/*
 
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
 
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
 
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
 
  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
 
 
 
  Stockfish 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 3 of the License, or
 
  (at your option) any later version.
 
 
 
  Stockfish 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 
*/
 
 
 
#include <cassert>
 
 
 
#include "movepick.h"
 
#include "thread.h"
 
 
 
namespace {
 
 
 
  enum Stages {
 
    MAIN_SEARCH, GOOD_CAPTURES, KILLERS, GOOD_QUIETS, BAD_QUIETS, BAD_CAPTURES,
 
    EVASION, ALL_EVASIONS,
 
    QSEARCH_WITH_CHECKS, QCAPTURES_1, CHECKS,
 
    QSEARCH_WITHOUT_CHECKS, QCAPTURES_2,
 
    PROBCUT, PROBCUT_CAPTURES,
 
    RECAPTURE, RECAPTURES,
 
    STOP
 
  };
 
 
 
  // Our insertion sort, which is guaranteed to be stable, as it should be
 
  void insertion_sort(ExtMove* begin, ExtMove* end)
 
  {
 
    ExtMove tmp, *p, *q;
 
 
 
    for (p = begin + 1; p < end; ++p)
 
    {
 
        tmp = *p;
 
        for (q = p; q != begin && *(q-1) < tmp; --q)
 
            *q = *(q-1);
 
        *q = tmp;
 
    }
 
  }
 
 
 
  // pick_best() finds the best move in the range (begin, end) and moves it to
 
  // the front. It's faster than sorting all the moves in advance when there
 
  // are few moves, e.g., the possible captures.
 
  Move pick_best(ExtMove* begin, ExtMove* end)
 
  {
 
      std::swap(*begin, *std::max_element(begin, end));
 
      return *begin;
 
  }
 
 
 
} // namespace
 
 
 
 
 
/// Constructors of the MovePicker class. As arguments we pass information
 
/// to help it to return the (presumably) good moves first, to decide which
 
/// moves to return (in the quiescence search, for instance, we only want to
 
/// search captures, promotions, and some checks) and how important good move
 
/// ordering is at the current node.
 
 
 
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
 
                       const CounterMoveStats& cmh, Move cm, Search::Stack* s)
 
           : pos(p), history(h), counterMoveHistory(&cmh), ss(s), countermove(cm), depth(d) {
 
 
 
  assert(d > DEPTH_ZERO);
 
 
 
  stage = pos.checkers() ? EVASION : MAIN_SEARCH;
 
  ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
 
  endMoves += (ttMove != MOVE_NONE);
 
}
 
 
 
MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
 
                       const HistoryStats& h, Square s)
 
           : pos(p), history(h), counterMoveHistory(nullptr) {
 
 
 
  assert(d <= DEPTH_ZERO);
 
 
 
  if (pos.checkers())
 
      stage = EVASION;
 
 
 
  else if (d > DEPTH_QS_NO_CHECKS)
 
      stage = QSEARCH_WITH_CHECKS;
 
 
 
  else if (d > DEPTH_QS_RECAPTURES)
 
      stage = QSEARCH_WITHOUT_CHECKS;
 
 
 
  else
 
  {
 
      stage = RECAPTURE;
 
      recaptureSquare = s;
 
      ttm = MOVE_NONE;
 
  }
 
 
 
  ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
 
  endMoves += (ttMove != MOVE_NONE);
 
}
 
 
 
MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, Value th)
 
           : pos(p), history(h), counterMoveHistory(nullptr), threshold(th) {
 
 
 
  assert(!pos.checkers());
 
 
 
  stage = PROBCUT;
 
 
 
  // In ProbCut we generate captures with SEE higher than the given threshold
 
  ttMove =   ttm
 
          && pos.pseudo_legal(ttm)
 
          && pos.capture(ttm)
 
          && pos.see(ttm) > threshold ? ttm : MOVE_NONE;
 
 
 
  endMoves += (ttMove != MOVE_NONE);
 
}
 
 
 
 
 
/// score() assigns a numerical value to each move in a move list. The moves with
 
/// highest values will be picked first.
 
template<>
 
void MovePicker::score<CAPTURES>() {
 
  // Winning and equal captures in the main search are ordered by MVV, preferring
 
  // captures near our home rank. Surprisingly, this appears to perform slightly
 
  // better than SEE-based move ordering: exchanging big pieces before capturing
 
  // a hanging piece probably helps to reduce the subtree size.
 
  // In the main search we want to push captures with negative SEE values to the
 
  // badCaptures[] array, but instead of doing it now we delay until the move
 
  // has been picked up, saving some SEE calls in case we get a cutoff.
 
  for (auto& m : *this)
 
      m.value =  PieceValue[MG][pos.piece_on(to_sq(m))]
 
               - Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
 
}
 
 
 
template<>
 
void MovePicker::score<QUIETS>() {
 
 
 
  for (auto& m : *this)
 
      m.value =  history[pos.moved_piece(m)][to_sq(m)]
 
               + (*counterMoveHistory)[pos.moved_piece(m)][to_sq(m)];
 
}
 
 
 
template<>
 
void MovePicker::score<EVASIONS>() {
 
  // Try winning and equal captures ordered by MVV/LVA, then non-captures ordered
 
  // by history value, then bad captures and quiet moves with a negative SEE ordered
 
  // by SEE value.
 
