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Use TT for pruning also in PV nodes
Biggest advantage is be able to analize positions without "loss of memory" when goind back/forth in a position. Patch has proven to fix analysys problems and is even worths some elo points. After 5811 games Mod- Orig: 1037 - 902 - 3872 +8 ELO (+- 3.6) LOS 97% Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 20 additions and 10 deletions
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@ -297,6 +297,7 @@ namespace {
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Value value_to_tt(Value v, int ply);
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Value value_to_tt(Value v, int ply);
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Value value_from_tt(Value v, int ply);
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Value value_from_tt(Value v, int ply);
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
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bool ok_to_use_TT_PV(const TTEntry* tte, Depth depth, Value alpha, Value beta, int ply);
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bool connected_threat(const Position& pos, Move m, Move threat);
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bool connected_threat(const Position& pos, Move m, Move threat);
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Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
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Value refine_eval(const TTEntry* tte, Value defaultEval, int ply);
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void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
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void update_history(const Position& pos, Move move, Depth depth, Move movesSearched[], int moveCount);
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@ -838,14 +839,10 @@ namespace {
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tte = TT.retrieve(posKey);
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tte = TT.retrieve(posKey);
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ttMove = tte ? tte->move() : MOVE_NONE;
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ttMove = tte ? tte->move() : MOVE_NONE;
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// At PV nodes, we don't use the TT for pruning, but only for move ordering.
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// At PV nodes we check for exact scores within (alha, beta) range, while
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// This is to avoid problems in the following areas:
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// at non-PV nodes we check for and return a fail high/low. Biggest advantage
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//
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// at probing at PV nodes is to have a smooth experience in analysis mode.
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// * Repetition draw detection
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if (!Root && tte && (PvNode ? ok_to_use_TT_PV(tte, depth, alpha, beta, ply) : ok_to_use_TT(tte, depth, beta, ply)))
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// * Fifty move rule detection
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// * Searching for a mate
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// * Printing of full PV line
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if (!PvNode && tte && ok_to_use_TT(tte, depth, beta, ply))
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{
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{
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TT.refresh(tte);
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TT.refresh(tte);
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ss->bestMove = ttMove; // Can be MOVE_NONE
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ss->bestMove = ttMove; // Can be MOVE_NONE
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@ -1797,7 +1794,9 @@ split_point_start: // At split points actual search starts from here
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// ok_to_use_TT() returns true if a transposition table score
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// ok_to_use_TT() returns true if a transposition table score
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// can be used at a given point in search.
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// can be used at a given point in search. There are two versions
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// one to be used in non-PV nodes and one in PV nodes where we look
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// for an exact score that falls between (alha, beta) boundaries.
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
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bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply) {
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@ -1811,6 +1810,17 @@ split_point_start: // At split points actual search starts from here
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|| ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
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|| ((tte->type() & VALUE_TYPE_UPPER) && v < beta));
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}
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}
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bool ok_to_use_TT_PV(const TTEntry* tte, Depth depth, Value alpha, Value beta, int ply) {
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Value v = value_from_tt(tte->value(), ply);
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return tte->depth() >= depth
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&& tte->type() == VALUE_TYPE_EXACT
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&& tte->move() != MOVE_NONE
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&& v < beta
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&& v > alpha;
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}
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// refine_eval() returns the transposition table score if
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// refine_eval() returns the transposition table score if
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// possible otherwise falls back on static position evaluation.
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// possible otherwise falls back on static position evaluation.
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@ -122,7 +122,7 @@ void TranspositionTable::store(const Key posKey, Value v, ValueType t, Depth d,
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continue;
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continue;
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c1 = (replace->generation() == generation ? 2 : 0);
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c1 = (replace->generation() == generation ? 2 : 0);
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c2 = (tte->generation() == generation ? -2 : 0);
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c2 = (tte->generation() == generation || tte->type() == VALUE_TYPE_EXACT ? -2 : 0);
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c3 = (tte->depth() < replace->depth() ? 1 : 0);
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c3 = (tte->depth() < replace->depth() ? 1 : 0);
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if (c1 + c2 + c3 > 0)
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if (c1 + c2 + c3 > 0)
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