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Search: Quiescence

Quiescence Search

Static evaluation only gives meaningful scores if the situation is quiet, i.e. there are no hanging pieces that the opponent will take on his next move, and thus might as well not have been there at all. To prevent the static evaluation to be used in situations like that, the program always considers moves that capture the piece that last moved, no matter how much search depth was left. This leads to a complete finishing of a sequence of exchange captures to the same square that might be in progress at what would otherwise have been the end of the tree.

Of course there are still many tactical play-lines that are overlooked this way, because the capture sequence on one square might have important consequences for the safety of other squares (e.g. a piece pinned on the Queen might have been used to recapture something). For all the fancy tactics that distinguish a chess player from someone that merely knows the rules of the game the program fully depends on the full-width part of the search. But exchange sequences in progress are so common that these are a bare minimum one should have in the QS, or very severe horizon problems will occur. A good next candidate (not implemented in micro-Max) would be to also always consider all lower-takes-higher captures, this makes it much more difficult for the program to try to push forced losses because of trapped pieces or fork threats beyond the horizon by intervening exchanges or sacrifices.

Recapture

To implement the exchange sequences, the target field y of the last performed move is passed to the next level as the argument z. Moves that go to this square are then not counted at all in the ply depth: we don't reduce the depth remaining by one (h=n-1;), but only do so if the move was not a recapture (h=n-(y!=z);) and otherwise keep the original depth. Note that this is not only done at the end of the tree, for a true QS, but anywhere in the tree. This way of implementing causes a QS as well as recapture extensions. (To only get the QS we would have to write


h=n-1;
if(h>0|y==z){...}

Note further that this 'recapture' captures anything that moved, not just anything that captured (which might be unnecessary, and therefore wasteful and bad...).

Weak Spots

The worst shortcoming of the QS, however, is not that it is blissfully unaware of pinnings, discovered threats or overloaded defenders, but that it judges the quiescence only one-sided: if the side to move does find that all the moves it wants to consider are worse than the static evaluation, it assumes the position is quiet and uses the static score. It does not test at all if the opponent still has tricks up his sleeve. In particular, the opponent could have just attacked our Queen (or King!) with a defended Pawn, and if capturing that Pawn is no good, we still assume we are OK because we revert to static evaluation. We just assume that the Queen can be saved because it is our move (which for a Queen is indeed more likely than for a King, but nevertheless...).

The listing below is nearly the same as that on the previous page. Note in particular the line if(h=d-(x!=y)), that makes the depth of the subtree dependent on if the current move goes to the same square as the previous one, ('recapture') or not.

/***************************************************************************/
/*                               micro-Max,                                */
/* A chess program smaller than 2KB (of non-blank source), by H.G. Muller  */
/***************************************************************************/
/* version 3.2 (2000 characters) features:                                 */
/* - recursive negamax search                                              */
/* - quiescence search with recaptures                                     */
/* - recapture extensions                                                  */
/* - (internal) iterative deepening                                        */
/* - best-move-first 'sorting'                                             */
/* - a hash table storing score and best move                              */
/* - full FIDE rules (expt minor ptomotion) and move-legality checking     */

#define F(I,S,N) for(I=S;I<N;I++)
#define W(A) while(A)
#define K(A,B) *(int*)(T+A+(B&8)+S*(B&7))
#define J(A) K(y+A,b[y])-K(x+A,u)-K(H+A,t)

#define U 16777224
struct _ {int K,V;char X,Y,D;} A[U];           /* hash table, 16M+8 entries*/

int V=112,M=136,S=128,I=8e3,C=799,Q,N,i;       /* V=0x70=rank mask, M=0x88 */

char O,K,L,
w[]={0,1,1,3,-1,3,5,9},                        /* relative piece values    */
o[]={-16,-15,-17,0,1,16,0,1,16,15,17,0,14,18,31,33,0, /* step-vector lists */
     7,-1,11,6,8,3,6,                          /* 1st dir. in o[] per piece*/
     6,3,5,7,4,5,3,6},                         /* initial piece setup      */
b[129],                                        /* board: half of 16x8+dummy*/
T[1035],                                       /* hash translation table   */

n[]=".?+nkbrq?*?NKBRQ";                        /* piece symbols on printout*/

D(k,q,l,e,J,Z,E,z,n)    /* recursive minimax search, k=moving side, n=depth*/
int k,q,l,e,J,Z,E,z,n;  /* (q,l)=window, e=current eval. score, E=e.p. sqr.*/
{                       /* e=score, z=prev.dest; J,Z=hashkeys; return score*/
 int j,r,m,v,d,h,i=9,F,G;
 char t,p,u,x,y,X,Y,H,B;
 struct _*a=A;
                                               /* lookup pos. in hash table*/
 j=(k*E^J)&U-9;                                /* try 8 consec. locations  */
 W((h=A[++j].K)&&h-Z&&--i);                    /* first empty or match     */
 a+=i?j:0;                                     /* dummy A[0] if miss & full*/
 if(a->K)                                      /* hit: pos. is in hash tab */
 {d=a->D;v=a->V;X=a->X;                        /* examine stored data      */
  if(d>=n)                                     /* if depth sufficient:     */
  {if(v>=l|X&S&&v<=q|X&8)return v;             /* use if window compatible */
   d=n-1;                                      /* or use as iter. start    */
  }X&=~M;Y=a->Y;                               /*      with best-move hint */
  Y=d?Y:0;                                     /* don't try best at d=0    */
 }else d=X=Y=0;                                /* start iter., no best yet */
 N++;                                          /* node count (for timing)  */
 W(d++<n|z==8&N<1e7&d<98)                      /* iterative deepening loop */
 {x=B=X;                                       /* start scan at prev. best */
  Y|=8&Y>>4;                                   /* request try noncastl. 1st*/
  m=d>1?-I:e;                                  /* unconsidered:static eval */
  do{u=b[x];                                   /* scan board looking for   */
   if(u&k)                                     /*  own piece (inefficient!)*/
   {r=p=u&7;                                   /* p = piece type (set r>0) */
    j=o[p+16];                                 /* first step vector f.piece*/
    W(r=p>2&r<0?-r:-o[++j])                    /* loop over directions o[] */
    {A:                                        /* resume normal after best */
     y=x;F=G=S;                                /* (x,y)=move, (F,G)=castl.R*/
     do{H=y+=r;                                /* y traverses ray          */
      if(Y&8)H=y=Y&~M;                         /* sneak in prev. best move */
      if(y&M)break;                            /* board edge hit           */
      if(p<3&y==E)H=y^16;                      /* shift capt.sqr. H if e.p.*/
      t=b[H];if(t&k|p<3&!(r&7)!=!t)break;      /* capt. own, bad pawn mode */
      i=99*w[t&7];                             /* value of capt. piece t   */
      if(i<0||E-S&&b[E]&&y-E<2&E-y<2)m=I;      /* K capt. or bad castling  */
      if(m>=l)goto C;                          /* abort on fail high       */
    
