Implement QSEE pruning (gains 52.9 +/- 25.2). Initial work on history malus. Reset search state after ucinewgame + minor other fixes
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@ -2,6 +2,6 @@
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-o:"bin/nimfish"
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-d:danger
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--passL:"-flto -lmimalloc"
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--passC:"-flto -march=native -mtune=native"
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--passC:"-flto -march=native -mtune=native -Ofast"
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-d:useMalloc
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--mm:atomicArc
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@ -15,7 +15,7 @@ bin = @["nimfish"]
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requires "nim >= 2.0.4"
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requires "jsony >= 1.1.5"
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requires "nint128 >= 0.3.3"
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requires "threading >= 0.2.0"
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task test, "Runs the test suite":
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exec "python tests/suite.py -d 6 -b -p -s"
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@ -63,10 +63,12 @@ const
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# Start pruning after LMP_DEPTH_MULTIPLIER * depth
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# moves have been analyzed
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LMP_DEPTH_MULTIPLIER {.used.} = 10
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LMP_DEPTH_MULTIPLIER {.used.} = 8
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# Only prune when depth is <= this
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# value
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LMP_DEPTH_THRESHOLD {.used.} = 2
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LMP_DEPTH_THRESHOLD {.used.} = 1
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ASPIRATION_WINDOW_DEPTH_THRESHOLD = 5
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NUM_KILLERS* = 2
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MAX_DEPTH* = 255
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@ -85,7 +87,7 @@ const
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KILLERS_OFFSET = 500_000
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HISTORY_OFFSET = 400_000
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QUIET_OFFSET = 300_000
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BAD_SEE_OFFSET = 200_000
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BAD_SEE_OFFSET = 100_000
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func computeLMRTable: array[MAX_DEPTH, array[218, int]] {.compileTime.} =
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@ -187,75 +189,37 @@ proc getEstimatedMoveScore(self: SearchManager, move: Move, ply: int): int =
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if move.isTactical():
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let seeScore = self.board.position.see(move)
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when not defined(SEE2):
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# We want to prioritize good captures (see > 0), but if the capture
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# is bad then at least we sort it with MVVLVA
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if seeScore < 0 and (move.isCapture() or move.isEnPassant()):
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# Implementation of MVVLVA: Most Valuable Victim Least Valuable Aggressor.
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# We prioritize moves that capture the most valuable pieces, and as a
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# second goal we want to use our least valuable pieces to do so (this
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# is why we multiply the score of the captured piece by a constant, to give
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# it priority)
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let capturedScore = MVV_LVA_MULTIPLIER * self.board.position.getPieceScore(move.targetSquare)
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result = capturedScore - self.board.position.getPieceScore(move.startSquare)
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# If the capture is also a promotion we want to give it an even bigger bonus
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if move.isPromotion():
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var piece: Piece
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case move.getPromotionType():
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of PromoteToBishop:
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piece = Piece(kind: Bishop, color: sideToMove)
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of PromoteToKnight:
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piece = Piece(kind: Knight, color: sideToMove)
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of PromoteToRook:
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piece = Piece(kind: Rook, color: sideToMove)
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of PromoteToQueen:
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piece = Piece(kind: Queen, color: sideToMove)
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else:
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discard # Unreachable
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result += PROMOTION_MULTIPLIER * self.board.position.getPieceScore(piece, move.targetSquare)
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# We want to prioritize good captures (see > 0), but if the capture
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# is bad then at least we sort it with MVVLVA
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if seeScore < 0 and (move.isCapture() or move.isEnPassant()):
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# Implementation of MVVLVA: Most Valuable Victim Least Valuable Aggressor.
