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https://github.com/sockspls/badfish
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Rename OnePly in ONE_PLY
Use enum values standard naming policy also for this one. No fuctional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
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commit
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7 changed files with 70 additions and 70 deletions
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@ -155,7 +155,7 @@ void benchmark(const string& commandLine) {
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cerr << "\nBench position: " << cnt << '/' << positions.size() << endl << endl;
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if (limitType == "perft")
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{
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int64_t perftCnt = perft(pos, maxDepth * OnePly);
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int64_t perftCnt = perft(pos, maxDepth * ONE_PLY);
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cerr << "\nPerft " << maxDepth << " result (nodes searched): " << perftCnt << endl << endl;
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totalNodes += perftCnt;
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} else {
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@ -27,8 +27,8 @@
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enum Depth {
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OnePly = 2,
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DEPTH_NONE = -127 * OnePly
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ONE_PLY = 2,
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DEPTH_NONE = -127 * ONE_PLY
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};
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@ -71,7 +71,7 @@ private:
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/// recently have a bigger importance for move ordering than the moves which
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/// have been searched a long time ago.
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const int HistoryMax = 50000 * OnePly;
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const int HistoryMax = 50000 * ONE_PLY;
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////
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@ -94,7 +94,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
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{
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// Consider sligtly negative captures as good if at low
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// depth and far from beta.
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if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * OnePly)
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if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * ONE_PLY)
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badCaptureThreshold = -PawnValueMidgame;
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phasePtr = MainSearchPhaseTable;
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@ -138,7 +138,7 @@ Move move_from_san(const Position& pos, const string& movestr) {
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assert(pos.is_ok());
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MovePicker mp = MovePicker(pos, MOVE_NONE, OnePly, H);
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MovePicker mp = MovePicker(pos, MOVE_NONE, ONE_PLY, H);
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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// Castling moves
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@ -368,7 +368,7 @@ namespace {
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if (type_of_piece(pc) == KING)
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return AMBIGUITY_NONE;
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MovePicker mp = MovePicker(pos, MOVE_NONE, OnePly, H);
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MovePicker mp = MovePicker(pos, MOVE_NONE, ONE_PLY, H);
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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Move mv, moveList[8];
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110
src/search.cpp
110
src/search.cpp
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@ -168,7 +168,7 @@ namespace {
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// Step 6. Razoring
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// Maximum depth for razoring
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const Depth RazorDepth = 4 * OnePly;
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const Depth RazorDepth = 4 * ONE_PLY;
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// Dynamic razoring margin based on depth
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inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * int(d)); }
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@ -180,12 +180,12 @@ namespace {
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const Value NullMoveMargin = Value(0x200);
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// Maximum depth for use of dynamic threat detection when null move fails low
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const Depth ThreatDepth = 5 * OnePly;
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const Depth ThreatDepth = 5 * ONE_PLY;
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// Step 9. Internal iterative deepening
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// Minimum depth for use of internal iterative deepening
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const Depth IIDDepth[2] = { 8 * OnePly /* non-PV */, 5 * OnePly /* PV */};
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const Depth IIDDepth[2] = { 8 * ONE_PLY /* non-PV */, 5 * ONE_PLY /* PV */};
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// At Non-PV nodes we do an internal iterative deepening search
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// when the static evaluation is bigger then beta - IIDMargin.
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@ -199,7 +199,7 @@ namespace {
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Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
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// Minimum depth for use of singular extension
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const Depth SingularExtensionDepth[2] = { 8 * OnePly /* non-PV */, 6 * OnePly /* PV */};
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const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
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// If the TT move is at least SingularExtensionMargin better then the
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// remaining ones we will extend it.
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@ -214,8 +214,8 @@ namespace {
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int32_t FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
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int FutilityMoveCountArray[32]; // [depth]
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inline Value futility_margin(Depth d, int mn) { return Value(d < 7 * OnePly ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
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inline int futility_move_count(Depth d) { return d < 16 * OnePly ? FutilityMoveCountArray[d] : 512; }
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inline Value futility_margin(Depth d, int mn) { return Value(d < 7 * ONE_PLY ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
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inline int futility_move_count(Depth d) { return d < 16 * ONE_PLY ? FutilityMoveCountArray[d] : 512; }
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// Step 14. Reduced search
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@ -228,7 +228,7 @@ namespace {
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// Common adjustments
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// Search depth at iteration 1
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const Depth InitialDepth = OnePly;
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const Depth InitialDepth = ONE_PLY;
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// Easy move margin. An easy move candidate must be at least this much
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// better than the second best move.