  Value see;
 
 
 
  for (auto& m : *this)
 
      if ((see = pos.see_sign(m)) < VALUE_ZERO)
 
          m.value = see - HistoryStats::Max; // At the bottom
 
 
 
      else if (pos.capture(m))
 
          m.value =  PieceValue[MG][pos.piece_on(to_sq(m))]
 
                   - Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
 
      else
 
          m.value = history[pos.moved_piece(m)][to_sq(m)];
 
}
 
 
 
 
 
/// generate_next_stage() generates, scores, and sorts the next bunch of moves
 
/// when there are no more moves to try for the current stage.
 
 
 
void MovePicker::generate_next_stage() {
 
 
 
  assert(stage != STOP);
 
 
 
  cur = moves;
 
 
 
  switch (++stage) {
 
 
 
  case GOOD_CAPTURES: case QCAPTURES_1: case QCAPTURES_2:
 
  case PROBCUT_CAPTURES: case RECAPTURES:
 
      endMoves = generate<CAPTURES>(pos, moves);
 
      score<CAPTURES>();
 
      break;
 
 
 
  case KILLERS:
 
      killers[0] = ss->killers[0];
 
      killers[1] = ss->killers[1];
 
      killers[2] = countermove;
 
      cur = killers;
 
      endMoves = cur + 2 + (countermove != killers[0] && countermove != killers[1]);
 
      break;
 
 
 
  case GOOD_QUIETS:
 
      endQuiets = endMoves = generate<QUIETS>(pos, moves);
 
      score<QUIETS>();
 
      endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
 
      insertion_sort(cur, endMoves);
 
      break;
 
 
 
  case BAD_QUIETS:
 
      cur = endMoves;
 
      endMoves = endQuiets;
 
      if (depth >= 3 * ONE_PLY)
 
          insertion_sort(cur, endMoves);
 
      break;
 
 
 
  case BAD_CAPTURES:
 
      // Just pick them in reverse order to get correct ordering
 
      cur = moves + MAX_MOVES - 1;
 
      endMoves = endBadCaptures;
 
      break;
 
 
 
  case ALL_EVASIONS:
 
      endMoves = generate<EVASIONS>(pos, moves);
 
      if (endMoves - moves > 1)
 
          score<EVASIONS>();
 
      break;
 
 
 
  case CHECKS:
 
      endMoves = generate<QUIET_CHECKS>(pos, moves);
 
      break;
 
 
 
  case EVASION: case QSEARCH_WITH_CHECKS: case QSEARCH_WITHOUT_CHECKS:
 
  case PROBCUT: case RECAPTURE: case STOP:
 
      stage = STOP;
 
      break;
 
 
 
  default:
 
      assert(false);
 
  }
 
}
 
 
 
 
 
/// next_move() is the most important method of the MovePicker class. It returns
 
/// a new pseudo legal move every time it is called, until there are no more moves
 
/// left. It picks the move with the biggest value from a list of generated moves
 
/// taking care not to return the ttMove if it has already been searched.
 
 
 
Move MovePicker::next_move() {
 
 
 
  Move move;
 
 
 
  while (true)
 
  {
 
      while (cur == endMoves && stage != STOP)
 
          generate_next_stage();
 
 
 
      switch (stage) {
 
 
 
      case MAIN_SEARCH: case EVASION: case QSEARCH_WITH_CHECKS:
 
      case QSEARCH_WITHOUT_CHECKS: case PROBCUT:
 
          ++cur;
 
          return ttMove;
 
 
 
      case GOOD_CAPTURES:
 
          move = pick_best(cur++, endMoves);
 
          if (move != ttMove)
 
          {
 
              if (pos.see_sign(move) >= VALUE_ZERO)
 
                  return move;
 
 
 
              // Losing capture, move it to the tail of the array
 
              *endBadCaptures-- = move;
 
          }
 
          break;
 
 
 
      case KILLERS:
 
          move = *cur++;
 
          if (    move != MOVE_NONE
 
              &&  move != ttMove
 
              &&  pos.pseudo_legal(move)
 
              && !pos.capture(move))
 
              return move;
 
          break;
 
 
 
      case GOOD_QUIETS: case BAD_QUIETS:
 
          move = *cur++;
 
          if (   move != ttMove
 
              && move != killers[0]
 
              && move != killers[1]
 
              && move != killers[2])
 
              return move;
 
          break;
 
 
 
      case BAD_CAPTURES:
 
          return *cur--;
 
 
 
      case ALL_EVASIONS: case QCAPTURES_1: case QCAPTURES_2:
 
          move = pick_best(cur++, endMoves);
 
          if (move != ttMove)
 
              return move;
 
          break;
 
 
 
      case PROBCUT_CAPTURES:
 
           move = pick_best(cur++, endMoves);
 
           if (move != ttMove && pos.see(move) > threshold)
 
               return move;
 
           break;
 
 
 
      case RECAPTURES:
 
          move = pick_best(cur++, endMoves);
 
          if (to_sq(move) == recaptureSquare)
 
              return move;
 
          break;
 
 
 
      case CHECKS:
 
          move = *cur++;
 
          if (move != ttMove)
 
              return move;
 
          break;
 
 
 
      case STOP:
 
          return MOVE_NONE;
 
 
 
      default:
 
          assert(false);
 
      }
 
  }
 
}