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https://github.com/sockspls/badfish
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Further LTC tuning of search parameters
Tuning done by bigpenor with some hand adjustments on top by Viz. Had a good performance at fixed games 180+1.8: https://tests.stockfishchess.org/tests/view/631836b437f41b13973d7da1 Elo: 1.35 +-1.2 (95%) LOS: 98.6% Total: 60000 W: 16422 L: 16189 D: 27389 Ptnml(0-2): 39, 5335, 18992, 5622, 12 nElo: 3.13 +-2.8 (95%) PairsRatio: 1.05 Passed 60+0.6 8 threads SPRT: https://tests.stockfishchess.org/tests/view/631ba0ff74bc4fe483a99db3 LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 29712 W: 8301 L: 8039 D: 13372 Ptnml(0-2): 12, 2318, 9925, 2598, 3 closes https://github.com/official-stockfish/Stockfish/pull/4160 bench 3938073
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1 changed files with 46 additions and 46 deletions
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@ -63,7 +63,7 @@ namespace {
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// Futility margin
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Value futility_margin(Depth d, bool improving) {
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return Value(174 * (d - improving));
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return Value(165 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -71,7 +71,7 @@ namespace {
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Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
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int r = Reductions[d] * Reductions[mn];
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return (r + 1463 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 1010);
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return (r + 1642 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 916);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -81,7 +81,7 @@ namespace {
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// History and stats update bonus, based on depth
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int stat_bonus(Depth d) {
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return std::min((8 * d + 240) * d - 276 , 1907);
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return std::min((12 * d + 282) * d - 349 , 1594);
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}
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// Add a small random component to draw evaluations to avoid 3-fold blindness
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@ -158,7 +158,7 @@ namespace {
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void Search::init() {
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for (int i = 1; i < MAX_MOVES; ++i)
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Reductions[i] = int((20.81 + std::log(Threads.size()) / 2) * std::log(i));
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Reductions[i] = int((20.26 + std::log(Threads.size()) / 2) * std::log(i));
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}
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@ -307,10 +307,10 @@ void Thread::search() {
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multiPV = std::min(multiPV, rootMoves.size());
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complexityAverage.set(174, 1);
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complexityAverage.set(155, 1);
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trend = SCORE_ZERO;
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optimism[ us] = Value(39);
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optimism[ us] = Value(37);
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optimism[~us] = -optimism[us];
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int searchAgainCounter = 0;
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@ -353,16 +353,16 @@ void Thread::search() {
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if (rootDepth >= 4)
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{
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Value prev = rootMoves[pvIdx].averageScore;
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delta = Value(16) + int(prev) * prev / 19178;
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delta = Value(10) + int(prev) * prev / 15620;
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alpha = std::max(prev - delta,-VALUE_INFINITE);
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beta = std::min(prev + delta, VALUE_INFINITE);
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// Adjust trend and optimism based on root move's previousScore
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int tr = sigmoid(prev, 3, 8, 90, 125, 1);
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int tr = sigmoid(prev, 3, 10, 89, 116, 1);
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trend = (us == WHITE ? make_score(tr, tr / 2)
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: -make_score(tr, tr / 2));
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int opt = sigmoid(prev, 8, 17, 144, 15012, 183);
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int opt = sigmoid(prev, 7, 20, 169, 19350, 164);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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}
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@ -465,16 +465,16 @@ void Thread::search() {
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&& !Threads.stop
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&& !mainThread->stopOnPonderhit)
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{
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double fallingEval = (69 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 781.4;
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double fallingEval = (71 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
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+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 656.7;
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fallingEval = std::clamp(fallingEval, 0.5, 1.5);
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// If the bestMove is stable over several iterations, reduce time accordingly
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timeReduction = lastBestMoveDepth + 10 < completedDepth ? 1.63 : 0.73;
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double reduction = (1.56 + mainThread->previousTimeReduction) / (2.20 * timeReduction);
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timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.37 : 0.65;
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double reduction = (1.4 + mainThread->previousTimeReduction) / (2.15 * timeReduction);
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double bestMoveInstability = 1 + 1.7 * totBestMoveChanges / Threads.size();
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int complexity = mainThread->complexityAverage.value();
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double complexPosition = std::min(1.0 + (complexity - 277) / 1819.1, 1.5);
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double complexPosition = std::min(1.0 + (complexity - 261) / 1738.7, 1.5);
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double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
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@ -495,7 +495,7 @@ void Thread::search() {
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}
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else if ( Threads.increaseDepth
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&& !mainThread->ponder
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&& Time.elapsed() > totalTime * 0.43)
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&& Time.elapsed() > totalTime * 0.53)
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Threads.increaseDepth = false;
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else
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Threads.increaseDepth = true;
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@ -760,7 +760,7 @@ namespace {
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// Use static evaluation difference to improve quiet move ordering (~3 Elo)
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if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
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{
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int bonus = std::clamp(-16 * int((ss-1)->staticEval + ss->staticEval), -2000, 2000);
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1914, 1914);
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thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
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}
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@ -770,7 +770,7 @@ namespace {
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// margin and the improving flag are used in various pruning heuristics.
