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https://github.com/sockspls/badfish
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Use float instead of double in reduction parameters
This is faster on 32 bit CPU and precision is enough. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 15 additions and 15 deletions
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@ -239,8 +239,8 @@ namespace {
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std::ofstream LogFile;
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std::ofstream LogFile;
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// Natural logarithmic lookup table and its getter function
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// Natural logarithmic lookup table and its getter function
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double lnArray[512];
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float lnArray[512];
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inline double ln(int i) { return lnArray[i]; }
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inline float ln(int i) { return lnArray[i]; }
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// MP related variables
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// MP related variables
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int ActiveThreads = 1;
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int ActiveThreads = 1;
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@ -288,8 +288,8 @@ namespace {
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bool ok_to_prune(const Position& pos, Move m, Move threat);
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bool ok_to_prune(const Position& pos, Move m, Move threat);
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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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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 reduction_parameters(double base, double Inhibitor, Depth depth, double& logLimit, double& gradient);
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void reduction_parameters(float base, float Inhibitor, Depth depth, float& logLimit, float& gradient);
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Depth reduction(int moveCount, const double LogLimit, const double BaseRed, const double Gradient);
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Depth reduction(int moveCount, const float LogLimit, const float BaseRed, const float Gradient);
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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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void update_killers(Move m, SearchStack& ss);
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void update_killers(Move m, SearchStack& ss);
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void update_gains(const Position& pos, Move move, Value before, Value after);
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void update_gains(const Position& pos, Move move, Value before, Value after);
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@ -574,7 +574,7 @@ void init_threads() {
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// Init our logarithmic lookup table
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// Init our logarithmic lookup table
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for (i = 0; i < 512; i++)
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for (i = 0; i < 512; i++)
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lnArray[i] = log(double(i)); // log() returns base-e logarithm
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lnArray[i] = float(log(double(i))); // log() returns base-e logarithm
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for (i = 0; i < THREAD_MAX; i++)
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for (i = 0; i < THREAD_MAX; i++)
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Threads[i].activeSplitPoints = 0;
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Threads[i].activeSplitPoints = 0;
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@ -966,7 +966,7 @@ namespace {
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value = - VALUE_INFINITE;
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value = - VALUE_INFINITE;
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// Precalculate reduction parameters
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// Precalculate reduction parameters
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double LogLimit, Gradient, BaseReduction = 0.5;
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float LogLimit, Gradient, BaseReduction = 0.5;
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reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
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reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
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while (1) // Fail high loop
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while (1) // Fail high loop
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@ -1260,7 +1260,7 @@ namespace {
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MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
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MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
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// Precalculate reduction parameters
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// Precalculate reduction parameters
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double LogLimit, Gradient, BaseReduction = 0.5;
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float LogLimit, Gradient, BaseReduction = 0.5;
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reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
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reduction_parameters(BaseReduction, 6.0, depth, LogLimit, Gradient);
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// Loop through all legal moves until no moves remain or a beta cutoff
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// Loop through all legal moves until no moves remain or a beta cutoff
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@ -1583,7 +1583,7 @@ namespace {
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CheckInfo ci(pos);
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CheckInfo ci(pos);
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// Precalculate reduction parameters
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// Precalculate reduction parameters
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double LogLimit, Gradient, BaseReduction = 0.5;
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float LogLimit, Gradient, BaseReduction = 0.5;
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reduction_parameters(BaseReduction, 3.0, depth, LogLimit, Gradient);
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reduction_parameters(BaseReduction, 3.0, depth, LogLimit, Gradient);
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// Loop through all legal moves until no moves remain or a beta cutoff occurs
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// Loop through all legal moves until no moves remain or a beta cutoff occurs
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@ -1998,7 +1998,7 @@ namespace {
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const int FutilityMoveCountMargin = 3 + (1 << (3 * int(sp->depth) / 8));
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const int FutilityMoveCountMargin = 3 + (1 << (3 * int(sp->depth) / 8));
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// Precalculate reduction parameters
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// Precalculate reduction parameters
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double LogLimit, Gradient, BaseReduction = 0.5;
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float LogLimit, Gradient, BaseReduction = 0.5;
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reduction_parameters(BaseReduction, 3.0, sp->depth, LogLimit, Gradient);
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reduction_parameters(BaseReduction, 3.0, sp->depth, LogLimit, Gradient);
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while ( lock_grab_bool(&(sp->lock))
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while ( lock_grab_bool(&(sp->lock))
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@ -2142,7 +2142,7 @@ namespace {
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Move move;
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Move move;
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// Precalculate reduction parameters
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// Precalculate reduction parameters
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double LogLimit, Gradient, BaseReduction = 0.5;
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float LogLimit, Gradient, BaseReduction = 0.5;
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reduction_parameters(BaseReduction, 6.0, sp->depth, LogLimit, Gradient);
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reduction_parameters(BaseReduction, 6.0, sp->depth, LogLimit, Gradient);
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while ( lock_grab_bool(&(sp->lock))
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while ( lock_grab_bool(&(sp->lock))
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@ -2710,26 +2710,26 @@ namespace {
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// floating point operations are involved we try to recalculate reduction at each move, but
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// floating point operations are involved we try to recalculate reduction at each move, but
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// we do the most consuming computation only once per node.
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// we do the most consuming computation only once per node.
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void reduction_parameters(double baseReduction, double reductionInhibitor, Depth depth, double& logLimit, double& gradient)
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void reduction_parameters(float baseReduction, float reductionInhibitor, Depth depth, float& logLimit, float& gradient)
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{
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{
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// Precalculate some parameters to avoid to calculate the following formula for each move:
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// Precalculate some parameters to avoid to calculate the following formula for each move:
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//
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//
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// red = baseReduction + ln(moveCount) * ln(depth / 2) / reductionInhibitor;
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// red = baseReduction + ln(moveCount) * ln(depth / 2) / reductionInhibitor;
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//
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//
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logLimit = depth > OnePly ? (1.0 - baseReduction) * reductionInhibitor / ln(depth / 2) : 1000.0;
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logLimit = depth > OnePly ? (1 - baseReduction) * reductionInhibitor / ln(depth / 2) : 1000;
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gradient = depth > OnePly ? ln(depth / 2) / reductionInhibitor : 0.0;
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gradient = depth > OnePly ? ln(depth / 2) / reductionInhibitor : 0;
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}
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}
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// reduction() returns reduction in plies based on moveCount and depth.
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// reduction() returns reduction in plies based on moveCount and depth.
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// Reduction is always at least one ply.
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// Reduction is always at least one ply.
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Depth reduction(int moveCount, double logLimit, double baseReduction, double gradient) {
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Depth reduction(int moveCount, float logLimit, float baseReduction, float gradient) {
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if (ln(moveCount) < logLimit)
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if (ln(moveCount) < logLimit)
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return Depth(0);
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return Depth(0);
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double red = baseReduction + ln(moveCount) * gradient;
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float red = baseReduction + ln(moveCount) * gradient;
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return Depth(int(floor(red * int(OnePly))));
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return Depth(int(floor(red * int(OnePly))));
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}
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}
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