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Big search tuning (version 2)

One more tuning - this one includes newly introduced heuristics and
some other parameters that were not included in previous one. Result
of 400k games at 20+0.2 "as is". Tuning is continuing since there is
probably a lot more elo to gain.

STC:
https://tests.stockfishchess.org/tests/view/620782edd71106ed12a497d1
LLR: 2.99 (-2.94,2.94) <0.00,2.50>
Total: 38504 W: 10260 L: 9978 D: 18266
Ptnml(0-2): 142, 4249, 10230, 4447, 184

LTC:
https://tests.stockfishchess.org/tests/view/6207a243d71106ed12a49d07
LLR: 2.94 (-2.94,2.94) <0.50,3.00>
Total: 25176 W: 6793 L: 6546 D: 11837
Ptnml(0-2): 20, 2472, 7360, 2713, 23

closes https://github.com/official-stockfish/Stockfish/pull/3931

Bench: 4784796
This commit is contained in:
Michael Chaly 2022-02-12 20:08:45 +03:00 committed by Stéphane Nicolet
parent cb9c2594fc
commit 3ec6e1d245

View file

@ -63,7 +63,7 @@ namespace {
// Futility margin
Value futility_margin(Depth d, bool improving) {
return Value(171 * (d - improving));
return Value(147 * (d - improving));
}
// Reductions lookup table, initialized at startup
@ -71,7 +71,7 @@ namespace {
Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int r = Reductions[d] * Reductions[mn];
return (r + 1575 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 1011);
return (r + 1627 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 992);
}
constexpr int futility_move_count(bool improving, Depth depth) {
@ -80,7 +80,7 @@ namespace {
// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
return std::min((7 * d + 254) * d - 206 , 1990);
return std::min((8 * d + 281) * d - 241 , 1949);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
@ -157,7 +157,7 @@ namespace {
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
Reductions[i] = int((21.5 + std::log(Threads.size()) / 2) * std::log(i));
Reductions[i] = int((21.14 + std::log(Threads.size()) / 2) * std::log(i));
}
@ -303,10 +303,10 @@ void Thread::search() {
multiPV = std::min(multiPV, rootMoves.size());
complexityAverage.set(190, 1);
complexityAverage.set(211, 1);
trend = SCORE_ZERO;
optimism[ us] = Value(34);
optimism[ us] = Value(33);
optimism[~us] = -optimism[us];
int searchAgainCounter = 0;
@ -349,16 +349,16 @@ void Thread::search() {
if (rootDepth >= 4)
{
Value prev = rootMoves[pvIdx].averageScore;
delta = Value(16) + int(prev) * prev / 16384;
delta = Value(19) + int(prev) * prev / 18321;
alpha = std::max(prev - delta,-VALUE_INFINITE);
beta = std::min(prev + delta, VALUE_INFINITE);
// Adjust trend and optimism based on root move's previousScore
int tr = sigmoid(prev, 6, 13, 96, 110, 1);
int tr = sigmoid(prev, 4, 11, 92, 119, 1);
trend = (us == WHITE ? make_score(tr, tr / 2)
: -make_score(tr, tr / 2));
int opt = sigmoid(prev, 7, 21, 94, 14786, 221);
int opt = sigmoid(prev, 9, 18, 115, 12250, 187);
optimism[ us] = Value(opt);
optimism[~us] = -optimism[us];
}
@ -413,7 +413,7 @@ void Thread::search() {
else
break;
delta += delta / 4 + 3;
delta += delta / 4 + 2;
assert(alpha >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
}
@ -459,17 +459,17 @@ void Thread::search() {
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
double fallingEval = (87 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 777.20;
double fallingEval = (66 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 809.70;
fallingEval = std::clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.70 : 0.91;
double reduction = (1.59 + mainThread->previousTimeReduction) / (2.33 * timeReduction);
timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.73 : 0.94;
double reduction = (1.66 + mainThread->previousTimeReduction) / (2.35 * timeReduction);
double bestMoveInstability = 1.073 + std::max(1.0, 2.25 - 9.9 / rootDepth)