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improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
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: (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
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: 175;
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: 168;
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improving = improvement > 0;
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// Step 7. Razoring.
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@ -778,7 +778,7 @@ namespace {
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// return a fail low.
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if ( !PvNode
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&& depth <= 7
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&& eval < alpha - 341 - 267 * depth * depth)
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&& eval < alpha - 369 - 254 * depth * depth)
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{
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value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
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if (value < alpha)
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@ -789,18 +789,18 @@ namespace {
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// The depth condition is important for mate finding.
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if ( !ss->ttPv
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&& depth < 8
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 256 >= beta
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 303 >= beta
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&& eval >= beta
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&& eval < 26305) // larger than VALUE_KNOWN_WIN, but smaller than TB wins.
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&& eval < 28031) // larger than VALUE_KNOWN_WIN, but smaller than TB wins.
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return eval;
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// Step 9. Null move search with verification search (~22 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 15344
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&& (ss-1)->statScore < 17139
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 15 * depth - improvement / 15 + 201 + complexity / 24
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&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 233 + complexity / 25
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
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@ -808,7 +808,7 @@ namespace {
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assert(eval - beta >= 0);
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// Null move dynamic reduction based on depth, eval and complexity of position
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Depth R = std::min(int(eval - beta) / 152, 5) + depth / 3 + 4 - (complexity > 650);
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Depth R = std::min(int(eval - beta) / 168, 7) + depth / 3 + 4 - (complexity > 861);
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ss->currentMove = MOVE_NULL;
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ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
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@ -844,7 +844,7 @@ namespace {
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}
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}
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probCutBeta = beta + 173 - 46 * improving;
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probCutBeta = beta + 191 - 54 * improving;
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// Step 10. ProbCut (~4 Elo)
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// If we have a good enough capture and a reduced search returns a value
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@ -913,7 +913,7 @@ namespace {
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moves_loop: // When in check, search starts here
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// Step 12. A small Probcut idea, when we are in check (~0 Elo)
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probCutBeta = beta + 481;
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probCutBeta = beta + 417;
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if ( ss->inCheck
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&& !PvNode
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&& depth >= 2
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@ -1007,14 +1007,14 @@ moves_loop: // When in check, search starts here
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if ( !pos.empty(to_sq(move))
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&& !givesCheck
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&& !PvNode
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&& lmrDepth < 6
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&& lmrDepth < 7
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&& !ss->inCheck
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&& ss->staticEval + 277 + 187 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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&& ss->staticEval + 180 + 201 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
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+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 6 < alpha)
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continue;
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// SEE based pruning (~9 Elo)
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if (!pos.see_ge(move, Value(-203) * depth))
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if (!pos.see_ge(move, Value(-222) * depth))
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continue;
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}
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else
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// Futility pruning: parent node (~9 Elo)
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if ( !ss->inCheck
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&& lmrDepth < 11
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&& ss->staticEval + 122 + 138 * lmrDepth + history / 60 <= alpha)
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&& lmrDepth < 13
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&& ss->staticEval + 106 + 145 * lmrDepth + history / 52 <= alpha)
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continue;
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// Prune moves with negative SEE (~3 Elo)
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if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 20 * lmrDepth)))
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if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 15 * lmrDepth)))
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continue;
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}
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}
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@ -1052,7 +1052,7 @@ moves_loop: // When in check, search starts here
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// a reduced search on all the other moves but the ttMove and if the
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// result is lower than ttValue minus a margin, then we will extend the ttMove.
