feat: transposition table node types

engine seemingly faster now, so allow longer soft limit (as a treat)
This commit is contained in:
dogeystamp 2024-12-20 16:01:05 -05:00
parent ab1dfb3aa1
commit 68afcb232c
No known key found for this signature in database
2 changed files with 24 additions and 13 deletions

View File

@ -225,7 +225,7 @@ fn outp_bestmove(bestmove: MsgBestmove) {
);
match bestmove.eval {
SearchEval::Checkmate(n) => println!("info score mate {}", n / 2),
SearchEval::Centipawns(eval) => {
SearchEval::Exact(eval) | SearchEval::Lower(eval) | SearchEval::Upper(eval) => {
println!("info score cp {}", eval,)
}
SearchEval::Stopped => {

View File

@ -40,8 +40,12 @@ mod test_eval_int {
pub enum SearchEval {
/// Mate in |n| - 1 half moves, negative for own mate.
Checkmate(i8),
/// Centipawn score.
Centipawns(EvalInt),
/// Centipawn score (exact).
Exact(EvalInt),
/// Centipawn score (lower bound).
Lower(EvalInt),
/// Centipawn score (upper bound).
Upper(EvalInt),
/// Search was hard-stopped.
Stopped,
}
@ -58,7 +62,9 @@ impl SearchEval {
Self::Checkmate(-(n + 1))
}
}
SearchEval::Centipawns(eval) => Self::Centipawns(-eval),
SearchEval::Exact(eval) => Self::Exact(-eval),
SearchEval::Lower(eval) => Self::Upper(-eval),
SearchEval::Upper(eval) => Self::Lower(-eval),
SearchEval::Stopped => SearchEval::Stopped,
}
}
@ -75,7 +81,9 @@ impl From<SearchEval> for EvalInt {
EVAL_BEST - EvalInt::from(n)
}
}
SearchEval::Centipawns(eval) => eval,
SearchEval::Exact(eval) => eval,
SearchEval::Lower(eval) => eval,
SearchEval::Upper(eval) => eval,
SearchEval::Stopped => panic!("Attempted to evaluate a halted search"),
}
}
@ -197,7 +205,7 @@ fn minmax(
if depth == 0 {
let eval = board.eval() * EvalInt::from(board.turn.sign());
return (Vec::new(), SearchEval::Centipawns(eval));
return (Vec::new(), SearchEval::Exact(eval));
}
let mut mvs: Vec<_> = board
@ -211,11 +219,11 @@ fn minmax(
// get transposition table entry
if state.config.enable_trans_table {
if let Some(entry) = &state.cache[board.zobrist] {
// the entry has a deeper knowledge than we do, so follow its best move exactly instead of
// just prioritizing what it thinks is best
if entry.depth >= depth {
// we don't save PV line in transposition table, so no information on that
return (vec![entry.best_move], entry.eval);
if let SearchEval::Exact(_) | SearchEval::Upper(_) = entry.eval {
// no point looking for a better move
return (vec![entry.best_move], entry.eval);
}
}
mvs.push((EVAL_BEST, entry.best_move));
}
@ -224,7 +232,7 @@ fn minmax(
// sort moves by decreasing priority
mvs.sort_unstable_by_key(|mv| -mv.0);
let mut abs_best = SearchEval::Centipawns(EVAL_WORST);
let mut abs_best = SearchEval::Exact(EVAL_WORST);
let mut best_move: Option<Move> = None;
let mut best_continuation: Vec<Move> = Vec::new();
@ -233,7 +241,7 @@ fn minmax(
return (Vec::new(), SearchEval::Checkmate(-1));
} else {
// stalemate
return (Vec::new(), SearchEval::Centipawns(0));
return (Vec::new(), SearchEval::Exact(0));
}
}
@ -261,6 +269,9 @@ fn minmax(
// (different moves in the parent node). Alpha > beta means the eval here is _worse_
// for the other player, so they will never make the move that leads into this branch.
// Therefore, we stop evaluating this branch at all.
if let SearchEval::Upper(eval) | SearchEval::Exact(eval) = abs_best {
abs_best = SearchEval::Lower(eval);
}
break;
}
}
@ -352,7 +363,7 @@ impl TimeLimits {
// if we have more than 5 minutes, and we're out of the opening, we can afford to think longer
if ourtime_ms > 300_000 && eval.phase <= 13 {
soft_ms = 3_000
soft_ms = 4_500
}
let factor = if ourtime_ms > 5_000 { 10 } else { 40 };