We already tested few lines before with:
assert(pos.pawn_is_passed(Us, s));
Spotted by Marek Kwiatkowski.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Does not help and it slows downs a bit because it
is not cheap to get the possible discovered checks
out of a position.
After 997 games at 1+0
Mod vs orig +153 =692 -152 +0 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
There is no reason for that since tr cannot become negative.
Spotted by Ralph Stoesser.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Final values for threath tuning (after ~30k iterations)
Verified to be equivalent with tuning branch.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is a more standard naming (see chessprogramming wiki)
and is more stick to what table is and not what is used for.
Code in pawns.cpp is a bit more readable now, at least for me ;-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Avoid a double bitcount in test for candidate passed
pawn when we don't have any supporting pawn.
Also use outpost_mask() instead of build it up on
the fly.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Pass the color for which the square is to be
considered weak, not the opposite.
It is more natural and intuitive in this way.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Function split() doesn't need to return a value, also
remove useless 'master' field.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is redundant with splitPoint->slaves[].
Also move slaves[MAX_THREADS] among the shared data in
SplitPoint definition as it should have been already.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Small twekas to make the two searches as similar as
possible.
Also removed an useless setting of mateKiller in sp_search()
No functional change (tested with FakeSplit)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We don't need to comment/uncomment code, just
set FakeSplit bool to true to enable faked split.
Also reintroduced some asserts and cleaned up a bit.
Tested that with FakeSplit = true we have reproducible
finger printing even in SMP.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Also introduce a new rule:
In sp_search() always must hold: sp->alpha < sp->beta
Should fix some rear but very nasty races
To keep everything in sync, search() is also modified to
obey this rule. Because this affects only PV-nodes, should
have zero meaning to speed.
No functional change in fake mode
Regression test after 854 games
Mod vs Orig 433 - 421, no crashes.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It was broken on Windows 64bit with MSVC and possibly
on other platforms, so revert to old proven one.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Remove a lot of complex, obscure and useless code.
After 999 games at 1+0
Mod vs Orig +162 =673 -164 -1 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We don't need to evaluate the position if it
is already cached in TT. We already do this
in non-PV case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is what actually is.
A standard naming convention suggests to name a variable
with someting resembling _what_ the variable is and not
_how_ the variable is used. This normally results
in easier to read code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
A bigger "safety" value is actually a bigger
threat for the king, so it is a bigger "danger"
With this renaming "Cowardice" and "Aggressiveness"
UCI parameters become easier to understand.
It is also easier to understand why the once "safety"
value (that is a "danger") is subtracted from evaluation
instead of being added.
No functional change.
Use a Weights[] array instead of named variables to
store evaluation weights.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
More aggressive LMR reductions.
Tested at different time controls:
- Tested with 1CPU 1+0, after 3000 games, result was +12 ELO
- Tested this with 4CPU 1+0 and got sth around 5-10 ELO increase
- Last one at long time control,after ~1000 games with 10+0 result is:
Orig - Mod: 491 - 520 (+10 elo)
A testing marathon by Joona for this important change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>