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if ( !rootNode
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&& depth >= 4 - (thisThread->previousDepth > 27) + 2 * (PvNode && tte->is_pv())
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&& depth >= 4 - (thisThread->previousDepth > 24) + 2 * (PvNode && tte->is_pv())
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&& move == ttMove
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&& !excludedMove // Avoid recursive singular search
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/* && ttValue != VALUE_NONE Already implicit in the next condition */
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// Avoid search explosion by limiting the number of double extensions
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if ( !PvNode
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&& value < singularBeta - 26
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&& ss->doubleExtensions <= 8)
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&& value < singularBeta - 25
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&& ss->doubleExtensions <= 9)
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extension = 2;
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}
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// Check extensions (~1 Elo)
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else if ( givesCheck
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&& depth > 9
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&& abs(ss->staticEval) > 71)
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&& abs(ss->staticEval) > 82)
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extension = 1;
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// Quiet ttMove extensions (~0 Elo)
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else if ( PvNode
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&& move == ttMove
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&& move == ss->killers[0]
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5491)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5177)
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extension = 1;
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}
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@ -1159,7 +1159,7 @@ moves_loop: // When in check, search starts here
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// Decrease reduction for PvNodes based on depth
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if (PvNode)
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r -= 1 + 15 / (3 + depth);
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r -= 1 + 11 / (3 + depth);
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// Decrease reduction if ttMove has been singularly extended (~1 Elo)
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if (singularQuietLMR)
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@ -1173,10 +1173,10 @@ moves_loop: // When in check, search starts here
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+ (*contHist[0])[movedPiece][to_sq(move)]
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+ (*contHist[1])[movedPiece][to_sq(move)]
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+ (*contHist[3])[movedPiece][to_sq(move)]
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- 4560;
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- 4433;
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// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
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r -= ss->statScore / 15914;
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r -= ss->statScore / 13628;
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// In general we want to cap the LMR depth search at newDepth, but when
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// reduction is negative, we allow this move a limited search extension
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// Do full depth search when reduced LMR search fails high
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if (value > alpha && d < newDepth)
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{
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const bool doDeeperSearch = value > (alpha + 73 + 12 * (newDepth - d));
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const bool doDeeperSearch = value > (alpha + 64 + 11 * (newDepth - d));
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth + doDeeperSearch, !cutNode);
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int bonus = value > alpha ? stat_bonus(newDepth)
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@ -1280,8 +1280,8 @@ moves_loop: // When in check, search starts here
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alpha = value;
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// Reduce other moves if we have found at least one score improvement
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if ( depth > 2
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&& depth < 7
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if ( depth > 1
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&& depth < 6
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&& beta < VALUE_KNOWN_WIN
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&& alpha > -VALUE_KNOWN_WIN)
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depth -= 1;
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//or fail low was really bad
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bool extraBonus = PvNode
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|| cutNode
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|| bestValue < alpha - 66 * depth;
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|| bestValue < alpha - 62 * depth;
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update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus));
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 118;
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futilityBase = bestValue + 153;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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if (!pos.capture(bestMove))
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{
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int bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
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int bonus2 = bestValue > beta + 137 ? bonus1 // larger bonus
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: stat_bonus(depth); // smaller bonus
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// Increase stats for the best move in case it was a quiet move
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