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Use full evaluation in null search
This is an important design change because we know compute evaluation in each node. This is a 2.0 type change! After 977 games at 1+0 Mod vs Orig +236 =538 -202 51.74% +12 ELO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 21 additions and 17 deletions
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@ -1341,7 +1341,7 @@ namespace {
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const TTEntry* tte;
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Move ttMove, move;
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Depth ext, newDepth;
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Value approximateEval, nullValue, value, futilityValue, futilityValueScaled;
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Value staticValue, nullValue, value, futilityValue, futilityValueScaled;
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bool isCheck, useFutilityPruning, singleEvasion, moveIsCheck, captureOrPromotion, dangerous;
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bool mateThreat = false;
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int moveCount = 0;
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@ -1385,8 +1385,24 @@ namespace {
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return value_from_tt(tte->value(), ply);
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}
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approximateEval = refine_eval(tte, quick_evaluate(pos), ply);
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isCheck = pos.is_check();
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ei.futilityMargin = Value(0); // Manually initialize futilityMargin
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// Evaluate the position statically
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if (isCheck)
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staticValue = quick_evaluate(pos);
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else if (tte && (tte->type() & VALUE_TYPE_EVAL))
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staticValue = value_from_tt(tte->value(), ply);
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else
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staticValue = evaluate(pos, ei, threadID);
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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 FutilityValueMargin = 112 * bitScanReverse32(int(depth) * int(depth) / 2);
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// Enhance position with TT value if possible
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futilityValue = staticValue + FutilityValueMargin;
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staticValue = refine_eval(tte, staticValue, ply);
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// Null move search
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if ( allowNullmove
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@ -1394,7 +1410,7 @@ namespace {
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&& !isCheck
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&& !value_is_mate(beta)
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&& ok_to_do_nullmove(pos)
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&& approximateEval >= beta - NullMoveMargin)
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&& staticValue >= beta - NullMoveMargin)
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{
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ss[ply].currentMove = MOVE_NULL;
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@ -1404,7 +1420,7 @@ namespace {
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int R = 3 + (depth >= 5 * OnePly ? depth / 8 : 0);
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// Null move dynamic reduction based on value
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if (approximateEval - beta > PawnValueMidgame)
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if (staticValue - beta > PawnValueMidgame)
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R++;
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nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
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@ -1440,7 +1456,7 @@ namespace {
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// Null move search not allowed, try razoring
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else if ( !value_is_mate(beta)
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&& depth < RazorDepth
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&& approximateEval < beta - RazorApprMargins[int(depth) - 2]
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&& staticValue < beta - RazorApprMargins[int(depth) - 2]
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&& ss[ply - 1].currentMove != MOVE_NULL
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&& ttMove == MOVE_NONE
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&& !pos.has_pawn_on_7th(pos.side_to_move()))
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@ -1464,17 +1480,8 @@ namespace {
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// to search all moves.
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MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
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CheckInfo ci(pos);
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futilityValue = VALUE_NONE;
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useFutilityPruning = depth < SelectiveDepth && !isCheck;
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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 FutilityValueMargin = 112 * bitScanReverse32(int(depth) * int(depth) / 2);
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// Avoid calling evaluate() if we already have the score in TT
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if (tte && (tte->type() & VALUE_TYPE_EVAL))
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futilityValue = value_from_tt(tte->value(), ply) + FutilityValueMargin;
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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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@ -1532,9 +1539,6 @@ namespace {
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continue;
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// Value based pruning
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if (futilityValue == VALUE_NONE)
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futilityValue = evaluate(pos, ei, threadID) + FutilityValueMargin;
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futilityValueScaled = futilityValue - moveCount * IncrementalFutilityMargin;
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if (futilityValueScaled < beta)
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