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Use refinedValue in ProbCut condition
After 12613 games at 20"+0.1 on QUAD Mod vs Orig 1870 - 1863 - 8880 ELO +0 (+- 3.3) So no performance change but it is a code semplification and also is more easy to understand. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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4 changed files with 6 additions and 12 deletions
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@ -110,13 +110,13 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h)
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go_next_phase();
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}
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MovePicker::MovePicker(const Position& p, Move ttm, const History& h, int parentCapture)
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MovePicker::MovePicker(const Position& p, Move ttm, const History& h, int threshold)
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: pos(p), H(h) {
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assert (!pos.in_check());
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// In ProbCut we consider only captures better than parent's move
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captureThreshold = parentCapture;
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captureThreshold = threshold;
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phasePtr = ProbCutTable;
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if ( ttm != MOVE_NONE
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@ -42,7 +42,7 @@ class MovePicker {
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public:
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MovePicker(const Position&, Move, Depth, const History&, SearchStack*, Value);
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MovePicker(const Position&, Move, Depth, const History&);
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MovePicker(const Position&, Move, const History&, int parentCapture);
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MovePicker(const Position&, Move, const History&, int threshold);
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Move get_next_move();
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private:
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@ -213,7 +213,6 @@ public:
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// Static exchange evaluation
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int see(Move m) const;
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int see_sign(Move m) const;
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static int see_value(PieceType pt);
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// Accessing hash keys
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Key get_key() const;
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@ -467,10 +466,6 @@ inline bool Position::square_is_weak(Square s, Color c) const {
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return !(pieces(PAWN, opposite_color(c)) & attack_span_mask(c, s));
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}
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inline int Position::see_value(PieceType pt) {
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return seeValues[pt];
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}
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inline Key Position::get_key() const {
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return st->key;
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}
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@ -903,9 +903,8 @@ namespace {
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}
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// Step 9. ProbCut (is omitted in PV nodes)
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// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
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// and a reduced search returns a value much above beta, we can (almost) safely
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// prune the previous move.
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// If we have a good capture that raises the score well above beta and a reduced
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// search confirms the score then we can (almost) safely prune the previous move.
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if ( !PvNode
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&& depth >= RazorDepth + ONE_PLY
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&& !inCheck
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@ -918,7 +917,7 @@ namespace {
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assert(rdepth >= ONE_PLY);
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MovePicker mp(pos, ttMove, H, Position::see_value(pos.captured_piece_type()));
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MovePicker mp(pos, ttMove, H, Max(rbeta - refinedValue, VALUE_ZERO));
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pinned = pos.pinned_pieces(pos.side_to_move());
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while ((move = mp.get_next_move()) != MOVE_NONE)
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