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Skip skipping thread scheme (#1972)
Several simplification tests (all with the bounds [-3,1]) were run: 5+0.05 8 threads, failed very quickly: http://tests.stockfishchess.org/tests/view/5c439a020ebc5902bb5d3970 20+0.2 8 threads, also failed, but needed a lot more games: http://tests.stockfishchess.org/tests/view/5c44b1b70ebc5902bb5d4e34 60+0.6 8 threads passed: http://tests.stockfishchess.org/tests/view/5c48bfe40ebc5902bca15325 60+0.6 4 threads passed: http://tests.stockfishchess.org/tests/view/5c4b71a00ebc593af5d49904 No functional change.
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@ -61,10 +61,6 @@ namespace {
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// Different node types, used as a template parameter
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enum NodeType { NonPV, PV };
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// Sizes and phases of the skip-blocks, used for distributing search depths across the threads
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constexpr int SkipSize[] = { 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4 };
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constexpr int SkipPhase[] = { 0, 1, 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4, 5, 6, 7 };
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// Razor and futility margins
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constexpr int RazorMargin = 600;
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Value futility_margin(Depth d, bool improving) {
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@ -338,14 +334,6 @@ void Thread::search() {
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&& !Threads.stop
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&& !(Limits.depth && mainThread && rootDepth / ONE_PLY > Limits.depth))
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{
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// Distribute search depths across the helper threads
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if (idx > 0)
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{
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int i = (idx - 1) % 20;
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if (((rootDepth / ONE_PLY + SkipPhase[i]) / SkipSize[i]) % 2)
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continue; // Retry with an incremented rootDepth
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}
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// Age out PV variability metric
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if (mainThread)
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mainThread->bestMoveChanges *= 0.517;
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