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https://github.com/sockspls/badfish
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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
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1 changed files with 51 additions and 51 deletions
102
src/search.cpp
102
src/search.cpp
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@ -63,7 +63,7 @@ namespace {
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// Futility margin
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Value futility_margin(Depth d, bool improving) {
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return Value(158 * (d - improving));
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return Value(154 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -71,7 +71,7 @@ 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 + 1460 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 937);
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return (r + 1449 - int(delta) * 1032 / int(rootDelta)) / 1024 + (!i && r > 941);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -81,7 +81,7 @@ 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(350 * d - 400, 1650);
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return std::min(340 * d - 470, 1855);
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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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@ -161,7 +161,7 @@ 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((20.26 + std::log(Threads.size()) / 2) * std::log(i));
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Reductions[i] = int((19.47 + std::log(Threads.size()) / 2) * std::log(i));
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}
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@ -354,12 +354,12 @@ void Thread::search() {
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if (rootDepth >= 4)
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{
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Value prev = rootMoves[pvIdx].averageScore;
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delta = Value(10) + int(prev) * prev / 15400;
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delta = Value(10) + int(prev) * prev / 16502;
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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) + 170);
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int opt = 120 * prev / (std::abs(prev) + 161);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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}
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@ -462,16 +462,16 @@ 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 = (71 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 656.7;
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double fallingEval = (69 + 13 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 619.6;
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fallingEval = std::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 ? 1.37 : 0.65;
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double reduction = (1.4 + mainThread->previousTimeReduction) / (2.15 * timeReduction);
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double bestMoveInstability = 1 + 1.7 * totBestMoveChanges / Threads.size();
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timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.57 : 0.65;
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double reduction = (1.4 + mainThread->previousTimeReduction) / (2.08 * timeReduction);
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double bestMoveInstability = 1 + 1.8 * totBestMoveChanges / Threads.size();
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int complexity = mainThread->complexityAverage.value();
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double complexPosition = std::min(1.0 + (complexity - 261) / 1738.7, 1.5);
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double complexPosition = std::min(1.03 + (complexity - 241) / 1552.0, 1.45);
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double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
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@ -491,7 +491,7 @@ void Thread::search() {
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Threads.stop = true;
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}
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else if ( !mainThread->ponder
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&& Time.elapsed() > totalTime * 0.53)
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&& Time.elapsed() > totalTime * 0.50)
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Threads.increaseDepth = false;
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else
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Threads.increaseDepth = true;
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@ -760,7 +760,7 @@ 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), -1940, 1940);
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1920, 1920);
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thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
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}
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@ -770,13 +770,13 @@ 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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: 172;
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: 156;
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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 - 394 - 255 * depth * depth)
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if (eval < alpha - 426 - 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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@ -786,19 +786,19 @@ namespace {
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// Step 8. Futility pruning: child node (~40 Elo).
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// The depth condition is important for mate finding.
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if ( !ss->ttPv
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&& depth < 8
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 304 >= beta
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&& depth < 9
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 280 >= beta
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&& eval >= beta
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&& eval < 28580) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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&& eval < 25128) // 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 < 18200
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&& (ss-1)->statScore < 18755
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 20 * depth - improvement / 14 + 235 + complexity / 24
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&& ss->staticEval >= beta - 19 * depth - improvement / 13 + 253 + complexity / 25
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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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@ -806,7 +806,7 @@ namespace {
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assert(eval - beta >= 0);
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// Null move dynamic reduction based on depth, eval and complexity of position
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Depth R = std::min(int(eval - beta) / 165, 6) + depth / 3 + 4 - (complexity > 800);
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Depth R = std::min(int(eval - beta) / 168, 6) + depth / 3 + 4 - (complexity > 825);
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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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@ -842,7 +842,7 @@ namespace {
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}
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}
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probCutBeta = beta + 180 - 54 * improving;
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probCutBeta = beta + 186 - 54 * improving;
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// Step 10. ProbCut (~10 Elo)
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// If we have a good enough capture and a reduced search returns a value
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@ -904,14 +904,14 @@ namespace {
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return qsearch<PV>(pos, ss, alpha, beta);
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if ( cutNode
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&& depth >= 9
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&& depth >= 7
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&& !ttMove)
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depth -= 2;
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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 + 402;
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probCutBeta = beta + 391;
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if ( ss->inCheck
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&& !PvNode
