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Reintroduce razoring
Razoring was simplified away some years ago, this patch reintroduces it in a slightly different form. Now for low depths if eval is far below alpha we check if qsearch can push it above alpha - and if it can't we return a fail low. passed STC https://tests.stockfishchess.org/tests/view/61fbf968d508ec6a1c9f3274 LLR: 2.94 (-2.94,2.94) <0.00,2.50> Total: 226120 W: 61106 L: 60472 D: 104542 Ptnml(0-2): 1118, 25592, 59080, 26078, 1192 passed LTC https://tests.stockfishchess.org/tests/view/61fcc569d508ec6a1c9f5617 LLR: 2.94 (-2.94,2.94) <0.50,3.00> Total: 113128 W: 30851 L: 30397 D: 51880 Ptnml(0-2): 114, 11483, 32926, 11917, 124 closes https://github.com/official-stockfish/Stockfish/pull/3921 bench 4684080
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1 changed files with 24 additions and 14 deletions
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@ -773,7 +773,17 @@ namespace {
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thisThread->complexityAverage.update(complexity);
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// Step 7. Futility pruning: child node (~25 Elo).
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// Step 7. Razoring.
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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 (!PvNode && depth <= 6 && eval < alpha - 400 - 300 * 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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return value;
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}
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// Step 8. Futility pruning: child node (~25 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 < 9
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@ -782,7 +792,7 @@ namespace {
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&& eval < 15000) // 50% larger than VALUE_KNOWN_WIN, but smaller than TB wins.
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return eval;
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// Step 8. Null move search with verification search (~22 Elo)
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// Step 9. Null move search with verification search (~22 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 23767
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@ -834,7 +844,7 @@ namespace {
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probCutBeta = beta + 209 - 44 * improving;
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// Step 9. ProbCut (~4 Elo)
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// Step 10. ProbCut (~4 Elo)
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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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@ -895,7 +905,7 @@ namespace {
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ss->ttPv = ttPv;
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}
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// Step 10. If the position is not in TT, decrease depth by 2 or 1 depending on node type (~3 Elo)
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// Step 11. If the position is not in TT, decrease depth by 2 or 1 depending on node type (~3 Elo)
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if ( PvNode
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&& depth >= 6
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&& !ttMove)
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@ -908,7 +918,7 @@ namespace {
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moves_loop: // When in check, search starts here
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// Step 11. A small Probcut idea, when we are in check (~0 Elo)
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// Step 12. A small Probcut idea, when we are in check (~0 Elo)
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probCutBeta = beta + 409;
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if ( ss->inCheck
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&& !PvNode
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@ -945,7 +955,7 @@ moves_loop: // When in check, search starts here
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&& (tte->bound() & BOUND_UPPER)
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&& tte->depth() >= depth;
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// Step 12. Loop through all pseudo-legal moves until no moves remain
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// Step 13. Loop through all pseudo-legal moves until no moves remain
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// or a beta cutoff occurs.
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while ((move = mp.next_move(moveCountPruning)) != MOVE_NONE)
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{
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@ -985,7 +995,7 @@ moves_loop: // When in check, search starts here
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Value delta = beta - alpha;
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// Step 13. Pruning at shallow depth (~98 Elo). Depth conditions are important for mate finding.
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// Step 14. Pruning at shallow depth (~98 Elo). Depth conditions are important for mate finding.
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if ( !rootNode
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&& pos.non_pawn_material(us)
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&& bestValue > VALUE_TB_LOSS_IN_MAX_PLY)
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@ -1038,7 +1048,7 @@ moves_loop: // When in check, search starts here
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}
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}
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// Step 14. Extensions (~66 Elo)
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// Step 15. Extensions (~66 Elo)
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// We take care to not overdo to avoid search getting stuck.
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if (ss->ply < thisThread->rootDepth * 2)
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{
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@ -1115,12 +1125,12 @@ moves_loop: // When in check, search starts here
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[movedPiece]
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[to_sq(move)];
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// Step 15. Make the move
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// Step 16. Make the move
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pos.do_move(move, st, givesCheck);
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bool doDeeperSearch = false;
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// Step 16. Late moves reduction / extension (LMR, ~98 Elo)
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// Step 17. Late moves reduction / extension (LMR, ~98 Elo)
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// We use various heuristics for the sons of a node after the first son has
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// been searched. In general we would like to reduce them, but there are many
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// cases where we extend a son if it has good chances to be "interesting".
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@ -1188,7 +1198,7 @@ moves_loop: // When in check, search starts here
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didLMR = false;
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}
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// Step 17. Full depth search when LMR is skipped or fails high
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// Step 18. Full depth search when LMR is skipped or fails high
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if (doFullDepthSearch)
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{
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth + doDeeperSearch, !cutNode);
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@ -1218,12 +1228,12 @@ moves_loop: // When in check, search starts here
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std::min(maxNextDepth, newDepth), false);
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}
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// Step 18. Undo move
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// Step 19. Undo move
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pos.undo_move(move);
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assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
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// Step 19. Check for a new best move
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// Step 20. Check for a new best move
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// Finished searching the move. If a stop occurred, the return value of
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// the search cannot be trusted, and we return immediately without
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// updating best move, PV and TT.
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@ -1306,7 +1316,7 @@ moves_loop: // When in check, search starts here
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return VALUE_DRAW;
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*/
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// Step 20. Check for mate and stalemate
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// Step 21. Check for mate and stalemate
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// All legal moves have been searched and if there are no legal moves, it
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// must be a mate or a stalemate. If we are in a singular extension search then
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// return a fail low score.
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