* totBestMoveChanges / Threads.size();
int complexity = mainThread->complexityAverage.value();
double complexPosition = std::clamp(1.0 + (complexity - 312) / 1750.0, 0.5, 1.5);
double complexPosition = std::clamp(1.0 + (complexity - 293) / 1525.0, 0.5, 1.5);
double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
@ -490,7 +490,7 @@ void Thread::search() {
}
else if ( Threads.increaseDepth
&& !mainThread->ponder
&& Time.elapsed() > totalTime * 0.55)
&& Time.elapsed() > totalTime * 0.49)
Threads.increaseDepth = false;
else
Threads.increaseDepth = true;
@ -766,7 +766,7 @@ namespace {
// margin and the improving flag are used in various pruning heuristics.
improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
: (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
: 200;
: 184;
improving = improvement > 0;
complexity = abs(ss->staticEval - (us == WHITE ? eg_value(pos.psq_score()) : -eg_value(pos.psq_score())));
@ -778,7 +778,7 @@ namespace {
// return a fail low.
if ( !PvNode
&& depth <= 6
&& eval < alpha - 400 - 300 * depth * depth)
&& eval < alpha - 486 - 314 * depth * depth)
{
value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
if (value < alpha)
@ -791,16 +791,16 @@ namespace {
&& depth < 8
&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 256 >= beta
&& eval >= beta
&& eval < 17548) // 50% larger than VALUE_KNOWN_WIN, but smaller than TB wins.
&& eval < 22266) // larger than VALUE_KNOWN_WIN, but smaller than TB wins.
return eval;
// Step 9. Null move search with verification search (~22 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 13706
&& (ss-1)->statScore < 15075
&& eval >= beta
&& eval >= ss->staticEval
&& ss->staticEval >= beta - 19 * depth - improvement / 15 + 200 + complexity / 25
&& ss->staticEval >= beta - 18 * depth - improvement / 19 + 215 + complexity / 30
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
@ -808,7 +808,7 @@ namespace {
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth, eval and complexity of position
Depth R = std::min(int(eval - beta) / 205, 3) + depth / 3 + 4 - (complexity > 500);
Depth R = std::min(int(eval - beta) / 184, 4) + depth / 3 + 4 - (complexity > 799);
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
@ -844,13 +844,13 @@ namespace {
}
}
probCutBeta = beta + 229 - 47 * improving;
probCutBeta = beta + 204 - 52 * improving;
// Step 10. ProbCut (~4 Elo)
// If we have a good enough capture and a reduced search returns a value
// much above beta, we can (almost) safely prune the previous move.
if ( !PvNode
&& depth > 3
&& depth > 4
&& abs(beta) < VALUE_TB_WIN_IN_MAX_PLY
// if value from transposition table is lower than probCutBeta, don't attempt probCut
// there and in further interactions with transposition table cutoff depth is set to depth - 3
@ -908,12 +908,12 @@ namespace {
// Step 11. If the position is not in TT, decrease depth by 2 or 1 depending on node type (~3 Elo)
if ( PvNode
&& depth >= 4
&& depth >= 3
&& !ttMove)
depth -= 2;
if ( cutNode
&& depth >= 7
&& depth >= 8
&& !ttMove)
depth--;
@ -923,7 +923,7 @@ moves_loop: // When in check, search starts here
probCutBeta = beta + 401;
if ( ss->inCheck
&& !PvNode
&& depth >= 4
&& depth >= 2
&& ttCapture
&& (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3
@ -1014,14 +1014,14 @@ moves_loop: // When in check, search starts here
if ( !pos.empty(to_sq(move))
&& !givesCheck
&& !PvNode
&& lmrDepth < 6
&& lmrDepth < 7
&& !ss->inCheck
&& ss->staticEval + 392 + 207 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 8 < alpha)
&& ss->staticEval + 424 + 138 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 7 < alpha)
continue;
// SEE based pruning (~9 Elo)
if (!pos.see_ge(move, Value(-200) * depth))
if (!pos.see_ge(move, Value(-214) * depth))
continue;
}
else
