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IncrementalFutilityMargin to 4 and increased pruning
Increase pruning at low depths while tone downa bit at higher depths (linearize a bit the logaritmic behaviour) This goes togheter with IncrementalFutilityMargin decreased to 4 compensate the bigger pruning effect. Total pruned nodes are more or less the same. We go from 36% of nodes after prune to 37% with this patch. After 999 games at 1+0 Mod vs Orig +250 =526 -223 +9 ELO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 10 additions and 3 deletions
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@ -180,7 +180,7 @@ namespace {
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const Value FutilityMarginQS = Value(0x80);
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// Each move futility margin is decreased
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const Value IncrementalFutilityMargin = Value(0x8);
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const Value IncrementalFutilityMargin = Value(0x4);
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// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
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const Value FutilityMargins[12] = { Value(0x100), Value(0x120), Value(0x200), Value(0x220), Value(0x250), Value(0x270),
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@ -1452,6 +1452,12 @@ namespace {
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// Move count pruning limit
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const int MCLimit = 3 + (1 << (3*int(depth)/8));
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/*
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for (int d = 2; d < 16; d++)
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std::cout << d << " -> " << 56*(0+2*bitScanReverse32(1 * int(d) * int(d) / 2)) << std::endl;
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//std::cout << d << " -> " << 32*(1+3*bitScanReverse32(1 * int(d) * int(d))) << std::endl;
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*/
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// Loop through all legal moves until no moves remain or a beta cutoff occurs
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while ( bestValue < beta
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&& (move = mp.get_next_move()) != MOVE_NONE
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@ -1513,10 +1519,10 @@ namespace {
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// Value based pruning
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if (approximateEval < beta)
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{
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{//dbg_before();
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if (futilityValue == VALUE_NONE)
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futilityValue = evaluate(pos, ei, threadID)
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+ 64*(2+bitScanReverse32(int(depth) * int(depth)));
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+ 56*(0+2*bitScanReverse32(1 * int(depth) * int(depth) / 2));
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futilityValueScaled = futilityValue - moveCount * IncrementalFutilityMargin;
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@ -1526,6 +1532,7 @@ namespace {
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bestValue = futilityValueScaled;
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continue;
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}
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//dbg_after(); // 36% (inc == 8), 40% (inc == 4), 37%(56)
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}
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}
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