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https://github.com/sockspls/badfish
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Tune search at very long time control
This patch is a result of tuning done by user @candirufish after 150k games. Since the tuned values were really interesting and touched heuristics that are known for their non-linear scaling I decided to run limited games LTC match, even if the STC test was really bad (which was expected). After seeing the results of the LTC match, I also run a VLTC (very long time control) SPRTtest, which passed. The main difference is in extensions: this patch allows much more singular/double extensions, both in terms of allowing them at lower depths and with lesser margins. Failed STC: https://tests.stockfishchess.org/tests/view/620d66643ec80158c0cd3b46 LLR: -2.94 (-2.94,2.94) <0.00,2.50> Total: 4968 W: 1194 L: 1398 D: 2376 Ptnml(0-2): 47, 633, 1294, 497, 13 Performed well at LTC in a fixed-length match: https://tests.stockfishchess.org/tests/view/620d66823ec80158c0cd3b4a ELO: 3.36 +-1.8 (95%) LOS: 100.0% Total: 30000 W: 7966 L: 7676 D: 14358 Ptnml(0-2): 36, 2936, 8755, 3248, 25 Passed VLTC SPRT test: https://tests.stockfishchess.org/tests/view/620da11a26f5b17ec884f939 LLR: 2.96 (-2.94,2.94) <0.50,3.00> Total: 4400 W: 1326 L: 1127 D: 1947 Ptnml(0-2): 13, 309, 1348, 526, 4 closes https://github.com/official-stockfish/Stockfish/pull/3937 Bench: 6318903
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1 changed files with 44 additions and 44 deletions
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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(147 * (d - improving));
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return Value(168 * (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 + 1627 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 992);
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return (r + 1463 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 1010);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -80,7 +80,7 @@ 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((8 * d + 281) * d - 241 , 1949);
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return std::min((9 * d + 270) * d - 311 , 2145);
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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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@ -157,7 +157,7 @@ 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((21.14 + std::log(Threads.size()) / 2) * std::log(i));
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Reductions[i] = int((20.81 + std::log(Threads.size()) / 2) * std::log(i));
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}
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@ -303,10 +303,10 @@ void Thread::search() {
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multiPV = std::min(multiPV, rootMoves.size());
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complexityAverage.set(211, 1);
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complexityAverage.set(202, 1);
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trend = SCORE_ZERO;
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optimism[ us] = Value(33);
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optimism[ us] = Value(39);
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optimism[~us] = -optimism[us];
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int searchAgainCounter = 0;
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@ -349,16 +349,16 @@ 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(19) + int(prev) * prev / 18321;
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delta = Value(16) + int(prev) * prev / 19178;
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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 trend and optimism based on root move's previousScore
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int tr = sigmoid(prev, 4, 11, 92, 119, 1);
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int tr = sigmoid(prev, 3, 8, 90, 125, 1);
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trend = (us == WHITE ? make_score(tr, tr / 2)
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: -make_score(tr, tr / 2));
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int opt = sigmoid(prev, 9, 18, 115, 12250, 187);
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int opt = sigmoid(prev, 8, 17, 144, 13966, 183);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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}
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@ -459,17 +459,17 @@ 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 = (66 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 809.70;
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double fallingEval = (69 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 781.4;
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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 + 8 < completedDepth ? 1.73 : 0.94;
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double reduction = (1.66 + mainThread->previousTimeReduction) / (2.35 * timeReduction);
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timeReduction = lastBestMoveDepth + 10 < completedDepth ? 1.63 : 0.73;
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double reduction = (1.56 + mainThread->previousTimeReduction) / (2.20 * timeReduction);
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double bestMoveInstability = 1.073 + std::max(1.0, 2.25 - 9.9 / rootDepth)
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* totBestMoveChanges / Threads.size();
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int complexity = mainThread->complexityAverage.value();
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double complexPosition = std::clamp(1.0 + (complexity - 293) / 1525.0, 0.5, 1.5);
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double complexPosition = std::clamp(1.0 + (complexity - 326) / 1618.1, 0.5, 1.5);
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double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
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@ -490,7 +490,7 @@ void Thread::search() {
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}
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else if ( Threads.increaseDepth
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&& !mainThread->ponder
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&& Time.elapsed() > totalTime * 0.49)
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&& Time.elapsed() > totalTime * 0.43)
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Threads.increaseDepth = false;
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else
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Threads.increaseDepth = true;
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@ -766,7 +766,7 @@ 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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: 184;
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: 175;
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improving = improvement > 0;
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complexity = abs(ss->staticEval - (us == WHITE ? eg_value(pos.psq_score()) : -eg_value(pos.psq_score())));
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@ -777,8 +777,8 @@ namespace {
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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
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&& depth <= 6
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&& eval < alpha - 486 - 314 * depth * depth)
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&& depth <= 7
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&& eval < alpha - 348 - 258 * 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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@ -791,16 +791,16 @@ namespace {
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&& depth < 8
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 256 >= beta
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&& eval >= beta
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&& eval < 22266) // larger than VALUE_KNOWN_WIN, but smaller than TB wins.
