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https://github.com/sockspls/badfish
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Search tuning at very long time control with new net
The most significant change would be the singularBeta formula. It was first tested by cj5716 (see https://tests.stockfishchess.org/tests/view/647317c9d29264e4cfa74ec7), and I took much inspiration from that idea. LTC (fixed games): https://tests.stockfishchess.org/tests/view/6479d8da54dd118e1d990b12 Elo: 0.61 ± 1.2 (95%) LOS: 83.4% Total: 60000 W: 16278 L: 16172 D: 27550 Ptnml(0-2): 16, 5845, 18179, 5937, 23 nElo: 1.38 ± 2.8 (95%) PairsRatio: 1.02 VLTC 180+1.8: https://tests.stockfishchess.org/tests/view/6479da1454dd118e1d990b2b LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 33224 W: 9261 L: 8984 D: 14979 Ptnml(0-2): 5, 2809, 10710, 3080, 8 SMP VLTC 8-thread: https://tests.stockfishchess.org/tests/view/647b0fe354dd118e1d992425 LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 61398 W: 17386 L: 17081 D: 26931 Ptnml(0-2): 7, 4571, 21232, 4888, 1 closes https://github.com/official-stockfish/Stockfish/pull/4603 Bench: 2805878
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d99942f254
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1 changed files with 35 additions and 37 deletions
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@ -64,7 +64,7 @@ namespace {
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// Futility margin
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Value futility_margin(Depth d, bool improving) {
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return Value(148 * (d - improving));
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return Value(140 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -72,7 +72,7 @@ namespace {
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Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
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int r = Reductions[d] * Reductions[mn];
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return (r + 1356 - int(delta) * 983 / int(rootDelta)) / 1024 + (!i && r > 901);
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return (r + 1372 - int(delta) * 1073 / int(rootDelta)) / 1024 + (!i && r > 936);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -82,7 +82,7 @@ namespace {
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// History and stats update bonus, based on depth
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int stat_bonus(Depth d) {
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return std::min(337 * d - 497, 1632);
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return std::min(336 * d - 547, 1561);
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}
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// Add a small random component to draw evaluations to avoid 3-fold blindness
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@ -162,7 +162,7 @@ namespace {
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void Search::init() {
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for (int i = 1; i < MAX_MOVES; ++i)
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Reductions[i] = int((20.89 + std::log(Threads.size()) / 2) * std::log(i));
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Reductions[i] = int((20.57 + std::log(Threads.size()) / 2) * std::log(i));
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}
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@ -348,12 +348,12 @@ void Thread::search() {
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// Reset aspiration window starting size
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Value prev = rootMoves[pvIdx].averageScore;
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delta = Value(11) + int(prev) * prev / 15368;
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delta = Value(10) + int(prev) * prev / 15799;
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alpha = std::max(prev - delta,-VALUE_INFINITE);
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beta = std::min(prev + delta, VALUE_INFINITE);
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// Adjust optimism based on root move's previousScore
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int opt = 116 * prev / (std::abs(prev) + 143);
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int opt = 109 * prev / (std::abs(prev) + 141);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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@ -741,7 +741,7 @@ namespace {
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// Use static evaluation difference to improve quiet move ordering (~4 Elo)
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if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
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{
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1717, 1717);
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int bonus = std::clamp(-18 * int((ss-1)->staticEval + ss->staticEval), -1817, 1817);
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thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
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}
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@ -751,13 +751,13 @@ namespace {
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// margin and the improving flag are used in various pruning heuristics.
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improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
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: (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
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: 163;
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: 173;
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improving = improvement > 0;
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// Step 7. Razoring (~1 Elo).
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// If eval is really low check with qsearch if it can exceed alpha, if it can't,
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// return a fail low.
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if (eval < alpha - 467 - 266 * depth * depth)
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if (eval < alpha - 456 - 252 * depth * depth)
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{
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value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
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if (value < alpha)
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@ -770,16 +770,16 @@ namespace {
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&& depth < 9
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 306 >= beta
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&& eval >= beta
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&& eval < 22761) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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&& eval < 24923) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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return eval;
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// Step 9. Null move search with verification search (~35 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 18404
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&& (ss-1)->statScore < 17329
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 19 * depth - improvement / 13 + 257
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&& ss->staticEval >= beta - 21 * depth - improvement * 99 / 1300 + 258
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly))
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@ -787,7 +787,7 @@ namespace {
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assert(eval - beta >= 0);
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// Null move dynamic reduction based on depth and eval
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Depth R = std::min(int(eval - beta) / 172, 6) + depth / 3 + 4;
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Depth R = std::min(int(eval - beta) / 173, 6) + depth / 3 + 4;
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ss->currentMove = MOVE_NULL;
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ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
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@ -822,7 +822,7 @@ namespace {
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}
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}
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probCutBeta = beta + 174 - 60 * improving;
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probCutBeta = beta + 168 - 61 * improving;
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// Step 10. ProbCut (~10 Elo)
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// If we have a good enough capture (or queen promotion) and a reduced search returns a value
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@ -892,7 +892,7 @@ namespace {
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moves_loop: // When in check, search starts here
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// Step 12. A small Probcut idea, when we are in check (~4 Elo)
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probCutBeta = beta + 430;
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probCutBeta = beta + 413;
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if ( ss->inCheck
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&& !PvNode
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&& ttCapture
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@ -985,13 +985,13 @@ moves_loop: // When in check, search starts here
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if ( !givesCheck
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&& lmrDepth < 7
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&& !ss->inCheck
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&& ss->staticEval + 207 + 223 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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&& ss->staticEval + 197 + 248 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 7 < alpha)
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continue;
