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Reintroduce depth 2 razoring (with additional margin)
The first depth 2 margin triggers the verification quiescence search. This qsearch() result has to be better then the second lower margin, so we only skip the razoring when the qsearch gives a significant improvement. Passed STC: LLR: 2.95 (-2.94,2.94) [0.00,5.00] Total: 32133 W: 7395 L: 7101 D: 17637 http://tests.stockfishchess.org/tests/view/5a93198b0ebc590297cc8942 Passed LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 17382 W: 3002 L: 2809 D: 11571 http://tests.stockfishchess.org/tests/view/5a93b18c0ebc590297cc89c2 This Elo-gaining version was further simplified following a suggestion of Marco Costalba: STC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 15553 W: 3505 L: 3371 D: 8677 http://tests.stockfishchess.org/tests/view/5a964be90ebc590297cc8cc4 LTC: LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 13253 W: 2270 L: 2137 D: 8846 http://tests.stockfishchess.org/tests/view/5a9658880ebc590297cc8cca How to continue after this patch? Reformating the razoring code (step 7 in search()) to unify the depth 1 and depth 2 treatements seems quite possible, this could possibly lead to more simplifications. Bench: 5765806
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1 changed files with 17 additions and 5 deletions
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@ -66,8 +66,9 @@ namespace {
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const 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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const 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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const 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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const 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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// Razoring and futility margins
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// Razor and futility margins
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const int RazorMargin = 590;
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const int RazorMargin1 = 590;
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const int RazorMargin2 = 604;
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Value futility_margin(Depth d) { return Value(150 * d / ONE_PLY); }
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Value futility_margin(Depth d) { return Value(150 * d / ONE_PLY); }
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// Futility and reductions lookup tables, initialized at startup
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// Futility and reductions lookup tables, initialized at startup
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@ -680,9 +681,20 @@ namespace {
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// Step 7. Razoring (skipped when in check)
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// Step 7. Razoring (skipped when in check)
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if ( !PvNode
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if ( !PvNode
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&& depth <= ONE_PLY
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&& depth <= ONE_PLY)
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&& eval + RazorMargin <= alpha)
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{
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return qsearch<NonPV, false>(pos, ss, alpha, alpha+1);
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if (eval + RazorMargin1 <= alpha)
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return qsearch<NonPV, false>(pos, ss, alpha, alpha+1);
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}
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else if ( !PvNode
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&& depth <= 2 * ONE_PLY
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&& eval + RazorMargin2 <= alpha)
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{
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Value ralpha = alpha - RazorMargin2;
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Value v = qsearch<NonPV, false>(pos, ss, ralpha, ralpha+1);
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if (v <= ralpha)
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return v;
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}
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// Step 8. Futility pruning: child node (skipped when in check)
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// Step 8. Futility pruning: child node (skipped when in check)
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if ( !rootNode
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if ( !rootNode
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