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@ -338,8 +338,8 @@ int64_t nodes_searched() { return ThreadsMgr.nodes_searched(); }
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void init_search() {
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int d; // depth (OnePly == 2)
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int hd; // half depth (OnePly == 1)
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int d; // depth (ONE_PLY == 2)
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int hd; // half depth (ONE_PLY == 1)
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int mc; // moveCount
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// Init reductions array
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@ -347,8 +347,8 @@ void init_search() {
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{
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double pvRed = 0.33 + log(double(hd)) * log(double(mc)) / 4.5;
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double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
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ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(OnePly)) : 0);
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ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(OnePly)) : 0);
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ReductionMatrix[PV][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
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ReductionMatrix[NonPV][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
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}
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// Init futility margins array
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@ -376,7 +376,7 @@ int perft(Position& pos, Depth depth)
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// If we are at the last ply we don't need to do and undo
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// the moves, just to count them.
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if (depth <= OnePly)
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if (depth <= ONE_PLY)
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return int(last - mlist);
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// Loop through all legal moves
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@ -385,7 +385,7 @@ int perft(Position& pos, Depth depth)
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{
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m = cur->move;
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pos.do_move(m, st, ci, pos.move_is_check(m, ci));
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sum += perft(pos, depth - OnePly);
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sum += perft(pos, depth - ONE_PLY);
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pos.undo_move(m);
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}
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return sum;
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@ -447,7 +447,7 @@ bool think(const Position& pos, bool infinite, bool ponder, int time[], int incr
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MateThreatExtension[1] = Depth(get_option_value_int("Mate Threat Extension (PV nodes)"));
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MateThreatExtension[0] = Depth(get_option_value_int("Mate Threat Extension (non-PV nodes)"));
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MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
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MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * ONE_PLY;
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MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
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MultiPV = get_option_value_int("MultiPV");
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Chess960 = get_option_value_bool("UCI_Chess960");
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@ -715,7 +715,7 @@ namespace {
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alpha = *alphaPtr;
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beta = *betaPtr;
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isCheck = pos.is_check();
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depth = (Iteration - 2) * OnePly + InitialDepth;
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depth = (Iteration - 2) * ONE_PLY + InitialDepth;
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// Step 1. Initialize node (polling is omitted at root)
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ss->currentMove = ss->bestMove = MOVE_NONE;
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@ -798,7 +798,7 @@ namespace {
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// if the move fails high will be re-searched at full depth
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bool doFullDepthSearch = true;
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if ( depth >= 3 * OnePly
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if ( depth >= 3 * ONE_PLY
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&& !dangerous
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&& !captureOrPromotion
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&& !move_is_castle(move))
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@ -806,7 +806,7 @@ namespace {
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ss->reduction = reduction<PV>(depth, i - MultiPV + 2);
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if (ss->reduction)
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{
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assert(newDepth-ss->reduction >= OnePly);
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assert(newDepth-ss->reduction >= ONE_PLY);
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// Reduced depth non-pv search using alpha as upperbound
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
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@ -816,11 +816,11 @@ namespace {
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// The move failed high, but if reduction is very big we could
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// face a false positive, retry with a less aggressive reduction,
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// if the move fails high again then go with full depth search.
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if (doFullDepthSearch && ss->reduction > 2 * OnePly)
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if (doFullDepthSearch && ss->reduction > 2 * ONE_PLY)
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{
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assert(newDepth - OnePly >= OnePly);
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assert(newDepth - ONE_PLY >= ONE_PLY);
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ss->reduction = OnePly;
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ss->reduction = ONE_PLY;
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
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doFullDepthSearch = (value > alpha);
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}
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@ -1092,16 +1092,16 @@ namespace {
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// NullMoveMargin under beta.