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&& eval < 26305) // 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 (~22 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 15075
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&& (ss-1)->statScore < 14695
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 18 * depth - improvement / 19 + 215 + complexity / 30
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&& ss->staticEval >= beta - 15 * depth - improvement / 15 + 198 + complexity / 28
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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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@ -808,7 +808,7 @@ 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) / 184, 4) + depth / 3 + 4 - (complexity > 799);
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Depth R = std::min(int(eval - beta) / 147, 5) + depth / 3 + 4 - (complexity > 753);
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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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@ -844,7 +844,7 @@ namespace {
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}
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}
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probCutBeta = beta + 204 - 52 * improving;
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probCutBeta = beta + 179 - 46 * improving;
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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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@ -920,7 +920,7 @@ namespace {
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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 (~0 Elo)
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probCutBeta = beta + 401;
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probCutBeta = beta + 481;
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if ( ss->inCheck
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&& !PvNode
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&& depth >= 2
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@ -1014,14 +1014,14 @@ moves_loop: // When in check, search starts here
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if ( !pos.empty(to_sq(move))
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&& !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 + 424 + 138 * 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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&& ss->staticEval + 281 + 179 * 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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continue;
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// SEE based pruning (~9 Elo)
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if (!pos.see_ge(move, Value(-214) * depth))
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if (!pos.see_ge(move, Value(-203) * depth))
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continue;
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}
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else
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// Futility pruning: parent node (~9 Elo)
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if ( !ss->inCheck
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&& lmrDepth < 11
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&& ss->staticEval + 147 + 125 * lmrDepth + history / 64 <= alpha)
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&& ss->staticEval + 122 + 138 * lmrDepth + history / 60 <= alpha)
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continue;
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// Prune moves with negative SEE (~3 Elo)
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if (!pos.see_ge(move, Value(-23 * lmrDepth * lmrDepth - 31 * lmrDepth)))
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if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 20 * lmrDepth)))
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continue;
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}
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}
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@ -1059,7 +1059,7 @@ moves_loop: // When in check, search starts here
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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 >= 6 + 2 * (PvNode && tte->is_pv())
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&& depth >= 4 + 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 - 4 * depth;
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Value singularBeta = ttValue - 3 * depth;
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Depth singularDepth = (depth - 1) / 2;
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ss->excludedMove = move;
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// Avoid search explosion by limiting the number of double extensions
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if ( !PvNode
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&& value < singularBeta - 52
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&& value < singularBeta - 26
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&& ss->doubleExtensions <= 8)
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extension = 2;
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}
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// Check extensions (~1 Elo)
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else if ( givesCheck
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&& depth > 8
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&& abs(ss->staticEval) > 81)
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&& depth > 9
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&& abs(ss->staticEval) > 71)
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extension = 1;
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// Quiet ttMove extensions (~0 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)] >= 7546)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5491)
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extension = 1;
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}
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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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- 4123;
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- 4334;
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// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
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r -= ss->statScore / 17417;
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r -= ss->statScore / 15914;
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// In general we want to cap the LMR depth search at newDepth. But if reductions
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// are really negative and movecount is low, we allow this move to be searched
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// deeper than the first move (this may lead to hidden double extensions).
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int deeper = r >= -1 ? 0
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: moveCount <= 5 ? 2
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: PvNode && depth > 3 ? 1
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: cutNode && moveCount <= 7 ? 1
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: moveCount <= 4 ? 2
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: PvNode && depth > 4 ? 1
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: cutNode && moveCount <= 8 ? 1
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: 0;
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Depth d = std::clamp(newDepth - r, 1, newDepth + deeper);
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// If the son is reduced and fails high it will be re-searched at full depth
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doFullDepthSearch = value > alpha && d < newDepth;
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doDeeperSearch = value > (alpha + 76 + 11 * (newDepth - d));
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doDeeperSearch = value > (alpha + 78 + 11 * (newDepth - d));
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didLMR = true;
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}
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else
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//or fail low was really bad
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bool extraBonus = PvNode
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|| cutNode
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|| bestValue < alpha - 71 * depth;
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|| bestValue < alpha - 70 * depth;
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update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus));
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 139;
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futilityBase = bestValue + 118;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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