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Tweak futility margins

Less prune at the bottom and at the middle, a bit more
at the top.

After 747 games: +215 =345 -187 +13 elo

Also introduced a vector of margins, now that start to be a lot
it is a more flexible solution.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-12-25 12:05:45 +01:00
parent 8cd5cb930d
commit e46d3670fd

View file

@ -167,6 +167,8 @@ namespace {
Value FutilityMargin0 = Value(0x80); Value FutilityMargin0 = Value(0x80);
Value FutilityMargin1 = Value(0x100); Value FutilityMargin1 = Value(0x100);
Value FutilityMargin2 = Value(0x200); Value FutilityMargin2 = Value(0x200);
const Value FutilityMargins[6] = { Value(0x120), Value(0x220), Value(0x250),
Value(0x280), Value(0x320), Value(0x360) };
// Razoring // Razoring
Depth RazorDepth = 4*OnePly; Depth RazorDepth = 4*OnePly;
@ -1321,9 +1323,8 @@ namespace {
{ {
if (futilityValue == VALUE_NONE) if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID) futilityValue = evaluate(pos, ei, threadID)
+ (depth < 2 * OnePly ? FutilityMargin1 : + FutilityMargins[int(depth)/2 - 1]
+ (depth < 6 * OnePly ? FutilityMargin2 + (depth - 2*OnePly) * 32 + 32 * (depth & 1);
: FutilityMargin2 + (depth - 2*OnePly) * 64));
if (futilityValue < beta) if (futilityValue < beta)
{ {