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Update elo estimates
Tests used to change the elo worth of some functions: https://tests.stockfishchess.org/tests/view/65c3f69dc865510db0283eef https://tests.stockfishchess.org/tests/view/65c3f935c865510db0283f2a https://tests.stockfishchess.org/tests/view/65d1489f1d8e83c78bfd7dbf https://tests.stockfishchess.org/tests/view/65ce9d361d8e83c78bfd4951 https://tests.stockfishchess.org/tests/view/65cfcd901d8e83c78bfd6184 closes https://github.com/official-stockfish/Stockfish/pull/5089 No functional change
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2 changed files with 6 additions and 6 deletions
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@ -614,7 +614,7 @@ Value Search::Worker::search(
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update_quiet_stats(pos, ss, *this, ttMove, stat_bonus(depth));
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// Extra penalty for early quiet moves of
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// the previous ply (~0 Elo on STC, ~2 Elo on LTC).
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// the previous ply (~1 Elo on STC, ~2 Elo on LTC)
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if (prevSq != SQ_NONE && (ss - 1)->moveCount <= 2 && !priorCapture)
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update_continuation_histories(ss - 1, pos.piece_on(prevSq), prevSq,
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-stat_malus(depth + 1));
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@ -1067,7 +1067,7 @@ moves_loop: // When in check, search starts here
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extension = -1;
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}
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// Recapture extensions (~1 Elo)
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// Recapture extensions (~0 Elo on STC, ~1 Elo on LTC)
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else if (PvNode && move == ttMove && move.to_sq() == prevSq
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&& thisThread->captureHistory[movedPiece][move.to_sq()]
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[type_of(pos.piece_on(move.to_sq()))]
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@ -1105,7 +1105,7 @@ moves_loop: // When in check, search starts here
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if (ttCapture)
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r++;
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// Decrease reduction for PvNodes (~3 Elo)
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// Decrease reduction for PvNodes (~0 Elo on STC, ~2 Elo on LTC)
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if (PvNode)
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r--;
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@ -1167,7 +1167,7 @@ moves_loop: // When in check, search starts here
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// Step 18. Full-depth search when LMR is skipped
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else if (!PvNode || moveCount > 1)
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{
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// Increase reduction if ttMove is not present (~1 Elo)
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// Increase reduction if ttMove is not present (~6 Elo)
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if (!ttMove)
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r += 2;
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@ -89,8 +89,8 @@ void TimeManagement::init(Search::LimitsType& limits,
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- moveOverhead * (2 + mtg));
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// x basetime (+ z increment)
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// If there is a healthy increment, timeLeft can exceed actual available
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// game time for the current move, so also cap to 20% of available game time.
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// If there is a healthy increment, timeLeft can exceed the actual available
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// game time for the current move, so also cap to a percentage of available game time.
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if (limits.movestogo == 0)
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{
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// Use extra time with larger increments
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