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Tuned values for search constants
Tuned search constants after many search patches since the last successful tune. 1st LTC @ 60+0.6 th 1 : LLR: 2.97 (-2.94,2.94) {0.25,1.75} Total: 57656 W: 7369 L: 7036 D: 43251 Ptnml(0-2): 393, 5214, 17336, 5437, 448 https://tests.stockfishchess.org/tests/view/5ee1e074f29b40b0fc95af19 SMP LTC @ 20+0.2 th 8 : LLR: 2.95 (-2.94,2.94) {0.25,1.75} Total: 83576 W: 9731 L: 9341 D: 64504 Ptnml(0-2): 464, 7062, 26369, 7406, 487 https://tests.stockfishchess.org/tests/view/5ee35a21f29b40b0fc95b008 The changes were rebased on top of a successful patch by Viz (see #2734) and two different ways of doing this were tested. The successful test modified the constants in the patch by Viz in a similar manner to the tuning run: LTC (rebased) @ 60+0.6 th 1 : LLR: 2.94 (-2.94,2.94) {0.25,1.75} Total: 193384 W: 24241 L: 23521 D: 145622 Ptnml(0-2): 1309, 17497, 58472, 17993, 1421 https://tests.stockfishchess.org/tests/view/5ee43319ca6c451633a995f9 Further work: the recent patch to quantize eval #2733 affects search quit quite a bit, so doing another tune in, say, three months time might be a good idea. closes https://github.com/official-stockfish/Stockfish/pull/2735 Bench 4246971
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1 changed files with 29 additions and 29 deletions
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@ -65,9 +65,9 @@ namespace {
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constexpr uint64_t TtHitAverageResolution = 1024;
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// Razor and futility margins
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constexpr int RazorMargin = 531;
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constexpr int RazorMargin = 516;
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Value futility_margin(Depth d, bool improving) {
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return Value(217 * (d - improving));
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return Value(224 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -75,16 +75,16 @@ namespace {
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Depth reduction(bool i, Depth d, int mn) {
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int r = Reductions[d] * Reductions[mn];
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return (r + 511) / 1024 + (!i && r > 1007);
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return (r + 529) / 1024 + (!i && r > 1050);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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return (4 + depth * depth) / (2 - improving);
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return (3 + depth * depth) / (2 - improving);
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}
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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 d > 15 ? -8 : 19 * d * d + 155 * d - 132;
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return d > 15 ? 28 : 19 * d * d + 135 * d - 136;
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}
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// Add a small random component to draw evaluations to avoid 3fold-blindness
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@ -194,7 +194,7 @@ 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((24.8 + std::log(Threads.size())) * std::log(i));
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Reductions[i] = int((24.9 + std::log(Threads.size())) * std::log(i));
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}
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@ -408,7 +408,7 @@ void Thread::search() {
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beta = std::min(prev + delta, VALUE_INFINITE);
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// Adjust contempt based on root move's previousScore (dynamic contempt)
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int dct = ct + (102 - ct / 2) * prev / (abs(prev) + 157);
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int dct = ct + (104 - ct / 2) * prev / (abs(prev) + 143);
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contempt = (us == WHITE ? make_score(dct, dct / 2)
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: -make_score(dct, dct / 2));
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@ -506,13 +506,13 @@ void Thread::search() {
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&& !Threads.stop
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&& !mainThread->stopOnPonderhit)
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{
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double fallingEval = (332 + 6 * (mainThread->bestPreviousScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 704.0;
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double fallingEval = (293 + 6 * (mainThread->bestPreviousScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 742.0;
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fallingEval = Utility::clamp(fallingEval, 0.5, 1.5);
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// If the bestMove is stable over several iterations, reduce time accordingly
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timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.94 : 0.91;
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double reduction = (1.41 + mainThread->previousTimeReduction) / (2.27 * timeReduction);
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timeReduction = lastBestMoveDepth + 10 < completedDepth ? 1.93 : 0.96;
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double reduction = (1.36 + mainThread->previousTimeReduction) / (2.21 * timeReduction);
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// Use part of the gained time from a previous stable move for the current move
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for (Thread* th : Threads)
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@ -537,7 +537,7 @@ void Thread::search() {
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}
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else if ( Threads.increaseDepth
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&& !mainThread->ponder
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&& Time.elapsed() > totalTime * 0.6)
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&& Time.elapsed() > totalTime * 0.57)
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Threads.increaseDepth = false;
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else
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Threads.increaseDepth = true;
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@ -819,10 +819,10 @@ namespace {
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// Step 9. Null move search with verification search (~40 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 23397
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&& (ss-1)->statScore < 24714
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 32 * depth - 30 * improving + 120 * ttPv + 292
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&& ss->staticEval >= beta - 29 * depth - 31 * improving + 119 * ttPv + 299
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
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@ -830,7 +830,7 @@ namespace {
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assert(eval - beta >= 0);
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// Null move dynamic reduction based on depth and value
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Depth R = (854 + 68 * depth) / 258 + std::min(int(eval - beta) / 192, 3);
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Depth R = (793 + 70 * depth) / 252 + std::min(int(eval - beta) / 192, 3);
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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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@ -870,10 +870,10 @@ namespace {
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// If we have a good enough capture and a reduced search returns a value
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// much above beta, we can (almost) safely prune the previous move.