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# We prioritize moves that capture the most valuable pieces, and as a
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# second goal we want to use our least valuable pieces to do so (this
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# is why we multiply the score of the captured piece by a constant, to give
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# it priority)
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let capturedScore = MVV_LVA_MULTIPLIER * self.board.position.getPieceScore(move.targetSquare)
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result = capturedScore - self.board.position.getPieceScore(move.startSquare)
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# If the capture is also a promotion we want to give it an even bigger bonus
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if move.isPromotion():
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var piece: Piece
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case move.getPromotionType():
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of PromoteToBishop:
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piece = Piece(kind: Bishop, color: sideToMove)
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of PromoteToKnight:
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piece = Piece(kind: Knight, color: sideToMove)
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of PromoteToRook:
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piece = Piece(kind: Rook, color: sideToMove)
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of PromoteToQueen:
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piece = Piece(kind: Queen, color: sideToMove)
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else:
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discard # Unreachable
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result += PROMOTION_MULTIPLIER * self.board.position.getPieceScore(piece, move.targetSquare)
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return result + BAD_SEE_OFFSET
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else:
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# If the capture is good then we just use the SEE score + the offset
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return seeScore + GOOD_SEE_OFFSET
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return result + BAD_SEE_OFFSET
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else:
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# We want to prioritize good captures (see > 0) and then sort
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# them with MVVLVA. Of course, good captures will be placed
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# before bad captures regardless of what MVVLVA has to say
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# about them
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if move.isCapture() or move.isEnPassant():
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# Implementation of MVVLVA: Most Valuable Victim Least Valuable Aggressor.
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# We prioritize moves that capture the most valuable pieces, and as a
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# second goal we want to use our least valuable pieces to do so (this
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# is why we multiply the score of the captured piece by a constant, to give
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# it priority)
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let capturedScore = MVV_LVA_MULTIPLIER * self.board.position.getPieceScore(move.targetSquare)
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result = capturedScore - self.board.position.getPieceScore(move.startSquare)
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# If the capture is also a promotion we want to give it an even bigger bonus
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if move.isPromotion():
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var piece: Piece
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case move.getPromotionType():
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of PromoteToBishop:
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piece = Piece(kind: Bishop, color: sideToMove)
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of PromoteToKnight:
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piece = Piece(kind: Knight, color: sideToMove)
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of PromoteToRook:
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piece = Piece(kind: Rook, color: sideToMove)
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of PromoteToQueen:
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piece = Piece(kind: Queen, color: sideToMove)
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else:
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discard # Unreachable
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result += PROMOTION_MULTIPLIER * self.board.position.getPieceScore(piece, move.targetSquare)
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result += seeScore
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# We use >= instead of > because we're evaluating promotions by
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# their SEE scores as well, which would move them all to the back
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# in cases where a promotion ends up with no material loss
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if seeScore >= 0:
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return result + GOOD_SEE_OFFSET
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else:
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return result + BAD_SEE_OFFSET
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# If the capture is good then we just use the SEE score + the offset
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return seeScore + GOOD_SEE_OFFSET
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if move.isQuiet():
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# History heuristic bonus
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@ -263,8 +227,7 @@ proc getEstimatedMoveScore(self: SearchManager, move: Move, ply: int): int =
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if score != 0:
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return score + HISTORY_OFFSET
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# We use an explicit offset for quiet moves because
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# we want to place bad captures (SEE < BAD_CAPTURE_THRESHOLD)
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# behind them
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# we want to place bad captures behind them
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return QUIET_OFFSET
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@ -289,7 +252,11 @@ proc log(self: SearchManager, depth: int) =
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elapsedMsec = self.elapsedTime().uint64
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nps = 1000 * (self.nodeCount div max(elapsedMsec, 1))
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var logMsg = &"info depth {depth} seldepth {self.selectiveDepth} time {elapsedMsec} nodes {self.nodeCount} nps {nps}"
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logMsg &= &" hashfull {self.transpositionTable[].getFillEstimate()} score cp {self.bestRootScore}"
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logMsg &= &" hashfull {self.transpositionTable[].getFillEstimate()}"
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if self.bestRootScore >= -(mateScore() + MAX_DEPTH):
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logMsg &= &" score mate {((-mateScore() - self.bestRootScore + 1) div 2)}"
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else:
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logMsg &= &" score cp {self.bestRootScore}"
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if self.pvMoves[0][0] != nullMove():
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logMsg &= " pv "
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for move in self.pvMoves[0]:
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@ -355,20 +322,6 @@ proc qsearch(self: var SearchManager, ply: int, alpha, beta: Score): Score =
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## exist
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if self.shouldStop() or ply == MAX_DEPTH or self.board.isDrawn():
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return Score(0)
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when defined(QTT):
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# The gains from this are dubious at best, so it's disabled for now
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if ply > 0:
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let query = self.transpositionTable[].get(self.board.position.zobristKey)
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if query.success:
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case query.entry.flag:
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of Exact:
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return query.entry.score
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of LowerBound:
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if query.entry.score >= beta:
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return query.entry.score
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of UpperBound:
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if query.entry.score <= alpha:
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return query.entry.score
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let score = self.board.position.evaluate()
