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Author SHA1 Message Date
Marco Costalba
dc4e2d8184 Take in account odd depths in razoring formula
This is somewhat taken from Stockfish 1.2 Default,
only the razoring thresold are updated, not the
razoring depth.

At the end razoring is a bit more aggressive. Results
seems slightly positive.

After 999 games +239 =536 -224 Elo +5

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-05 12:41:27 +01:00
Marco Costalba
cc3c1dc25a Stockfish 1.2 optimistic
Optimistic razoring settings. It is stronger with
most engines but weaker with someones.

The default is instead more solid and uniform with all
the opponents.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:24:34 +01:00
Marco Costalba
d99a95df29 Micro optimization in extension()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:18:36 +01:00
Marco Costalba
0da1d6a846 Remove a gcc warning on an unused variable
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:18:23 +01:00
Marco Costalba
5d94305af3 Properly handle odd depths in razor formula
A little bit more aggressive, but should be more
in line with the depths logic.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-28 19:38:44 +01:00
Marco Costalba
e4fd9a2df7 Safer razoring formula
Add also the possibility to razor at ply one.
It is disable dby default but it seems stronger
against Stockfish itself. It is still not clear if
is stronger against other engines. By now leave
disabled.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-28 12:55:33 +01:00
Marco Costalba
dae4e7df07 Tweak again futility margings
Lower margins near the leafs, higher at high depth.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 20:08:45 +01:00
Marco Costalba
96a32eec69 Expose new futility margin interface to UCI
Now futility margin it's actually a scale factor
to apply to the base ones.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 19:41:24 +01:00
Marco Costalba
e46d3670fd Tweak futility margins
Less prune at the bottom and at the middle, a bit more
at the top.

After 747 games: +215 =345 -187 +13 elo

Also introduced a vector of margins, now that start to be a lot
it is a more flexible solution.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 12:05:45 +01:00
Marco Costalba
8cd5cb930d Try razoring only for depth > OnePly
Because razoring verification after qsearch() cuts more
then 40% of candidates, do not waste a costly qsearch for
nodes at depth one that will be probably discarded anyway
by futility.

Also tight razoring conditions to keep dangerous false
negatives below 0,05%. Still not clear if it is enough.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-24 09:35:57 +01:00
Marco Costalba
2feb9d5100 Futility pruning till ply 6 included
Seems good:

After 796 games: +211 = 393 -192 +8 elo

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-24 09:34:09 +01:00
Marco Costalba
d11426c777 Fix a comment
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-23 12:02:10 +01:00
Marco Costalba
e96f56adfa Merge futility pruning from Glaurung 2.2
It seems much more powerful then previous one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-23 12:01:48 +01:00
Marco Costalba
3fafc9768a Set the 'Problem' variable only at ply == 1
Bug fix merged from Glaurung 2.2 for search_pv()

Added the same fix also to sp_search_pv() where
was missing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-22 11:44:00 +01:00
Marco Costalba
23490bd825 Retire EvaluatePawnStorms and UseEasyMove constants
Merged from Glaurung 2.2

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 20:10:20 +01:00
Marco Costalba
72ca727b38 SEE: add support for enpassant moves
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:44:41 +01:00
Marco Costalba
2d0146fe1d Call poll() before to check for stopped search
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:44:12 +01:00
Marco Costalba
96d0501735 Less aggressive razoring
Use a margin to compare with beta so that positions
that after the verifying qsearch have gained a lot of points
are not discarded just becasue not above beta.

Also remove the second condition on depth <= OnePly, it
was too risky and added only a 2% more of pruned nodes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:42:39 +01:00
Marco Costalba
b58ad355ca Revert: "Do not razor when in check"
It is slightly weaker after 500 games. Keep the
check on mate values.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-18 22:01:56 +01:00
Marco Costalba
17000d1ea0 Trigger of PawnEndgameExtension if capture is not a pawn
Instead of a rook.

This gives an unexpected graeat increase!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-17 19:36:51 +01:00
Marco Costalba
b09cbaebb9 search_pv: an enpassant move is a capture
Fix the logic in search_pv and sp_search_pv

An additional issue to consider is that a castle move
is not a capture but destination square is not empty.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:53 +01:00
Marco Costalba
725c504a5f qsearch: take in account enpassant in futility formula
Should not change anything at ELO level but it is
the correct thing to do.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:42 +01:00
Marco Costalba
bfbfc24d07 qsearch: do not call evaluate when in check
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:18 +01:00
Marco Costalba
ecc19381b4 Do not razor while in check or value is mate
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:20:03 +01:00
Marco Costalba
dae2f600d6 Do not null search when beta is a mate value
Also do not return unproven mates in null search.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:19:25 +01:00
Marco Costalba
4c294932e7 Better document null move dynamic reduction
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:18:56 +01:00
Marco Costalba
c831b00544 Introduce beta counters to order moves at ply one
Instead of number of searched nodes use the number of
opponent beta-cutoff occurred under the move subtree.

