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Increase risk of blunders at low skill levels
According to Heinz's tests current setup is in fact too strong for weak players. This seems the best according to his tests. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 3 additions and 8 deletions
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@ -596,7 +596,7 @@ namespace {
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SearchStack ss[PLY_MAX_PLUS_2];
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Value bestValues[PLY_MAX_PLUS_2];
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int bestMoveChanges[PLY_MAX_PLUS_2];
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int depth, aspirationDelta, skillSamplingDepth;
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int depth, aspirationDelta;
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Value value, alpha, beta;
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Move bestMove, easyMove, skillBest, skillPonder;
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@ -605,7 +605,7 @@ namespace {
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TT.new_search();
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H.clear();
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*ponderMove = bestMove = easyMove = skillBest = skillPonder = MOVE_NONE;
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depth = aspirationDelta = skillSamplingDepth = 0;
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depth = aspirationDelta = 0;
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alpha = -VALUE_INFINITE, beta = VALUE_INFINITE;
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ss->currentMove = MOVE_NULL; // Hack to skip update_gains()
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@ -622,11 +622,6 @@ namespace {
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return MOVE_NONE;
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}
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// Choose a random sampling depth according to SkillLevel so that at low
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// skills there is an higher risk to pick up a blunder.
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if (SkillLevelEnabled)
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skillSamplingDepth = 4 + SkillLevel + (RK.rand<unsigned>() % 4);
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// Iterative deepening loop
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while (++depth <= PLY_MAX && (!MaxDepth || depth <= MaxDepth) && !StopRequest)
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{
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@ -690,7 +685,7 @@ namespace {
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bestMoveChanges[depth] = Rml.bestMoveChanges;
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// Do we need to pick now the best and the ponder moves ?
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if (SkillLevelEnabled && depth == skillSamplingDepth)
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if (SkillLevelEnabled && depth == 1 + SkillLevel)
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do_skill_level(&skillBest, &skillPonder);
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// Send PV line to GUI and to log file
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