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if score >= beta:
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# Stand-pat evaluation
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@ -440,24 +393,27 @@ proc search(self: var SearchManager, depth, ply: int, alpha, beta: Score, isPV:
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# Probe the transposition table to see if we can cause an early cutoff
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let query = self.transpositionTable[].get(self.board.position.zobristKey, depth.uint8)
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if query.success:
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var score = query.entry.score
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if abs(score) >= -(mateScore() + MAX_DEPTH):
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score -= int16(score.int.sgn() * ply)
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case query.entry.flag:
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of Exact:
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return query.entry.score
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return score
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of LowerBound:
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if query.entry.score >= beta:
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return query.entry.score
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if score >= beta:
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return score
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of UpperBound:
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if query.entry.score <= alpha:
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return query.entry.score
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if score <= alpha:
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return score
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if not isPV and not self.board.inCheck() and depth <= RFP_DEPTH_LIMIT and staticEval - RFP_EVAL_THRESHOLD * depth >= beta:
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## Reverse futility pruning: if the side to move has a significant advantage
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## in the current position and is not in check, return the position's static
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## evaluation to encourage the engine to deal with any potential threats from
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## the opponent. Since this optimization technique is not sound, we limit the
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## depth at which it can trigger for safety purposes (it is also the reason
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## why the "advantage" threshold scales with depth: the deeper we go, the more
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## careful we want to be with our estimate for how much of an advantage we may
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## or may not have)
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# Reverse futility pruning: if the side to move has a significant advantage
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# in the current position and is not in check, return the position's static
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# evaluation to encourage the engine to deal with any potential threats from
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# the opponent. Since this optimization technique is not sound, we limit the
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# depth at which it can trigger for safety purposes (it is also the reason
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# why the "advantage" threshold scales with depth: the deeper we go, the more
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# careful we want to be with our estimate for how much of an advantage we may
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# or may not have)
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return staticEval
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if not isPV and depth > NMP_DEPTH_THRESHOLD and self.board.canNullMove() and staticEval >= beta:
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# Null move pruning: it is reasonable to assume that
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return mateScore() + Score(ply)
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# Stalemate
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return Score(0)
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var bestScore = lowestEval()
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var alpha = alpha
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var
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bestScore = lowestEval()
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alpha = alpha
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failedLow: seq[tuple[move: Move, score: Score]] = @[]
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let
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sideToMove = self.board.position.sideToMove
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for i, move in moves:
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@ -519,24 +477,22 @@ proc search(self: var SearchManager, depth, ply: int, alpha, beta: Score, isPV:
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let isNotMated {.used.} = bestScore > mateScore() + MAX_DEPTH
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if ply == 0 and self.searchMoves.len() > 0 and move notin self.searchMoves:
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continue
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self.board.doMove(move)
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when defined(FP):
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if not isPV and move.isQuiet() and depth <= FP_DEPTH_LIMIT and staticEval + FP_EVAL_MARGIN * depth < alpha and isNotMated and not self.board.inCheck():
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if not isPV and move.isQuiet() and depth <= FP_DEPTH_LIMIT and staticEval + FP_EVAL_MARGIN * depth < alpha and isNotMated:
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# Futility pruning: If a move cannot meaningfully improve alpha, prune it from the
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# tree. Much like RFP, this is an unsound optimization (and a riskier one at that,
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# apparently), so our depth limit and evaluation margins are very conservative
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# compared to RFP. Also, we need to make sure the best score is not a mate score, or
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# we'd risk pruning moves that evade checkmate
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self.board.unmakeMove()
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break
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when defined(LMP):
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if not isPV and move.isQuiet() and depth <= LMP_DEPTH_THRESHOLD and i >= LMP_DEPTH_MULTIPLIER * depth and isNotMated and not self.board.inCheck():
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if not isPV and not move.isTactical() and depth <= LMP_DEPTH_THRESHOLD and i >= LMP_DEPTH_MULTIPLIER * depth and isNotMated:
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# Late move pruning: prune quiets when we've analyzed enough moves. This optimization is also
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# unsound and so it's constrained at fairly low depths. We also want to prune less moves the deeper
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# unsound and so it's constrained to fairly low depths. We also want to prune less moves the deeper
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# we go (hence the multiplier). Since the optimization is unsound, we also want to make sure we don't
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# accidentally miss a move that staves off checkmate
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self.board.unmakeMove()
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break
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self.board.doMove(move)
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let
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extension = self.getSearchExtension(move)
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reduction = self.getReduction(move, depth, ply, i, isPV)
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@ -586,10 +542,18 @@ proc search(self: var SearchManager, depth, ply: int, alpha, beta: Score, isPV:
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# quadratic bonus wrt. depth is usually the value that is used (though some
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# engines, namely Stockfish, use a linear bonus. Maybe we can investigate this)
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self.storeHistoryScore(sideToMove, move, score, depth * depth)
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when defined(historyPenalty):
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if bestMove != nullMove():
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# Punish bad quiets
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for (badMove, badScore) in failedLow:
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self.storeHistoryScore(sideToMove, badMove, badScore, -(depth * depth))
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# Killer move heuristic: store quiets that caused a beta cutoff according to the distance from
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# root that they occurred at, as they might be good refutations for future moves from the opponent.
