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Search tuning at very long time control

This patch is a result of tuning session of approximately 100k games at 120+1.2.
Biggest changes are in extensions, stat bonus and depth reduction for nodes without a tt move.

Failed STC:
https://tests.stockfishchess.org/tests/view/63f72c72e74a12625bcd7938
LLR: -2.94 (-2.94,2.94) <0.00,2.00>
Total: 13872 W: 3535 L: 3769 D: 6568
Ptnml(0-2): 56, 1621, 3800, 1419, 40

Close to neutral at LTC:
https://tests.stockfishchess.org/tests/view/63f738f5e74a12625bcd7b8a
Elo: 0.80 +-1.2 (95%) LOS: 90.0%
Total: 60000 W: 16213 L: 16074 D: 27713
Ptnml(0-2): 24, 5718, 18379, 5853, 26
nElo: 1.82 +-2.8 (95%) PairsRatio: 1.02

Passed 180+1.8 VLTC:
https://tests.stockfishchess.org/tests/view/63f868f3e74a12625bcdb33e
LLR: 2.95 (-2.94,2.94) <0.50,2.50>
Total: 15864 W: 4449 L: 4202 D: 7213
Ptnml(0-2): 1, 1301, 5083, 1544, 3

Passed 60+0.6 8 threads SMP VLTC:
https://tests.stockfishchess.org/tests/view/63f8a5d6e74a12625bcdbdb3
LLR: 2.94 (-2.94,2.94) <0.50,2.50>
Total: 6288 W: 1821 L: 1604 D: 2863
Ptnml(0-2): 0, 402, 2123, 619, 0

closes https://github.com/official-stockfish/Stockfish/pull/4406

bench 4705194
This commit is contained in:
Michael Chaly 2023-02-24 18:25:24 +03:00 committed by Joost VandeVondele
parent 29b5ad5dea
commit 472e726bff

