
|
return minors <= 1; // KvK, KvKN, KvKB
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Position::seed_history(const uint64_t* priorKeys, int count) {
|
||||||
|
if (count <= 0) return;
|
||||||
|
if (count > 1000) count = 1000; // leave headroom in repKeys for search plies
|
||||||
|
|
||||||
|
uint64_t current = zkey; // from_fen placed this at repKeys[0]
|
||||||
|
for (int i = 0; i < count; ++i)
|
||||||
|
repKeys[i] = priorKeys[i];
|
||||||
|
repKeys[count] = current;
|
||||||
|
repCount = count + 1;
|
||||||
|
rule50 = count; // == half-moves since the last irreversible move
|
||||||
|
}
|
||||||
|
|
||||||
bool Position::is_draw() const {
|
bool Position::is_draw() const {
|
||||||
if (rule50 >= 100) return true;
|
if (rule50 >= 100) return true;
|
||||||
if (insufficient_material()) return true;
|
if (insufficient_material()) return true;
|
||||||
|
|||||||
@@ -47,6 +47,11 @@ public:
|
|||||||
void do_move(Move m);
|
void do_move(Move m);
|
||||||
void undo_move(Move m);
|
void undo_move(Move m);
|
||||||
|
|
||||||
|
// Seed prior-position keys (oldest first, excluding the current position) so
|
||||||
|
// is_draw() can see game history the FEN doesn't carry. Call once, right after
|
||||||
|
// from_fen and before any do_move.
|
||||||
|
void seed_history(const uint64_t* priorKeys, int count);
|
||||||
|
|
||||||
// --- freebies ---
|
// --- freebies ---
|
||||||
uint64_t key() const { return zkey; }
|
uint64_t key() const { return zkey; }
|
||||||
bool is_draw() const; // 50-move + threefold + insufficient material
|
bool is_draw() const; // 50-move + threefold + insufficient material
|
||||||
|
|||||||
Reference in New Issue
Block a user