After 570 games 1+0 we have: +150 =288 -132 (+11 ELO)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:13:42 +01:00
Marco Costalba
5b853c9be6 Debugging: move debug function definitions in misc.cpp
Also activate writing on log file.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-14 17:26:05 +01:00
Marco Costalba
8ee3124487 Fix two bugs in ok_to_prune() (2)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-12 22:27:43 +01:00
Marco Costalba
07b45151d2 Disable "Null driven IID" by default
Testing is not clear. Probably we need to test
at deeper depths to have some clear results.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-11 20:39:08 +01:00
Marco Costalba
9e3ab9099f Null move only for depth > OnePly
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-11 20:38:52 +01:00
Marco Costalba
f09884d72f Null driven IID: remove IIDMargin from see() condition
This seems to cut searched nodes also more.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 21:43:09 +01:00
Marco Costalba
8d86c87e1e Add "Null driven IID" UCI option (default true)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-08 10:57:40 +01:00
Marco Costalba
c172af1b61 Null move driven internal iterative deepening
When a null move fails low due to a capture, try
to detect if without the capture we are above beta,
in this case there is a good possibility this is
a cut-node and the capture is just a null move
artifact due to side to move change. So if we still
don't have a TT move it's a good time to start an IID.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-08 10:46:52 +01:00
Marco Costalba
b4fcfed55b Null capture pruning
Null move can fail low because of a capture artifact due
to the side to move change. Try to detect this condition
and fail high instead.

This pruning is very powerful, around 7% of nodes, but is
still experimental so is disabled by default.

Set UseNullCapturePruning to true to enable.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 11:31:14 +01:00
Marco Costalba
d95b9189d8 Revert opponent time advantage logic
Strength increase was due to an hidden bug introduced
by the patch, namely the time per move to /30 instead
of /40 (see previous patch).

After testing this feature do not add any substantial
increase so is removed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-30 19:23:33 +01:00
Marco Costalba
20a2ca366f Tweak allocated time per move
It seems better to give more time in middle game then
at the end.

Also Toga uses the same limit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:41:06 +01:00
Marco Costalba
c3ba5fb9d3 Rewrok the extendeable patch
Cleanup and document.

The real functional change is that not mate threat
moves are never pruned, as could happen before.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:40:49 +01:00
Marco Costalba
ee9f650242 Use extendable instead of depth extension
We can have depth(0) also in problematic cases
according to how extensions are tweaked by the user.

In any case we don't want to prune these moves.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:40:12 +01:00
Marco Costalba
1867785231 Introduce depth limited benchmarking
Also print some more info.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-22 11:02:05 +01:00
Marco Costalba
1d525bb45f qsearch: restore pruning of pv nodes with negative SEE
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Signed-off-by: unknown <Marco@.(none)>
2008-11-19 22:15:14 +01:00
Marco Costalba
da7d872eda Fix Intel warnings and init_search_stack argument
Should be a reference not a copy!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:46:12 +01:00
Marco Costalba
7daaf03b39 Add and use update_killers()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba
2e778445d5 Add and use move_is_killer() helper
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba
93bc05cf69 Convert killers to a vector
Add infrastructure to threat killer moves as a vector,
this will allow us to easily parametrize the number of
killer moves, instead of hardcode this value to two as is now.

This patch just add the infrastructure, no functional
change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:47 +01:00
Marco Costalba
a7227ac26f qsearch: do not prune pv nodes with negative SEE
Also small micro-optimization, take a line out of
the moves loop.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:47 +01:00
Marco Costalba
20d7197a9b MovePicker: use EvalInfo to skip generating captures
When we know already no captures are possible in a given
position.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba
2d4e2bc62a Fix in ok_to_history(): castle move is not a capture
It is erroneusly considered a capture because king
moves on the same square of the rook.

Use the correct function Position::move_is_capture()
instead of the open coded (and buggy) one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba
cdf1f23bc5 Micro optimization of update_history()
Remove an useless comparison.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba
e86468cc63 Use cut-off checks in qsearch as killer moves
Killers should not be captures, but checks are not
and are produced also in qsearch.

Use this information, will be useful for move ordering.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00