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if ( !PvNode
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&& depth >= 5
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&& depth > 5
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&& abs(beta) < VALUE_TB_WIN_IN_MAX_PLY)
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{
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Value raisedBeta = beta + 189 - 45 * improving;
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Value raisedBeta = beta + 182 - 48 * improving;
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assert(raisedBeta < VALUE_INFINITE);
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MovePicker mp(pos, ttMove, raisedBeta - ss->staticEval, &captureHistory);
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int probCutCount = 0;
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@ -904,7 +904,7 @@ namespace {
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// If the qsearch held, perform the regular search
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if (value >= raisedBeta)
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value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 4, !cutNode);
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value = -search<NonPV>(pos, ss+1, -raisedBeta, -raisedBeta+1, depth - 5, !cutNode);
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pos.undo_move(move);
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@ -1003,15 +1003,15 @@ moves_loop: // When in check, search starts from here
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// Futility pruning: parent node (~5 Elo)
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if ( lmrDepth < 6
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&& !ss->inCheck
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&& ss->staticEval + 235 + 172 * lmrDepth <= alpha
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&& ss->staticEval + 252 + 176 * lmrDepth <= alpha
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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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+ (*contHist[5])[movedPiece][to_sq(move)] / 2 < 31400)
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+ (*contHist[5])[movedPiece][to_sq(move)] / 2 < 30251)
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continue;
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// Prune moves with negative SEE (~20 Elo)
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if (!pos.see_ge(move, Value(-(32 - std::min(lmrDepth, 18)) * lmrDepth * lmrDepth)))
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if (!pos.see_ge(move, Value(-(31 - std::min(lmrDepth, 18)) * lmrDepth * lmrDepth)))
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continue;
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}
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else
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@ -1027,11 +1027,11 @@ moves_loop: // When in check, search starts from here
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&& lmrDepth < 6
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&& !(PvNode && abs(bestValue) < 2)
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&& !ss->inCheck
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&& ss->staticEval + 270 + 384 * lmrDepth + PieceValue[MG][type_of(pos.piece_on(to_sq(move)))] <= alpha)
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&& ss->staticEval + 264 + 397 * lmrDepth + PieceValue[MG][type_of(pos.piece_on(to_sq(move)))] <= alpha)
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continue;
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// See based pruning
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if (!pos.see_ge(move, Value(-194) * depth)) // (~25 Elo)
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if (!pos.see_ge(move, Value(-192) * depth)) // (~25 Elo)
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continue;
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}
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}
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@ -1144,12 +1144,12 @@ moves_loop: // When in check, search starts from here
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|| moveCountPruning
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|| ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
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|| cutNode
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|| thisThread->ttHitAverage < 375 * TtHitAverageResolution * TtHitAverageWindow / 1024))
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|| thisThread->ttHitAverage < 399 * TtHitAverageResolution * TtHitAverageWindow / 1024))
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{
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Depth r = reduction(improving, depth, moveCount);
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// Decrease reduction if the ttHit running average is large
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if (thisThread->ttHitAverage > 500 * TtHitAverageResolution * TtHitAverageWindow / 1024)
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if (thisThread->ttHitAverage > 492 * TtHitAverageResolution * TtHitAverageWindow / 1024)
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r--;
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// Reduction if other threads are searching this position.
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@ -1195,14 +1195,14 @@ moves_loop: // When in check, search starts from here
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- 4926;
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// Decrease/increase reduction by comparing opponent's stat score (~10 Elo)
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if (ss->statScore >= -102 && (ss-1)->statScore < -114)
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if (ss->statScore >= -99 && (ss-1)->statScore < -116)
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r--;
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else if ((ss-1)->statScore >= -116 && ss->statScore < -154)
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else if ((ss-1)->statScore >= -117 && ss->statScore < -150)
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r++;
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// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
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r -= ss->statScore / 16434;
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r -= ss->statScore / 15896;
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}
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else
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{
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@ -1474,7 +1474,7 @@ moves_loop: // When in check, search starts from here
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 154;
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futilityBase = bestValue + 138;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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