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Do not hardcode default values of UCI variables
If a variable will be populated reading an UCI option then do not hard code its default values. This avoids misleadings when reading the sources. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 23 additions and 29 deletions
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@ -129,18 +129,17 @@ namespace {
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};
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};
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/// Constants and variables
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/// Constants and variables initialized from UCI options
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// Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV
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// Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV
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// nodes:
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// nodes
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int LMRPVMoves = 15;
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int LMRPVMoves, LMRNonPVMoves;
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int LMRNonPVMoves = 4;
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// Depth limit for use of dynamic threat detection:
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// Depth limit for use of dynamic threat detection
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Depth ThreatDepth = 5*OnePly;
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Depth ThreatDepth;
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// Depth limit for selective search:
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// Depth limit for selective search
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Depth SelectiveDepth = 7*OnePly;
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Depth SelectiveDepth;
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// Use internal iterative deepening?
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// Use internal iterative deepening?
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const bool UseIIDAtPVNodes = true;
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const bool UseIIDAtPVNodes = true;
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@ -177,33 +176,28 @@ namespace {
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const bool PruneBlockingMoves = false;
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const bool PruneBlockingMoves = false;
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// Use futility pruning?
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// Use futility pruning?
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bool UseQSearchFutilityPruning = true;
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bool UseQSearchFutilityPruning, UseFutilityPruning;
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bool UseFutilityPruning = true;
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// Margins for futility pruning in the quiescence search, and at frontier
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// Margins for futility pruning in the quiescence search, and at frontier
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// and near frontier nodes
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// and near frontier nodes
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Value FutilityMarginQS = Value(0x80);
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Value FutilityMarginQS;
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Value FutilityMargins[6] = { Value(0x100), Value(0x200), Value(0x250),
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Value FutilityMargins[6] = { Value(0x100), Value(0x200), Value(0x250),
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Value(0x2A0), Value(0x340), Value(0x3A0) };
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Value(0x2A0), Value(0x340), Value(0x3A0) };
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// Razoring
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// Razoring
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const bool RazorAtDepthOne = false;
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const bool RazorAtDepthOne = false;
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Depth RazorDepth = 4*OnePly;
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Depth RazorDepth;
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Value RazorMargin = Value(0x300);
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Value RazorMargin;
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// Last seconds noise filtering (LSN)
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// Last seconds noise filtering (LSN)
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bool UseLSNFiltering = false;
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bool UseLSNFiltering;
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bool looseOnTime = false;
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bool looseOnTime = false;
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int LSNTime = 4 * 1000; // In milliseconds
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int LSNTime; // In milliseconds
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Value LSNValue = Value(0x200);
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Value LSNValue;
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// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
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// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
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Depth CheckExtension[2] = {OnePly, OnePly};
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Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
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Depth SingleReplyExtension[2] = {OnePly / 2, OnePly / 2};
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Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
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Depth PawnPushTo7thExtension[2] = {OnePly / 2, OnePly / 2};
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Depth PassedPawnExtension[2] = {Depth(0), Depth(0)};
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Depth PawnEndgameExtension[2] = {OnePly, OnePly};
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Depth MateThreatExtension[2] = {Depth(0), Depth(0)};
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// Search depth at iteration 1
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// Search depth at iteration 1
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const Depth InitialDepth = OnePly /*+ OnePly/2*/;
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const Depth InitialDepth = OnePly /*+ OnePly/2*/;
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@ -221,7 +215,7 @@ namespace {
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int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
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int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
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// MultiPV mode
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// MultiPV mode
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int MultiPV = 1;
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int MultiPV;
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// Time managment variables
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// Time managment variables
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int SearchStartTime;
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int SearchStartTime;
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@ -241,15 +235,15 @@ namespace {
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int ExactMaxTime;
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int ExactMaxTime;
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// Show current line?
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// Show current line?
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bool ShowCurrentLine = false;
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bool ShowCurrentLine;
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// Log file
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// Log file
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bool UseLogFile = false;
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bool UseLogFile;
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std::ofstream LogFile;
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std::ofstream LogFile;
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// MP related variables
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// MP related variables
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Depth MinimumSplitDepth = 4*OnePly;
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Depth MinimumSplitDepth;
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int MaxThreadsPerSplitPoint = 4;
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int MaxThreadsPerSplitPoint;
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Thread Threads[THREAD_MAX];
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Thread Threads[THREAD_MAX];
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Lock MPLock;
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Lock MPLock;
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bool AllThreadsShouldExit = false;
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bool AllThreadsShouldExit = false;
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@ -38,7 +38,7 @@
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//// Variables
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//// Variables
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////
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////
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bool Chess960 = false;
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bool Chess960;
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////
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////
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