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if ( !PvNode
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&& !ss->skipNullMove
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&& depth > OnePly
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&& depth > ONE_PLY
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&& !isCheck
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&& refinedValue >= beta - (depth >= 4 * OnePly ? NullMoveMargin : 0)
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&& refinedValue >= beta - (depth >= 4 * ONE_PLY ? NullMoveMargin : 0)
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&& !value_is_mate(beta)
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&& pos.non_pawn_material(pos.side_to_move()))
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{
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ss->currentMove = MOVE_NULL;
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// Null move dynamic reduction based on depth
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int R = 3 + (depth >= 5 * OnePly ? depth / 8 : 0);
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int R = 3 + (depth >= 5 * ONE_PLY ? depth / 8 : 0);
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// Null move dynamic reduction based on value
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if (refinedValue - beta > PawnValueMidgame)
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@ -1110,8 +1110,8 @@ namespace {
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pos.do_null_move(st);
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(ss+1)->skipNullMove = true;
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nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1);
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nullValue = depth-R*ONE_PLY < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*ONE_PLY, ply+1);
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(ss+1)->skipNullMove = false;
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pos.undo_null_move();
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@ -1121,12 +1121,12 @@ namespace {
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if (nullValue >= value_mate_in(PLY_MAX))
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nullValue = beta;
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if (depth < 6 * OnePly)
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if (depth < 6 * ONE_PLY)
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return nullValue;
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// Do verification search at high depths
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ss->skipNullMove = true;
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Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*OnePly, ply);
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Value v = search<NonPV>(pos, ss, alpha, beta, depth-R*ONE_PLY, ply);
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ss->skipNullMove = false;
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if (v >= beta)
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@ -1156,7 +1156,7 @@ namespace {
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&& ttMove == MOVE_NONE
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&& (PvNode || (!isCheck && ss->eval >= beta - IIDMargin)))
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{
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Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
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Depth d = (PvNode ? depth - 2 * ONE_PLY : depth / 2);
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ss->skipNullMove = true;
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search<PvNode>(pos, ss, alpha, beta, d, ply);
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@ -1180,7 +1180,7 @@ namespace {
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&& tte->move()
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&& !excludedMove // Do not allow recursive singular extension search
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&& is_lower_bound(tte->type())
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&& tte->depth() >= depth - 3 * OnePly;
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&& tte->depth() >= depth - 3 * ONE_PLY;
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// Step 10. Loop through moves
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// Loop through all legal moves until no moves remain or a beta cutoff occurs
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@ -1205,7 +1205,7 @@ namespace {
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// lower then ttValue minus a margin then we extend ttMove.
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if ( singularExtensionNode
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&& move == tte->move()
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&& ext < OnePly)
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&& ext < ONE_PLY)
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{
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Value ttValue = value_from_tt(tte->value(), ply);
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@ -1219,11 +1219,11 @@ namespace {
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ss->excludedMove = MOVE_NONE;
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ss->bestMove = MOVE_NONE;
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if (v < b)
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ext = OnePly;
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ext = ONE_PLY;
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}
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}
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newDepth = depth - OnePly + ext;
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newDepth = depth - ONE_PLY + ext;
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// Update current move (this must be done after singular extension search)
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movesSearched[moveCount++] = ss->currentMove = move;
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@ -1243,7 +1243,7 @@ namespace {
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continue;
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// Value based pruning
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// We illogically ignore reduction condition depth >= 3*OnePly for predicted depth,
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// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
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// but fixing this made program slightly weaker.
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Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
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futilityValueScaled = ss->eval + futility_margin(predictedDepth, moveCount)
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// Step extra. pv search (only in PV nodes)
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// The first move in list is the expected PV
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if (PvNode && moveCount == 1)
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
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else
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{
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@ -1271,7 +1271,7 @@ namespace {
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// If the move fails high will be re-searched at full depth.
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bool doFullDepthSearch = true;
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if ( depth >= 3 * OnePly
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if ( depth >= 3 * ONE_PLY
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&& !captureOrPromotion
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&& !dangerous
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&& !move_is_castle(move)
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@ -1281,7 +1281,7 @@ namespace {
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if (ss->reduction)
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{
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Depth d = newDepth - ss->reduction;
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value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
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doFullDepthSearch = (value > alpha);
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@ -1290,11 +1290,11 @@ namespace {
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// The move failed high, but if reduction is very big we could
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// face a false positive, retry with a less aggressive reduction,
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// if the move fails high again then go with full depth search.
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if (doFullDepthSearch && ss->reduction > 2 * OnePly)
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if (doFullDepthSearch && ss->reduction > 2 * ONE_PLY)
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{
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assert(newDepth - OnePly >= OnePly);
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assert(newDepth - ONE_PLY >= ONE_PLY);
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ss->reduction = OnePly;
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ss->reduction = ONE_PLY;
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
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doFullDepthSearch = (value > alpha);
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}
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@ -1304,14 +1304,14 @@ namespace {
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// Step 15. Full depth search
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if (doFullDepthSearch)
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{
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value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, ply+1);
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// Step extra. pv search (only in PV nodes)
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// Search only for possible new PV nodes, if instead value >= beta then
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// parent node fails low with value <= alpha and tries another move.
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if (PvNode && value > alpha && value < beta)
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
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}
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}
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// qsearch() is the quiescence search function, which is called by the main
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// search function when the remaining depth is zero (or, to be more precise,
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// less than OnePly).
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// less than ONE_PLY).
