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https://github.com/sockspls/badfish
synced 2025-07-11 19:49:14 +00:00
Search tuning at very long time control
Many search parameter changes, tuned (https://tests.stockfishchess.org/tests/view/645e4c67d55cccb2e64220ff) at ~300k games @ VLTC (120+1.2). Failed STC: https://tests.stockfishchess.org/tests/view/6465fcd77968ca827c1410c2 LLR: -2.95 (-2.94,2.94) <0.00,2.00> Total: 33824 W: 8863 L: 9067 D: 15894 Ptnml(0-2): 89, 3833, 9266, 3641, 83 Neutral LTC: https://tests.stockfishchess.org/tests/view/646385ce87f6567dd4df4e37 Elo: -0.48 +-1.2 (95%) LOS: 22.2% Total: 60000 W: 16235 L: 16318 D: 27447 Ptnml(0-2): 27, 5831, 18366, 5750, 26 nElo: -1.08 +-2.8 (95%) PairsRatio: 0.99 Passed VLTC 180+1.8: https://tests.stockfishchess.org/tests/view/646385f787f6567dd4df4e3e LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 126448 W: 34704 L: 34258 D: 57486 Ptnml(0-2): 9, 10970, 40825, 11406, 14 Passed VLTC SMP 60+0.6 8thread: https://tests.stockfishchess.org/tests/view/646628de884ce93b65df2ac9 LLR: 2.95 (-2.94,2.94) <0.50,2.50> Total: 59456 W: 16791 L: 16487 D: 26178 Ptnml(0-2): 5, 4473, 20467, 4779, 4 closes https://github.com/official-stockfish/Stockfish/pull/4574 Bench: 3347573
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1 changed files with 47 additions and 47 deletions
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@ -64,7 +64,7 @@ namespace {
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// Futility margin
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Value futility_margin(Depth d, bool improving) {
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return Value(154 * (d - improving));
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return Value(148 * (d - improving));
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}
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// Reductions lookup table, initialized at startup
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@ -72,7 +72,7 @@ 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 + 1449 - int(delta) * 937 / int(rootDelta)) / 1024 + (!i && r > 941);
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return (r + 1356 - int(delta) * 983 / int(rootDelta)) / 1024 + (!i && r > 901);
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}
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constexpr int futility_move_count(bool improving, Depth depth) {
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@ -82,7 +82,7 @@ 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(341 * d - 470, 1710);
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return std::min(337 * d - 497, 1632);
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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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@ -162,7 +162,7 @@ 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((19.47 + std::log(Threads.size()) / 2) * std::log(i));
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Reductions[i] = int((20.89 + std::log(Threads.size()) / 2) * std::log(i));
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}
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@ -348,12 +348,12 @@ void Thread::search() {
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// Reset aspiration window starting size
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Value prev = rootMoves[pvIdx].averageScore;
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delta = Value(10) + int(prev) * prev / 16502;
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delta = Value(11) + int(prev) * prev / 15368;
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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 optimism based on root move's previousScore
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int opt = 102 * prev / (std::abs(prev) + 147);
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int opt = 116 * prev / (std::abs(prev) + 143);
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optimism[ us] = Value(opt);
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optimism[~us] = -optimism[us];
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@ -742,7 +742,7 @@ namespace {
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// Use static evaluation difference to improve quiet move ordering (~4 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(-19 * int((ss-1)->staticEval + ss->staticEval), -1920, 1920);
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int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1717, 1717);
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thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
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}
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@ -752,13 +752,13 @@ 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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: 156;
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: 163;
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improving = improvement > 0;
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// Step 7. Razoring (~1 Elo).
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// If eval is really low check with qsearch if it can exceed alpha, if it can't,
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// return a fail low.
