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Simplify Futility Pruning
Don't update bestValue when futility pruning. STC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 21933 W: 4031 L: 3912 D: 13990 LTC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 46225 W: 6115 L: 6028 D: 34082 Bench: 8450534
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1 changed files with 4 additions and 11 deletions
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@ -606,7 +606,7 @@ namespace {
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Key posKey;
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Move ttMove, move, excludedMove, bestMove;
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Depth extension, newDepth, predictedDepth;
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Value bestValue, value, ttValue, eval, nullValue, futilityValue;
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Value bestValue, value, ttValue, eval, nullValue;
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bool ttHit, inCheck, givesCheck, singularExtensionNode, improving;
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bool captureOrPromotion, doFullDepthSearch;
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Piece moved_piece;
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@ -971,16 +971,9 @@ moves_loop: // When in check search starts from here
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predictedDepth = std::max(newDepth - reduction<PvNode>(improving, depth, moveCount), DEPTH_ZERO);
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// Futility pruning: parent node
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if (predictedDepth < 7 * ONE_PLY)
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{
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futilityValue = ss->staticEval + futility_margin(predictedDepth) + 256;
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if (futilityValue <= alpha)
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{
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bestValue = std::max(bestValue, futilityValue);
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continue;
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}
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}
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if ( predictedDepth < 7 * ONE_PLY
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&& ss->staticEval + futility_margin(predictedDepth) + 256 <= alpha)
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continue;
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// Prune moves with negative SEE at low depths
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if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO)
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