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template <NodeType PvNode>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
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@ -1460,7 +1460,7 @@ namespace {
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alpha = bestValue;
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// If we are near beta then try to get a cutoff pushing checks a bit further
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deepChecks = (depth == -OnePly && bestValue >= beta - PawnValueMidgame / 8);
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deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
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// Futility pruning parameters, not needed when in check
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futilityBase = bestValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
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@ -1469,7 +1469,7 @@ namespace {
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// Initialize a MovePicker object for the current position, and prepare
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// to search the moves. Because the depth is <= 0 here, only captures,
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// queen promotions and checks (only if depth == 0 or depth == -OnePly
|
||||
// queen promotions and checks (only if depth == 0 or depth == -ONE_PLY
|
||||
// and we are near beta) will be generated.
|
||||
MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
|
||||
CheckInfo ci(pos);
|
||||
|
@ -1523,7 +1523,7 @@ namespace {
|
|||
|
||||
// Make and search the move
|
||||
pos.do_move(move, st, ci, moveIsCheck);
|
||||
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1);
|
||||
value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-ONE_PLY, ply+1);
|
||||
pos.undo_move(move);
|
||||
|
||||
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
|
||||
|
@ -1607,7 +1607,7 @@ namespace {
|
|||
|
||||
// Step 11. Decide the new search depth
|
||||
ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
|
||||
newDepth = sp->depth - OnePly + ext;
|
||||
newDepth = sp->depth - ONE_PLY + ext;
|
||||
|
||||
// Update current move
|
||||
ss->currentMove = move;
|
||||
|
@ -1660,7 +1660,7 @@ namespace {
|
|||
{
|
||||
Value localAlpha = sp->alpha;
|
||||
Depth d = newDepth - ss->reduction;
|
||||
value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
|
||||
value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
|
||||
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, sp->ply+1);
|
||||
|
||||
doFullDepthSearch = (value > localAlpha);
|
||||
|
@ -1669,11 +1669,11 @@ namespace {
|
|||
// The move failed high, but if reduction is very big we could
|
||||
// face a false positive, retry with a less aggressive reduction,
|
||||
// if the move fails high again then go with full depth search.
|
||||
if (doFullDepthSearch && ss->reduction > 2 * OnePly)
|
||||
if (doFullDepthSearch && ss->reduction > 2 * ONE_PLY)
|
||||
{
|
||||
assert(newDepth - OnePly >= OnePly);
|
||||
assert(newDepth - ONE_PLY >= ONE_PLY);
|
||||
|
||||
ss->reduction = OnePly;
|
||||
ss->reduction = ONE_PLY;
|
||||
Value localAlpha = sp->alpha;
|
||||
value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1);
|
||||
doFullDepthSearch = (value > localAlpha);
|
||||
|
@ -1685,14 +1685,14 @@ namespace {
|
|||
if (doFullDepthSearch)
|
||||
{
|
||||
Value localAlpha = sp->alpha;
|
||||
value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
|
||||
value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
|
||||
: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->ply+1);
|
||||
|
||||
// Step extra. pv search (only in PV nodes)
|
||||
// Search only for possible new PV nodes, if instead value >= beta then
|
||||
// parent node fails low with value <= alpha and tries another move.
|
||||
if (PvNode && value > localAlpha && value < sp->beta)
|
||||
value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
|
||||
value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
|
||||
: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1);
|
||||
}
|
||||
|
||||
|
@ -1897,11 +1897,11 @@ namespace {
|
|||
&& pos.type_of_piece_on(move_to(m)) != PAWN
|
||||
&& pos.see_sign(m) >= 0)
|
||||
{
|
||||
result += OnePly / 2;
|
||||
result += ONE_PLY / 2;
|
||||
*dangerous = true;
|
||||
}
|
||||
|
||||
return Min(result, OnePly);
|
||||
return Min(result, ONE_PLY);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2043,7 +2043,7 @@ namespace {
|
|||
|
||||
std::stringstream s;
|
||||
|
||||
if (abs(v) < VALUE_MATE - PLY_MAX * OnePly)
|
||||
if (abs(v) < VALUE_MATE - PLY_MAX * ONE_PLY)
|
||||
s << "cp " << int(v) * 100 / int(PawnValueMidgame); // Scale to pawn = 100
|
||||
else
|
||||
s << "mate " << (v > 0 ? (VALUE_MATE - v + 1) / 2 : -(VALUE_MATE + v) / 2 );
|
||||
|
|
|
@ -316,7 +316,7 @@ namespace {
|
|||
|
||||
tm = get_system_time();
|
||||
|
||||
n = perft(pos, depth * OnePly);
|
||||
n = perft(pos, depth * ONE_PLY);
|
||||
|
||||
tm = get_system_time() - tm;
|
||||
std::cout << "\nNodes " << n
|
||||
|
|
Loading…
Add table
Reference in a new issue