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if (eval < alpha - 426 - 256 * depth * depth)
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if (eval < alpha - 467 - 266 * 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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@ -769,18 +769,18 @@ 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 < 9
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 280 >= beta
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&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 306 >= beta
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&& eval >= beta
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&& eval < 25128) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
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&& eval < 22761) // 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 (~35 Elo)
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if ( !PvNode
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&& (ss-1)->currentMove != MOVE_NULL
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&& (ss-1)->statScore < 18755
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&& (ss-1)->statScore < 18404
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&& eval >= beta
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&& eval >= ss->staticEval
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&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 253
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&& ss->staticEval >= beta - 19 * depth - improvement / 13 + 257
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&& !excludedMove
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&& pos.non_pawn_material(us)
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&& (ss->ply >= thisThread->nmpMinPly))
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@ -823,13 +823,13 @@ namespace {
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}
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}
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probCutBeta = beta + 186 - 54 * improving;
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probCutBeta = beta + 174 - 60 * improving;
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// Step 10. ProbCut (~10 Elo)
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// If we have a good enough capture (or queen promotion) and a reduced search returns a value
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// much above beta, we can (almost) safely prune the previous move.
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if ( !PvNode
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&& depth > 4
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&& depth > 3
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&& abs(beta) < VALUE_TB_WIN_IN_MAX_PLY
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// if value from transposition table is lower than probCutBeta, don't attempt probCut
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// there and in further interactions with transposition table cutoff depth is set to depth - 3
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@ -887,20 +887,20 @@ namespace {
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return qsearch<PV>(pos, ss, alpha, beta);
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if ( cutNode
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&& depth >= 7
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&& depth >= 8
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&& !ttMove)
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depth -= 2;
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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 (~4 Elo)
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probCutBeta = beta + 391;
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probCutBeta = beta + 430;
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if ( ss->inCheck
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&& !PvNode
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&& depth >= 2
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&& ttCapture
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&& (tte->bound() & BOUND_LOWER)
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&& tte->depth() >= depth - 3
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&& tte->depth() >= depth - 4
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&& ttValue >= probCutBeta
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&& abs(ttValue) <= VALUE_KNOWN_WIN
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&& abs(beta) <= VALUE_KNOWN_WIN)
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@ -986,15 +986,15 @@ moves_loop: // When in check, search starts here
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{
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// Futility pruning for captures (~2 Elo)
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if ( !givesCheck
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&& lmrDepth < 6
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&& lmrDepth < 7
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&& !ss->inCheck
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&& ss->staticEval + 182 + 230 * 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)))] / 7 < alpha)
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&& ss->staticEval + 207 + 223 * 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)))] * 1078 / 7000 < alpha)
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continue;
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Bitboard occupied;
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// SEE based pruning (~11 Elo)
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if (!pos.see_ge(move, occupied, Value(-206) * depth))
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if (!pos.see_ge(move, occupied, Value(-205) * depth))
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{
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if (depth < 2 - capture)
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continue;
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@ -1022,24 +1022,24 @@ moves_loop: // When in check, search starts here
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// Continuation history based pruning (~2 Elo)
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if ( lmrDepth < 5
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&& history < -4405 * (depth - 1))
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&& history < -3792 * (depth - 1))
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continue;
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history += 2 * thisThread->mainHistory[us][from_to(move)];
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lmrDepth += history / 7278;
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lmrDepth += history / 7019;
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lmrDepth = std::max(lmrDepth, -2);
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// Futility pruning: parent node (~13 Elo)
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if ( !ss->inCheck
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&& lmrDepth < 13
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&& ss->staticEval + 103 + 138 * lmrDepth <= alpha)
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&& lmrDepth < 12
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&& ss->staticEval + 111 + 136 * lmrDepth <= alpha)
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continue;
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lmrDepth = std::max(lmrDepth, 0);
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// Prune moves with negative SEE (~4 Elo)
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if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 16 * lmrDepth)))
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if (!pos.see_ge(move, Value(-27 * lmrDepth * lmrDepth - 33 * lmrDepth / 2)))
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continue;
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}
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}
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@ -1054,7 +1054,7 @@ 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->completedDepth > 21) + 2 * (PvNode && tte->is_pv())
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&& depth >= 4 - (thisThread->completedDepth > 22) + 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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&& (tte->bound() & BOUND_LOWER)
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&& tte->depth() >= depth - 3)