      if(h=d-(y!=z))                           /* remaining depth(-recapt.)*/
      {v=p<6?b[x+8]-b[y+8]:0;                  /* center positional pts.   */
       b[G]=b[H]=b[x]=0;b[y]=u&31;             /* do move, strip virgin-bit*/
       if(!(G&M)){b[F]=k+6;v+=30;}             /* castling: put R & score  */
       if(p<3)                                 /* pawns:                   */
       {v-=9*(((x-2)&M||b[x-2]!=u)+            /* structure, undefended    */
              ((x+2)&M||b[x+2]!=u)-1);         /*        squares plus bias */
        if(y+r+1&S){b[y]|=7;i+=C;}             /* promote p to Q, add score*/
       }
       v=-D(24-k,-l-(l>e),m>q?-m:-q,-e-v-i,    /* recursive eval. of reply */
            J+J(0),Z+J(8)+G-S,F,y,h);          /* J,Z: hash keys           */
       v-=v>e;                                 /* delayed-gain penalty     */
       if(z==9)                                /* called as move-legality  */
       {if(v!=-I&x==K&y==L)                    /*   checker: if move found */
        {Q=-e-i;O=F;return l;}                 /*   & not in check, signal */
        v=m;                                   /* (prevent fail-lows on    */
       }                                       /*   K-capt. replies)       */
       b[G]=k+38;b[F]=b[y]=0;b[x]=u;b[H]=t;    /* undo move,G can be dummy */
       if(Y&8){m=v;Y&=~8;goto A;}              /* best=1st done,redo normal*/
       if(v>m){m=v;X=x;Y=y|S&G;}               /* update max, mark with S  */
      }                                        /*          if non castling */
      t+=p<5;                                  /* fake capt. for nonsliding*/
      if(p<3&6*k+(y&V)==S                      /* pawn on 3rd/6th, or      */
          ||(u&~24)==36&j==7&&                 /* virgin K moving sideways,*/
          G&M&&b[G=(x|7)-(r>>1&7)]&32          /* 1st, virgin R in corner G*/
          &&!(b[G^1]|b[G^2])                   /* 2 empty sqrs. next to R  */
      ){F=y;t--;}                              /* unfake capt., enable e.p.*/
     }W(!t);                                   /* if not capt. continue ray*/
  }}}W((x=x+9&~M)-B);                          /* next sqr. of board, wrap */
C:if(m>I/4|m<-I/4)d=99;                        /* mate is indep. of depth  */
  m=m+I?m:-D(24-k,-I,I,0,J,K,S,z,1)/2;         /* best loses K: (stale)mate*/
  if(!a->K|(a->X&M)!=M|a->D<=d)                /* if new/better type/depth:*/
  {a->K=Z;a->V=m;a->D=d;A->K=0;                /* store in hash,dummy stays*/
   a->X=X|8*(m>q)|S*(m<l);a->Y=Y;              /* empty, type (limit/exact)*/
  }                                            /*    encoded in X S,8 bits */
/*if(z==8)printf("%2d ply, %9d searched, %6d by (%2x,%2x)\n",d-1,N,m,X,Y&0x77);*/
 }
 if(z&8){K=X;L=Y&~M;}
 return m;                                     
}

main()
{
 int j,k=8,*p,c[9];

 F(i,0,8)
 {b[i]=(b[i+V]=o[i+24]+40)+8;b[i+16]=18;b[i+96]=9;   /* initial board setup*/
  F(j,0,8)b[16*j+i+8]=(i-4)*(i-4)+(j-3.5)*(j-3.5);   /* center-pts table   */
 }                                                   /*(in unused half b[])*/
 F(i,M,1035)T[i]=random()>>9;

 W(1)                                                /* play loop          */
 {F(i,0,121)printf(" %c",i&8&&(i+=7)?10:n[b[i]&15]); /* print board        */
  p=c;W((*p++=getchar())>10);                        /* read input line    */
  N=0;
  if(*c-10){K=c[0]-16*c[1]+C;L=c[2]-16*c[3]+C;}else  /* parse entered move */
   D(k,-I,I,Q,1,1,O,8,0);                            /* or think up one    */
  F(i,0,U)A[i].K=0;                                  /* clear hash table   */
  if(D(k,-I,I,Q,1,1,O,9,2)==I)k^=24;                 /* check legality & do*/
 }
}
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