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Retire EasyMoveMargin
Use a value related to PawnValue instead. This is a different patch from previous one because could affect game play and skill levels, although in a mostly unmeasurable way. Indeed thresold has been raised so easy move is a bit harder to trigger and skill level is a bit more prone to blunders. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 2 additions and 6 deletions
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@ -88,10 +88,6 @@ namespace {
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return (Depth) Reductions[PvNode][std::min(int(d) / ONE_PLY, 63)][std::min(mn, 63)];
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}
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// Easy move margin. An easy move candidate must be at least this much better
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// than the second best move.
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const Value EasyMoveMargin = Value(0x150);
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// This is the minimum interval in msec between two check_time() calls
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const int TimerResolution = 5;
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@ -450,7 +446,7 @@ namespace {
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&& ( (bestMoveNeverChanged && pos.captured_piece_type())
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|| Time::now() - SearchTime > (TimeMgr.available_time() * 40) / 100))
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{
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Value rBeta = bestValue - EasyMoveMargin;
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Value rBeta = bestValue - 2 * PawnValueMg;
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(ss+1)->excludedMove = RootMoves[0].pv[0];
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(ss+1)->skipNullMove = true;
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Value v = search<NonPV>(pos, ss+1, rBeta - 1, rBeta, (depth - 3) * ONE_PLY);
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@ -1494,7 +1490,7 @@ split_point_start: // At split points actual search starts from here
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int s = RootMoves[i].score;
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// Don't allow crazy blunders even at very low skills
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if (i > 0 && RootMoves[i-1].score > s + EasyMoveMargin)
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if (i > 0 && RootMoves[i-1].score > s + 2 * PawnValueMg)
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break;
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// This is our magic formula
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