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Futility tweak

Use a different margin for pruning child nodes.

STC:
LLR: 2.95 (-2.94,2.94) [0.00,5.00]
Total: 16692 W: 3251 L: 3051 D: 10390
http://tests.stockfishchess.org/tests/view/579b95d10ebc591c761f5c03

LTC:
LLR: 2.97 (-2.94,2.94) [0.00,5.00]
Total: 24140 W: 3501 L: 3297 D: 17342
http://tests.stockfishchess.org/tests/view/579bb15d0ebc591c761f5c0b

Bench: 7927017
This commit is contained in:
VoyagerOne 2016-07-29 23:28:03 -04:00 committed by Marco Costalba
parent f2f3a06a1a
commit 85924db496

View file

@ -65,7 +65,7 @@ namespace {
// Razoring and futility margin based on depth
const int razor_margin[4] = { 483, 570, 603, 554 };
Value futility_margin(Depth d) { return Value(200 * d); }
Value futility_margin(Depth d) { return Value(150 * d); }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
@ -926,7 +926,7 @@ moves_loop: // When in check search starts from here
// Futility pruning: parent node
if ( predictedDepth < 7 * ONE_PLY
&& ss->staticEval + futility_margin(predictedDepth) + 256 <= alpha)
&& ss->staticEval + 256 + 200 * predictedDepth / ONE_PLY <= alpha)
continue;
// Prune moves with negative SEE at low depths and below a decreasing