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# Elo gains: 33.5 +/- 19.3
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self.storeKillerMove(ply, move)
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# This move was too good for us, opponent will not search it
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break
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if score > alpha:
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@ -607,9 +571,25 @@ proc search(self: var SearchManager, depth, ply: int, alpha, beta: Score, isPV:
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break
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self.pvMoves[ply][i + 1] = pv
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self.pvMoves[ply][0] = move
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else:
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when defined(historyPenalty):
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# History penalty: apply a penalty to moves that fail to raise alpha
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# because, let's be honest, they kinda suck. We only apply this penalty
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# in the event of a beta cutoff, because it doesn't really make sense to
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# look at moves we know are bad if there's other ones down the list that
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# lead to a fail high
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failedLow.add((move, score))
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else:
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discard
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# Store the best move in the transposition table so we can find it later
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let nodeType = if bestScore >= beta: LowerBound elif bestScore <= alpha: UpperBound else: Exact
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self.transpositionTable[].store(depth.uint8, bestScore, self.board.position.zobristKey, bestMove, nodeType)
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var ttScore = bestScore
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# We do this because we want to make sure that when we do a TT cutoff and it's
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# a mate score, we pick the shortest possible mate line if we're mating and the
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# longest possible one if we're being mated. We revert this when probing the TT
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if abs(ttScore) >= -(mateScore() + MAX_DEPTH):
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ttScore += Score(ttScore.int.sgn()) * Score(ply)
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self.transpositionTable[].store(depth.uint8, ttScore, self.board.position.zobristKey, bestMove, nodeType)
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return bestScore
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@ -678,9 +658,9 @@ proc findBestMove*(self: var SearchManager, timeRemaining, increment: int64, max
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maxDepth = 30
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self.searchFlag[].store(true)
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# Iterative deepening loop
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var score {.used.} = Score(0)
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var score = Score(0)
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for depth in 1..min(MAX_DEPTH, maxDepth):
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if depth < 5 or not defined(aspirationWindow):
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if depth < ASPIRATION_WINDOW_DEPTH_THRESHOLD or not defined(aspirationWindow):
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score = self.search(depth, 0, lowestEval(), highestEval(), true)
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else:
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score = self.aspirationWindow(score, depth)
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@ -80,6 +80,20 @@ proc newTranspositionTable*(size: uint64): TTable =
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result.size = numEntries
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func clear*(self: var TTable) =
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## Clears the transposition table
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## without releasing the memory
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## associated with it
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self.data.setLen(0)
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func destroy*(self: var TTable) =
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## Permanently and irreversibly
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## destroys the transposition table
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self.data = @[]
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self.size = 0
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func getIndex(self: TTable, key: ZobristKey): uint64 =
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## Retrieves the index of the given
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## zobrist key in our transposition table
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@ -21,6 +21,7 @@ import std/atomics