View file

@ -63,7 +63,7 @@ namespace {
// Futility margin
Value futility_margin(Depth d, bool improving) {
return Value(158 * (d - improving));
return Value(154 * (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 + 1460 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 937);
return (r + 1449 - int(delta) * 1032 / int(rootDelta)) / 1024 + (!i && r > 941);
}
constexpr int futility_move_count(bool improving, Depth depth) {
@ -81,7 +81,7 @@ namespace {
// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
return std::min(350 * d - 400, 1650);
return std::min(340 * d - 470, 1855);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
@ -161,7 +161,7 @@ namespace {
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
Reductions[i] = int((20.26 + std::log(Threads.size()) / 2) * std::log(i));
Reductions[i] = int((19.47 + std::log(Threads.size()) / 2) * std::log(i));
}
@ -354,12 +354,12 @@ void Thread::search() {
if (rootDepth >= 4)
{
Value prev = rootMoves[pvIdx].averageScore;
delta = Value(10) + int(prev) * prev / 15400;
delta = Value(10) + int(prev) * prev / 16502;
alpha = std::max(prev - delta,-VALUE_INFINITE);
beta = std::min(prev + delta, VALUE_INFINITE);
// Adjust optimism based on root move's previousScore
int opt = 116 * prev / (std::abs(prev) + 170);
int opt = 120 * prev / (std::abs(prev) + 161);
optimism[ us] = Value(opt);
optimism[~us] = -optimism[us];
}
@ -462,16 +462,16 @@ void Thread::search() {
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
double fallingEval = (71 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 656.7;
double fallingEval = (69 + 13 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 619.6;
fallingEval = std::clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.37 : 0.65;
double reduction = (1.4 + mainThread->previousTimeReduction) / (2.15 * timeReduction);
double bestMoveInstability = 1 + 1.7 * totBestMoveChanges / Threads.size();
timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.57 : 0.65;
double reduction = (1.4 + mainThread->previousTimeReduction) / (2.08 * timeReduction);
double bestMoveInstability = 1 + 1.8 * totBestMoveChanges / Threads.size();
int complexity = mainThread->complexityAverage.value();
double complexPosition = std::min(1.0 + (complexity - 261) / 1738.7, 1.5);
double complexPosition = std::min(1.03 + (complexity - 241) / 1552.0, 1.45);
double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
@ -491,7 +491,7 @@ void Thread::search() {
Threads.stop = true;
}
else if ( !mainThread->ponder
&& Time.elapsed() > totalTime * 0.53)
&& Time.elapsed() > totalTime * 0.50)
Threads.increaseDepth = false;
else
Threads.increaseDepth = true;
@ -760,7 +760,7 @@ namespace {
// Use static evaluation difference to improve quiet move ordering (~4 Elo)
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1940, 1940);
int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1920, 1920);
thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
}
@ -770,13 +770,13 @@ 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
: 172;
: 156;
improving = improvement > 0;
// Step 7. Razoring (~1 Elo).
// If eval is really low check with qsearch if it can exceed alpha, if it can't,
// return a fail low.
if (eval < alpha - 394 - 255 * depth * depth)
if (eval < alpha - 426 - 252 * depth * depth)
{
value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
if (value < alpha)
@ -786,19 +786,19 @@ namespace {
// Step 8. Futility pruning: child node (~40 Elo).
// The depth condition is important for mate finding.
if ( !ss->ttPv
&& depth < 8
&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 304 >= beta
&& depth < 9
&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 280 >= beta
&& eval >= beta
&& eval < 28580) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
&& eval < 25128) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
return eval;
// Step 9. Null move search with verification search (~35 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 18200
&& (ss-1)->statScore < 18755
&& eval >= beta
&& eval >= ss->staticEval
&& ss->staticEval >= beta - 20 * depth - improvement / 14 + 235 + complexity / 24
&& ss->staticEval >= beta - 19 * depth - improvement / 13 + 253 + complexity / 25
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
@ -806,7 +806,7 @@ namespace {
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth, eval and complexity of position
Depth R = std::min(int(eval - beta) / 165, 6) + depth / 3 + 4 - (complexity > 800);
Depth R = std::min(int(eval - beta) / 168, 6) + depth / 3 + 4 - (complexity > 825);
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
@ -842,7 +842,7 @@ namespace {
}
}
probCutBeta = beta + 180 - 54 * improving;
probCutBeta = beta + 186 - 54 * improving;
// Step 10. ProbCut (~10 Elo)
// If we have a good enough capture and a reduced search returns a value
@ -904,14 +904,14 @@ namespace {
return qsearch<PV>(pos, ss, alpha, beta);
if ( cutNode
&& depth >= 9
&& depth >= 7
&& !ttMove)
depth -= 2;
moves_loop: // When in check, search starts here
// Step 12. A small Probcut idea, when we are in check (~4 Elo)
probCutBeta = beta + 402;
probCutBeta = beta + 391;
if ( ss->inCheck
&& !PvNode
&& depth >= 2
@ -1006,14 +1006,14 @@ moves_loop: // When in check, search starts here
// Futility pruning for captures (~2 Elo)
if ( !givesCheck
&& !PvNode
&& lmrDepth < 7
&& lmrDepth < 6
&& !ss->inCheck
&& ss->staticEval + 185 + 203 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 6 < alpha)