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{
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Value singularBeta = ttValue - (3 + 2 * (ss->ttPv && !PvNode)) * depth / 2;
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Value singularBeta = ttValue - (99 + 65 * (ss->ttPv && !PvNode)) * depth / 64;
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Depth singularDepth = (depth - 1) / 2;
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ss->excludedMove = move;
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@ -1076,8 +1076,8 @@ moves_loop: // When in check, search starts here
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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 - 25
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&& ss->doubleExtensions <= 10)
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&& value < singularBeta - 22
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&& ss->doubleExtensions <= 11)
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{
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extension = 2;
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depth += depth < 13;
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@ -1107,15 +1107,15 @@ moves_loop: // When in check, search starts here
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// Check extensions (~1 Elo)
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else if ( givesCheck
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&& depth > 10
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&& abs(ss->staticEval) > 88)
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&& depth > 9
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&& abs(ss->staticEval) > 87)
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extension = 1;
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// Quiet ttMove extensions (~1 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)] >= 5705)
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&& (*contHist[0])[movedPiece][to_sq(move)] >= 5480)
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extension = 1;
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}
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@ -1144,7 +1144,7 @@ moves_loop: // When in check, search starts here
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r -= cutNode && tte->depth() >= depth + 3 ? 3 : 2;
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// Decrease reduction if opponent's move count is high (~1 Elo)
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if ((ss-1)->moveCount > 7)
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if ((ss-1)->moveCount > 8)
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r--;
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// Increase reduction for cut nodes (~3 Elo)
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@ -1157,7 +1157,7 @@ moves_loop: // When in check, search starts here
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// Decrease reduction for PvNodes based on depth (~2 Elo)
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if (PvNode)
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r -= 1 + 12 / (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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@ -1174,10 +1174,10 @@ 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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- 4082;
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- 3755;
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// Decrease/increase reduction for moves with a good/bad history (~25 Elo)
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r -= ss->statScore / (11079 + 4626 * (depth > 6 && depth < 19));
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r -= ss->statScore / (10445 + 4762 * (depth > 6 && depth < 21));
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// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
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// We use various heuristics for the sons of a node after the first son has
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@ -1201,8 +1201,8 @@ moves_loop: // When in check, search starts here
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{
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// Adjust full depth search based on LMR results - if result
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// was good enough search deeper, if it was bad enough search shallower
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const bool doDeeperSearch = value > (bestValue + 68 + 12 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 588 && ss->doubleExtensions <= 5;
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const bool doDeeperSearch = value > (bestValue + 63 + 11 * (newDepth - d));
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const bool doEvenDeeperSearch = value > alpha + 662 && ss->doubleExtensions <= 6;
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const bool doShallowerSearch = value < bestValue + newDepth;
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ss->doubleExtensions = ss->doubleExtensions + doEvenDeeperSearch;
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@ -1227,7 +1227,7 @@ moves_loop: // When in check, search starts here
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if (!ttMove && cutNode)
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r += 2;
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth - (r > 4), !cutNode);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth - (r > 3), !cutNode);
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}
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// For PV nodes only, do a full PV search on the first move or after a fail
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{
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// Reduce other moves if we have found at least one score improvement (~1 Elo)
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if ( depth > 1
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&& beta < 12535
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&& value > -12535)
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&& beta < 14001
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&& value > -12754)
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depth -= 1;
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assert(depth > 0);
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// Bonus for prior countermove that caused the fail low
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else if (!priorCapture && prevSq != SQ_NONE)
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{
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int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 97 * depth) + ((ss-1)->moveCount > 10);
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int bonus = (depth > 5) + (PvNode || cutNode) + (bestValue < alpha - 100 * depth) + ((ss-1)->moveCount > 11);
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update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * bonus);
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}
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if (PvNode && bestValue > alpha)
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alpha = bestValue;
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futilityBase = bestValue + 168;
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futilityBase = bestValue + 190;
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}
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const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
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continue;
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// Do not search moves with bad enough SEE values (~5 Elo)
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if (!pos.see_ge(move, Value(-110)))
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if (!pos.see_ge(move, Value(-94)))
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continue;
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}
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if (!pos.capture_stage(bestMove))
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{
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int bonus2 = bestValue > beta + 153 ? bonus1 // larger bonus
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int bonus2 = bestValue > beta + 143 ? 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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Reference in a new issue