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&& depth >= 2
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@ -1006,14 +1006,14 @@ moves_loop: // When in check, search starts here
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// Futility pruning for captures (~2 Elo)
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if ( !givesCheck
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&& !PvNode
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&& lmrDepth < 7
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&& lmrDepth < 6
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&& !ss->inCheck
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&& ss->staticEval + 185 + 203 * 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)))] / 6 < alpha)
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&& ss->staticEval + 182 + 230 * 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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// SEE based pruning (~11 Elo)
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if (!pos.see_ge(move, Value(-220) * depth))
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if (!pos.see_ge(move, Value(-206) * depth))
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continue;
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}
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else
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// Continuation history based pruning (~2 Elo)
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if ( lmrDepth < 5
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&& history < -4180 * (depth - 1))
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&& history < -4405 * (depth - 1))
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continue;
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history += 2 * thisThread->mainHistory[us][from_to(move)];
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lmrDepth += history / 7208;
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lmrDepth += history / 7278;
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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 < 13
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&& ss->staticEval + 103 + 136 * lmrDepth <= alpha)
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&& ss->staticEval + 103 + 138 * lmrDepth <= alpha)
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continue;
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lmrDepth = std::max(lmrDepth, 0);
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// Prune moves with negative SEE (~4 Elo)
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if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 16 * lmrDepth)))
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if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 15 * lmrDepth)))
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continue;
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}
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}
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// a reduced search on all the other moves but the ttMove and if the
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// result is lower than ttValue minus a margin, then we will extend the ttMove.
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if ( !rootNode
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&& depth >= 4 - (thisThread->completedDepth > 22) + 2 * (PvNode && tte->is_pv())
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&& depth >= 4 - (thisThread->completedDepth > 21) + 2 * (PvNode && tte->is_pv())
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&& move == ttMove
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&& !excludedMove // Avoid recursive singular search
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/* && ttValue != VALUE_NONE Already implicit in the next condition */
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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 - (3 + (ss->ttPv && !PvNode)) * depth;
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Value singularBeta = ttValue - (2 + (ss->ttPv && !PvNode)) * depth;
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Depth singularDepth = (depth - 1) / 2;
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ss->excludedMove = move;
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&& ss->doubleExtensions <= 10)
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{
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extension = 2;
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depth += depth < 12;
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depth += depth < 13;
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}
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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) > 78)
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&& depth > 10
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&& abs(ss->staticEval) > 88)
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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)] >= 5600)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5705)
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extension = 1;
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}
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// Decrease reduction for PvNodes based on depth
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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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// Decrease reduction if move is a killer and we have a good history
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if (move == ss->killers[0]
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 3600)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 3722)
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r--;
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ss->statScore = 2 * thisThread->mainHistory[us][from_to(move)]
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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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- 4467;
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- 4182;
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// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
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r -= ss->statScore / (12800 + 4410 * (depth > 7 && depth < 19));
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r -= ss->statScore / (11791 + 3992 * (depth > 6 && depth < 19));
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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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{
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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 > (alpha + 66 + 11 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 582 && ss->doubleExtensions <= 5;
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const bool doDeeperSearch = value > (alpha + 58 + 12 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 588 && ss->doubleExtensions <= 5;
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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
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if ( depth > 1
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&& depth < 6
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&& beta < VALUE_KNOWN_WIN
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&& alpha > -VALUE_KNOWN_WIN)
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&& beta < 10534
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&& alpha > -10534)
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depth -= 1;
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assert(depth > 0);
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else if (!priorCapture)
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{
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// Extra bonuses for PV/Cut nodes or bad fail lows
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int bonus = (depth > 4) + (PvNode || cutNode) + (bestValue < alpha - 88 * depth);
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int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 97 * depth);
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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 + 158;
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futilityBase = bestValue + 168;
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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(-108)))
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if (!pos.see_ge(move, Value(-110)))
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continue;
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}
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if (!pos.capture(bestMove))
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{
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int bonus2 = bestValue > beta + 146 ? bonus1 // larger bonus
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int bonus2 = bestValue > beta + 153 ? 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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Loading…
Add table
Reference in a new issue