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