&& ss->staticEval + 182 + 230 * 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 (~11 Elo)
if (!pos.see_ge(move, Value(-220) * depth))
if (!pos.see_ge(move, Value(-206) * depth))
continue;
}
else
@ -1024,24 +1024,24 @@ moves_loop: // When in check, search starts here
// Continuation history based pruning (~2 Elo)
if ( lmrDepth < 5
&& history < -4180 * (depth - 1))
&& history < -4405 * (depth - 1))
continue;
history += 2 * thisThread->mainHistory[us][from_to(move)];
lmrDepth += history / 7208;
lmrDepth += history / 7278;
lmrDepth = std::max(lmrDepth, -2);
// Futility pruning: parent node (~13 Elo)
if ( !ss->inCheck
&& lmrDepth < 13
&& ss->staticEval + 103 + 136 * lmrDepth <= alpha)
&& ss->staticEval + 103 + 138 * lmrDepth <= alpha)
continue;
lmrDepth = std::max(lmrDepth, 0);
// Prune moves with negative SEE (~4 Elo)
if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 16 * lmrDepth)))
if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 15 * lmrDepth)))
continue;
}
}
@ -1056,7 +1056,7 @@ moves_loop: // When in check, search starts here
// a reduced search on all the other moves but the ttMove and if the
// result is lower than ttValue minus a margin, then we will extend the ttMove.
if ( !rootNode
&& depth >= 4 - (thisThread->completedDepth > 22) + 2 * (PvNode && tte->is_pv())
&& depth >= 4 - (thisThread->completedDepth > 21) + 2 * (PvNode && tte->is_pv())
&& move == ttMove
&& !excludedMove // Avoid recursive singular search
/* && ttValue != VALUE_NONE Already implicit in the next condition */
@ -1064,7 +1064,7 @@ moves_loop: // When in check, search starts here
&& (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3)
{
Value singularBeta = ttValue - (3 + (ss->ttPv && !PvNode)) * depth;
Value singularBeta = ttValue - (2 + (ss->ttPv && !PvNode)) * depth;
Depth singularDepth = (depth - 1) / 2;
ss->excludedMove = move;
@ -1083,7 +1083,7 @@ moves_loop: // When in check, search starts here
&& ss->doubleExtensions <= 10)
{
extension = 2;
depth += depth < 12;
depth += depth < 13;
}
}
@ -1106,15 +1106,15 @@ moves_loop: // When in check, search starts here
// Check extensions (~1 Elo)
else if ( givesCheck
&& depth > 9
&& abs(ss->staticEval) > 78)
&& depth > 10
&& abs(ss->staticEval) > 88)
extension = 1;
// Quiet ttMove extensions (~1 Elo)
else if ( PvNode
&& move == ttMove
&& move == ss->killers[0]
&& (*contHist[0])[movedPiece][to_sq(move)] >= 5600)
&& (*contHist[0])[movedPiece][to_sq(move)] >= 5705)
extension = 1;
}
@ -1155,7 +1155,7 @@ moves_loop: // When in check, search starts here
// Decrease reduction for PvNodes based on depth
if (PvNode)
r -= 1 + 11 / (3 + depth);
r -= 1 + 12 / (3 + depth);
// Decrease reduction if ttMove has been singularly extended (~1 Elo)
if (singularQuietLMR)
@ -1172,17 +1172,17 @@ moves_loop: // When in check, search starts here
// Decrease reduction if move is a killer and we have a good history
if (move == ss->killers[0]
&& (*contHist[0])[movedPiece][to_sq(move)] >= 3600)
&& (*contHist[0])[movedPiece][to_sq(move)] >= 3722)
r--;
ss->statScore = 2 * thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]
- 4467;
- 4182;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
r -= ss->statScore / (12800 + 4410 * (depth > 7 && depth < 19));
r -= ss->statScore / (11791 + 3992 * (depth > 6 && depth < 19));
// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
// We use various heuristics for the sons of a node after the first son has
@ -1206,8 +1206,8 @@ moves_loop: // When in check, search starts here
{
// Adjust full depth search based on LMR results - if result
// was good enough search deeper, if it was bad enough search shallower
const bool doDeeperSearch = value > (alpha + 66 + 11 * (newDepth - d));
const bool doEvenDeeperSearch = value > alpha + 582 && ss->doubleExtensions <= 5;
const bool doDeeperSearch = value > (alpha + 58 + 12 * (newDepth - d));
const bool doEvenDeeperSearch = value > alpha + 588 && ss->doubleExtensions <= 5;
const bool doShallowerSearch = value < bestValue + newDepth;
ss->doubleExtensions = ss->doubleExtensions + doEvenDeeperSearch;
@ -1318,8 +1318,8 @@ moves_loop: // When in check, search starts here
// Reduce other moves if we have found at least one score improvement
if ( depth > 1
&& depth < 6
&& beta < VALUE_KNOWN_WIN
&& alpha > -VALUE_KNOWN_WIN)
&& beta < 10534
&& alpha > -10534)
depth -= 1;
assert(depth > 0);
@ -1374,7 +1374,7 @@ moves_loop: // When in check, search starts here
else if (!priorCapture)
{
// Extra bonuses for PV/Cut nodes or bad fail lows
int bonus = (depth > 4) + (PvNode || cutNode) + (bestValue < alpha - 88 * depth);
int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 97 * depth);
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * bonus);
}
@ -1502,7 +1502,7 @@ moves_loop: // When in check, search starts here
if (PvNode && bestValue > alpha)
alpha = bestValue;
futilityBase = bestValue + 158;
futilityBase = bestValue + 168;
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
@ -1575,7 +1575,7 @@ moves_loop: // When in check, search starts here
continue;
// Do not search moves with bad enough SEE values (~5 Elo)
if (!pos.see_ge(move, Value(-108)))
if (!pos.see_ge(move, Value(-110)))
continue;
}
@ -1708,7 +1708,7 @@ moves_loop: // When in check, search starts here
if (!pos.capture(bestMove))
{
int bonus2 = bestValue > beta + 146 ? bonus1 // larger bonus
int bonus2 = bestValue > beta + 153 ? bonus1 // larger bonus
: stat_bonus(depth); // smaller bonus
// Increase stats for the best move in case it was a quiet move