Here the rational seems to be that if after one try easy
move detection fails then the easy move is not so easy :-)
After 15563 games at 60+0.05
ELO: 3.04 +-5.5 (95%) LOS: 97.0%
Total: 15563 W: 2664 L: 2528 D: 10371
No functional change.
This seems good at short TC controls.
After 10000 games at 20+0.05
ELO: 9.56 +-6.8 (95%) LOS: 100.0%
Total: 10000 W: 1949 L: 1674 D: 6377
Testing at long TC and regression testing is still
ongoing. So this is a bit speculative commit and
could be reverted in the future.
Also re-testing at long TC the SEE pruning in PV nodes
seems less effective (perhaps even a regression, but
still ongoing) so disabled for now.
bench: 4968764
This reverts commit 0d68b523a3.
After easy move semplification this machinery is not
needed anymore (because of we don't need to know if a
root move is a recapture)
No functional change.
Detect a move as easy only if it is the only one ;-)
or if is much better than remaining ones after we
have spent 20% of search time.
Tests are ongoing, but it seems this semplification
stands. Anyhow it is experimental for now and could
be reverted/improved with further work Gary is
testing right now.
No functional change.
After previous patch if split point master is
waiting for job and "Use Sleeping Threads" is
false (our condition for official releases) then
it will lock/unlock splitPoint mutex in a super
tight loop badly affecting performance.
Rewrite the code to lock only when we are about
to finish. Note that race condition on slavesMask
is anyhow fixed.
No functional change.
There is no point searching a move that is forced.
It wastes time while allowing computer opponents to
fill hash with 100% accuracy.
[edit: Condition moved together with "easy move" ones]
Bench identical: 4922272
We detect an easy move as a recapture with an
high margin on the second best move.
Unfortunatly the recapture detection is broken
becuase we identify as a recapture any move that
follows an opponent's previous capture !
This patch fix the logic to correctly detect a
real re-capture.
No functional change.
Note that we read shared data without lock
protection, so code is theoretically prone to
torn reads. But, first splitPoint pointer
never changes, and alpha is of integer type so
it is read in a single DWORD access.
No functional change.
This patch is actually the sum of two contributions that
have been tested independently:
1) Pruning of negative SEE moves in PV
After 10000 games at 20+0.05
ELO: 5.18 +-7 (95%) LOS: 99.2%
Total: 10000 W: 1952 L: 1803 D: 6245
2) Remove of bestValue > VALUE_MATED_IN_MAX_PLY condition
After 23000 games at 20+0.05
ELO: 1.63 +-4 (95%) LOS: 88.1%
Total: 23000 W: 4232 L: 4124 D: 14644
The whole patch as been re-tested at long TC with positive results:
After 10000 games at 60+0.05
ELO: 4.31 +-7 (95%) LOS: 98.3%
Total: 10000 W: 1765 L: 1641 D: 6594
Rename startPosPly to gamePly and increment/decrement
the variable after each do/undo move. This adds a little
overhead in do_move() but we will need to have the
game ply during the search for the next patches now
under test.
Currently we don't increment gamePly in do_null_move()
becuase it is not needed at the moment. Could change
in the future.
As a nice side effect we can now remove an hack in
startpos_ply_counter().
No functional change.
Rename to insertion_sort so to avoid confusion
with std::sort, also move it to movepicker.cpp
and use the bit slower std::stable_sort in
search.cpp where it is used in not performance
critical paths.
No functional change.
Save the current active position in each Thread
instead of keeping a centralized array in struct
SplitPoint.
This allow to skip a memset() call at each split.
No functional change.
To return a pointer to the available
thread instead of a bool. This allows
to simplify the core loop in split().
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This function "returns" two values: bestValue and bestMove
Instead of returning one and passing as pointer the other
be consistent and pass as pointers both.
No functional change.
Currently a ttMove is reduced with ss->reduction = DEPTH_ZERO,
so it is actually not reduced (as it should be), but the
trick works just becuase it happens that ttMove is the first
to be tried and
reduction(depth, 1)
Always returns zero. So explicitly forbid reduction of ttMove
in the LMR condition. This is much clear and self-documented.
No functional change.
Handling of History and Gains is almost the same, with
the exception of the update logic, so unify both
classes under a single Stats struct.
No functional change.
Use a more traditional approach, along the same lines
of do_move().
It is true that we copy more in do_null_move(), but we
save the work in undo_null_move(). Speed test shows the
new code to be even a bit faster.
No functional change.
Fix again TimerThread::idle_loop() to prevent a
theoretical race with 'exit' flag in ~Thread().
Indeed in Thread d'tor we raise 'exit' and then
call notify() that is lock protected, so we
have to check again for 'exit' before going to
sleep in idle_loop().
Also same change in Thread::idle_loop() where we
now check for 'exit' before to go to sleep.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Great code simplification: - instead do not futility
prune threat refutations. allows_move() is therefore removed.
4000 games at 50,000 nodes/move:
1085-989-1926 [51.2%] LOS=98.3%
4000 games in 10"+0.1"
756-751-2493 [50.1%] LOS=55.1%
EDIT: I have retested the patch of Lucas in a slightly different form
(without pruning in PvNode) and test mre or less confirms that
60 lines of code are totally unuseful:
After 6195 games at 15"+0.05"
1333 - 1325 - 3537 ELO 0
bench 5140990
Subclass MainThread and TimerThread and declare
idle_loop() virtual. This allow us to cleanly
remove a good bunch of hacks, relying on C++
polymorphism to do the job.
No functional change.
Rename it is_finished and use it only in main
thread to signal search is finished. This allows
us to simplify the complex SMP logic.
Ultra tricky patch: deep test is required under
wide conditions like pondering on and option
"Use Sleeping Threads" set to false.
No functional change.
Revert patch c581b7ea36
Seems a regression after testing from Gary:
ELO: 7.24 +- 99%: 17.03 95%: 12.93
LOS: 97.86%
Wins: 439 Losses: 381 Draws: 1962
And mine:
After 5410 games at 15"+0.05
Wins: 936 Losses: 1141 Draws: 3333 ELO -13
Moreover we know that there is a regression in the range
of patches which include the fromNull patch.
Probably this is not the only regression since 2.3.1 and
perhaps the idea under fromNull is good, but at the moment,
while in deep regression hunting, better to be on the safe
side and revert it entirely.
My guess on why this is a regression is that using the
negated evaluation of previous ply in case of null search
fails to take in account the king safety asymmetry between
the two colors. This is of course just a guess.
bench 5503830
Sometimes is faster, but not always and on very long mates
produces strange scores probably due to truncation of PV
artifacts.
So simply perform normal search also in case of UCI 'mate x'
command, with the only difference that when a mate in x is
found search returns immediately.
No functional change.