@ -1040,11 +1040,11 @@ moves_loop: // When in check, search starts here
// Futility pruning: parent node (~9 Elo)
if ( !ss->inCheck
&& lmrDepth < 11
&& ss->staticEval + 131 + 137 * lmrDepth + history / 64 <= alpha)
&& ss->staticEval + 147 + 125 * lmrDepth + history / 64 <= alpha)
continue;
// Prune moves with negative SEE (~3 Elo)
if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 29 * lmrDepth)))
if (!pos.see_ge(move, Value(-23 * lmrDepth * lmrDepth - 31 * lmrDepth)))
continue;
}
}
@ -1067,7 +1067,7 @@ moves_loop: // When in check, search starts here
&& (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3)
{
Value singularBeta = ttValue - 3 * depth;
Value singularBeta = ttValue - 4 * depth;
Depth singularDepth = (depth - 1) / 2;
ss->excludedMove = move;
@ -1080,8 +1080,8 @@ moves_loop: // When in check, search starts here
// Avoid search explosion by limiting the number of double extensions
if ( !PvNode
&& value < singularBeta - 71
&& ss->doubleExtensions <= 6)
&& value < singularBeta - 52
&& ss->doubleExtensions <= 8)
extension = 2;
}
@ -1100,15 +1100,15 @@ moves_loop: // When in check, search starts here
// Check extensions (~1 Elo)
else if ( givesCheck
&& depth > 7
&& abs(ss->staticEval) > 128)
&& depth > 8
&& abs(ss->staticEval) > 81)
extension = 1;
// Quiet ttMove extensions (~0 Elo)
else if ( PvNode
&& move == ttMove
&& move == ss->killers[0]
&& (*contHist[0])[movedPiece][to_sq(move)] >= 8932)
&& (*contHist[0])[movedPiece][to_sq(move)] >= 7546)
extension = 1;
}
@ -1145,7 +1145,7 @@ moves_loop: // When in check, search starts here
// Decrease reduction at some PvNodes (~2 Elo)
if ( PvNode
&& bestMoveCount <= 4)
&& bestMoveCount <= 3)
r--;
// Decrease reduction if position is or has been on the PV
@ -1170,18 +1170,18 @@ moves_loop: // When in check, search starts here
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]
- 4142;
- 4123;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
r -= ss->statScore / 15328;
r -= ss->statScore / 17417;
// In general we want to cap the LMR depth search at newDepth. But if reductions
// are really negative and movecount is low, we allow this move to be searched
// deeper than the first move (this may lead to hidden double extensions).
int deeper = r >= -1 ? 0
: moveCount <= 5 ? 2
: PvNode && depth > 4 ? 1
: cutNode && moveCount <= 5 ? 1
: PvNode && depth > 3 ? 1
: cutNode && moveCount <= 7 ? 1
: 0;
Depth d = std::clamp(newDepth - r, 1, newDepth + deeper);
@ -1190,7 +1190,7 @@ moves_loop: // When in check, search starts here
// If the son is reduced and fails high it will be re-searched at full depth
doFullDepthSearch = value > alpha && d < newDepth;
doDeeperSearch = value > (alpha + 80 + 20 * (newDepth - d));
doDeeperSearch = value > (alpha + 76 + 11 * (newDepth - d));
didLMR = true;
}
else
@ -1211,7 +1211,7 @@ moves_loop: // When in check, search starts here
: -stat_bonus(newDepth);
if (captureOrPromotion)
bonus /= 5;
bonus /= 6;
update_continuation_histories(ss, movedPiece, to_sq(move), bonus);
}
@ -1335,14 +1335,14 @@ moves_loop: // When in check, search starts here
quietsSearched, quietCount, capturesSearched, captureCount, depth);
// Bonus for prior countermove that caused the fail low
else if ( (depth >= 3 || PvNode)
else if ( (depth >= 4 || PvNode)
&& !priorCapture)
{
//Assign extra bonus if current node is PvNode or cutNode
//or fail low was really bad
bool extraBonus = PvNode
|| cutNode
|| bestValue < alpha - 99 * depth;
|| bestValue < alpha - 71 * depth;
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus));
}
@ -1473,7 +1473,7 @@ moves_loop: // When in check, search starts here
if (PvNode && bestValue > alpha)
alpha = bestValue;
futilityBase = bestValue + 127;
futilityBase = bestValue + 139;
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,