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Precalculate FutilityMargins
This way we don't need to copy+paste formula everywhere No functional change Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 13 additions and 3 deletions
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@ -185,6 +185,8 @@ namespace {
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// and near frontier nodes.
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const Value FutilityMarginQS = Value(0x80);
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Value FutilityMargins[2 * PLY_MAX_PLUS_2]; // Initialized at startup.
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// Each move futility margin is decreased
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const Value IncrementalFutilityMargin = Value(0x8);
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@ -576,6 +578,14 @@ void init_threads() {
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for (i = 0; i < THREAD_MAX; i++)
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Threads[i].activeSplitPoints = 0;
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// Init futility margins array
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FutilityMargins[0] = FutilityMargins[1] = Value(0);
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for (i = 2; i < 2 * PLY_MAX_PLUS_2; i++)
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{
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FutilityMargins[i] = Value(112 * bitScanReverse32(i * i / 2)); // FIXME: test using log instead of BSR
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}
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// Initialize global locks
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lock_init(&MPLock, NULL);
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lock_init(&IOLock, NULL);
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@ -1458,7 +1468,7 @@ namespace {
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// Calculate depth dependant futility pruning parameters
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const int FutilityMoveCountMargin = 3 + (1 << (3 * int(depth) / 8));
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const int PostFutilityValueMargin = 112 * bitScanReverse32(int(depth) * int(depth) / 2);
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const int PostFutilityValueMargin = FutilityMargins[int(depth)];
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// Evaluate the position statically
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if (!isCheck)
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@ -1626,7 +1636,7 @@ namespace {
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int preFutilityValueMargin = 0;
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if (newDepth >= OnePly)
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preFutilityValueMargin = 112 * bitScanReverse32(int(newDepth) * int(newDepth) / 2);
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preFutilityValueMargin = FutilityMargins[int(newDepth)];
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Value futilityCaptureValue = ss[ply].eval + pos.endgame_value_of_piece_on(move_to(move)) + preFutilityValueMargin + ei.futilityMargin + 90;
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@ -1663,7 +1673,7 @@ namespace {
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{
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int preFutilityValueMargin = 0;
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if (predictedDepth >= OnePly)
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preFutilityValueMargin = 112 * bitScanReverse32(int(predictedDepth) * int(predictedDepth) / 2);
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preFutilityValueMargin = FutilityMargins[int(predictedDepth)];
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preFutilityValueMargin += H.gain(pos.piece_on(move_from(move)), move_from(move), move_to(move)) + 45;
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