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import board
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import movegen
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import search
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import eval
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import transpositions
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@ -346,16 +347,13 @@ proc startUCISession* =
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session = UCISession(hashTableSize: 64, position: startpos())
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# God forbid we try to use atomic ARC like it was intended. Raw pointers
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# it is then... sigh
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session.transpositionTable = cast[ptr TTable](alloc0(sizeof(TTable)))
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session.stopFlag = cast[ptr Atomic[bool]](alloc0(sizeof(Atomic[bool])))
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session.searchFlag = cast[ptr Atomic[bool]](alloc0(sizeof(Atomic[bool])))
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session.transpositionTable[] = newTranspositionTable(session.hashTableSize * 1024 * 1024)
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session.transpositionTable = cast[ptr TTable](alloc0(sizeof(TTable)))
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session.historyTable = cast[ptr HistoryTable](alloc0(sizeof(HistoryTable)))
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session.killerMoves = cast[ptr KillersTable](alloc0(sizeof(KillersTable)))
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# Initialize killer move array
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for i in 0..<MAX_DEPTH:
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for j in 0..<NUM_KILLERS:
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session.killerMoves[i][j] = nullMove()
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session.position = startpos()
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session.history = @[]
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# Fun fact, nim doesn't collect the memory of thread vars. Another stupid fucking design pitfall
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# of nim's AWESOME threading model. Someone is getting a pipebomb in their mailbox about this, mark
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# my fucking words. (for legal purposes THAT IS A JOKE). See https://github.com/nim-lang/Nim/issues/23165
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@ -386,14 +384,31 @@ proc startUCISession* =
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of Debug:
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session.debug = cmd.on
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of NewGame:
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session.position = startpos()
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session.history = @[]
|
||||
of Go:
|
||||
# Scale our history coefficients
|
||||
if session.transpositionTable[].size() == 0:
|
||||
if session.debug:
|
||||
echo &"info string allocating new TT of size {session.hashTableSize} MiB"
|
||||
session.transpositionTable[] = newTranspositionTable(session.hashTableSize * 1024 * 1024)
|
||||
else:
|
||||
if session.debug:
|
||||
echo &"info string clearing out TT of size {session.hashTableSize} MiB"
|
||||
session.transpositionTable[].clear()
|
||||
# (Re-)Initialize history table
|
||||
# array[PieceColor.White..PieceColor.Black, array[Square(0)..Square(63), array[Square(0)..Square(63), Score]]]
|
||||
for color in PieceColor.White..PieceColor.Black:
|
||||
for source in Square(0)..Square(63):
|
||||
for target in Square(0)..Square(63):
|
||||
session.historyTable[][color][source][target] = session.historyTable[][color][source][target] div 2
|
||||
for i in Square(0)..Square(63):
|
||||
for j in Square(0)..Square(63):
|
||||
session.historyTable[color][i][j] = Score(0)
|
||||
# (Re-)Initialize killer move table
|
||||
for i in 0..<MAX_DEPTH:
|
||||
for j in 0..<NUM_KILLERS:
|
||||
session.killerMoves[i][j] = nullMove()
|
||||
of Go:
|
||||
when not defined(historyPenalty):
|
||||
# Scale our history coefficients
|
||||
for color in PieceColor.White..PieceColor.Black:
|
||||
for source in Square(0)..Square(63):
|
||||
for target in Square(0)..Square(63):
|
||||
session.historyTable[color][source][target] = session.historyTable[][color][source][target] div 2
|
||||
if searchThread.running:
|
||||
joinThread(searchThread)
|
||||
createThread(searchThread, bestMove, (session, cmd))
|
||||
|
@ -412,13 +427,19 @@ proc startUCISession* =
|
|||
continue
|
||||
case cmd.name:
|
||||
of "Hash":
|
||||
if session.transpositionTable[].size() > 0:
|
||||
if session.debug:
|
||||
echo &"info string destroying old TT of size {session.hashTableSize} MiB"
|
||||
session.transpositionTable[].destroy()
|
||||
session.hashTableSize = cmd.value.parseBiggestUInt()
|
||||
if session.debug:
|
||||
echo &"info string set TT hash table size to {session.hashTableSize} MiB"
|
||||
session.transpositionTable[] = newTranspositionTable(session.hashTableSize * 1024 * 1024)
|
||||
else:
|
||||
discard
|
||||
of Position:
|
||||
# Due to the way the whole thing is designed, the
|
||||
# position is actually set when the command is parsed
|
||||
# rather than when it is processed here
|
||||
discard
|
||||
else:
|
||||
discard
|
||||
|
|
Loading…
Reference in New Issue