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Bitboard occupied;
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// SEE based pruning (~11 Elo)
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if (!pos.see_ge(move, occupied, Value(-205) * depth))
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if (!pos.see_ge(move, occupied, Value(-212) * depth))
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{
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// Don't prune the move if opponent King/Queen/Rook gets a discovered attack during or after the exchanges
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Bitboard leftEnemies = pos.pieces(~us, KING, QUEEN, ROOK);
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@ -1017,18 +1017,18 @@ moves_loop: // When in check, search starts here
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// Continuation history based pruning (~2 Elo)
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if ( lmrDepth < 6
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&& history < -3792 * depth)
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&& history < -3832 * depth)
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continue;
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history += 2 * thisThread->mainHistory[us][from_to(move)];
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lmrDepth += history / 7019;
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lmrDepth += history / 7011;
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lmrDepth = std::max(lmrDepth, -2);
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// Futility pruning: parent node (~13 Elo)
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if ( !ss->inCheck
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&& lmrDepth < 12
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&& ss->staticEval + 111 + 136 * lmrDepth <= alpha)
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&& ss->staticEval + 112 + 138 * lmrDepth <= alpha)
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continue;
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lmrDepth = std::max(lmrDepth, 0);
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@ -1057,7 +1057,7 @@ moves_loop: // When in check, search starts here
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&& (tte->bound() & BOUND_LOWER)
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&& tte->depth() >= depth - 3)
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{
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Value singularBeta = ttValue - (99 + 65 * (ss->ttPv && !PvNode)) * depth / 64;
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Value singularBeta = ttValue - (82 + 65 * (ss->ttPv && !PvNode)) * depth / 64;
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Depth singularDepth = (depth - 1) / 2;
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ss->excludedMove = move;
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@ -1071,7 +1071,7 @@ moves_loop: // When in check, search starts here
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// Avoid search explosion by limiting the number of double extensions
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if ( !PvNode
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&& value < singularBeta - 22
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&& value < singularBeta - 21
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&& ss->doubleExtensions <= 11)
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{
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extension = 2;
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@ -1101,16 +1101,14 @@ moves_loop: // When in check, search starts here
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}
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// Check extensions (~1 Elo)
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else if ( givesCheck
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&& depth > 9
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&& abs(ss->staticEval) > 87)
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else if ( givesCheck && depth > 8)
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extension = 1;
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// Quiet ttMove extensions (~1 Elo)
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else if ( PvNode
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&& move == ttMove
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&& move == ss->killers[0]
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5480)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5168)
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extension = 1;
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}
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@ -1152,7 +1150,7 @@ moves_loop: // When in check, search starts here
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// Decrease reduction for PvNodes based on depth (~2 Elo)
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if (PvNode)
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r -= 1 + 11 / (3 + depth);
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r -= 1 + 12 / (3 + depth);
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// Decrease reduction if ttMove has been singularly extended (~1 Elo)
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if (singularQuietLMR)
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@ -1169,10 +1167,10 @@ moves_loop: // When in check, search starts here
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+ (*contHist[0])[movedPiece][to_sq(move)]
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+ (*contHist[1])[movedPiece][to_sq(move)]
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+ (*contHist[3])[movedPiece][to_sq(move)]
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- 3755;
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- 4006;
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// Decrease/increase reduction for moves with a good/bad history (~25 Elo)
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r -= ss->statScore / (10445 + 4762 * (depth > 6 && depth < 21));
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r -= ss->statScore / (11124 + 4740 * (depth > 5 && depth < 22));
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// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
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// We use various heuristics for the sons of a node after the first son has
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@ -1196,8 +1194,8 @@ moves_loop: // When in check, search starts here
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{
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// Adjust full depth search based on LMR results - if result
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// was good enough search deeper, if it was bad enough search shallower
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const bool doDeeperSearch = value > (bestValue + 63 + 11 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 662 && ss->doubleExtensions <= 6;
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const bool doDeeperSearch = value > (bestValue + 64 + 11 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 711 && ss->doubleExtensions <= 6;
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const bool doShallowerSearch = value < bestValue + newDepth;
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ss->doubleExtensions = ss->doubleExtensions + doEvenDeeperSearch;
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// Reduce other moves if we have found at least one score improvement (~1 Elo)
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// Reduce more for depth > 3 and depth < 12 (~1 Elo)
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if ( depth > 1
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&& beta < 14001
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&& value > -12754)
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&& beta < 14362
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&& value > -12393)
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depth -= depth > 3 && depth < 12 ? 2 : 1;
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assert(depth > 0);
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// Bonus for prior countermove that caused the fail low
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else if (!priorCapture && prevSq != SQ_NONE)
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{
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int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 100 * depth) + ((ss-1)->moveCount > 11);
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int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 113 * depth) + ((ss-1)->moveCount > 12);
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update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * bonus);
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 190;
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futilityBase = bestValue + 200;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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continue;
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// Do not search moves with bad enough SEE values (~5 Elo)
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if (!pos.see_ge(move, Value(-94)))
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if (!pos.see_ge(move, Value(-95)))
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continue;
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}
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if (!pos.capture_stage(bestMove))
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{
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int bonus2 = bestValue > beta + 143 ? bonus1 // larger bonus
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int bonus2 = bestValue > beta + 145 ? bonus1 // larger bonus
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: stat_bonus(depth); // smaller bonus
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// Increase stats for the best move in case it was a quiet move
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