Merge branch 'master' into clusterMergeMaster15

fix small merge conflicts, lightly tested:
Score of cluster vs master: 1 - 0 - 59  [0.508] 60
Elo difference: 5.8 +/- 11.2, LOS: 84.1 %, DrawRatio: 98.3 %
This commit is contained in:
Joost VandeVondele
2022-10-30 16:12:47 +01:00
35 changed files with 924 additions and 641 deletions
+150 -157
View File
@@ -64,7 +64,7 @@ namespace {
// Futility margin
Value futility_margin(Depth d, bool improving) {
return Value(168 * (d - improving));
return Value(165 * (d - improving));
}
// Reductions lookup table, initialized at startup
@@ -72,21 +72,22 @@ namespace {
Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int r = Reductions[d] * Reductions[mn];
return (r + 1463 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 1010);
return (r + 1642 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 916);
}
constexpr int futility_move_count(bool improving, Depth depth) {
return (3 + depth * depth) / (2 - improving);
return improving ? (3 + depth * depth)
: (3 + depth * depth) / 2;
}
// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
return std::min((9 * d + 270) * d - 311 , 2145);
return std::min((12 * d + 282) * d - 349 , 1594);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
Value value_draw(Thread* thisThread) {
return VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
Value value_draw(const Thread* thisThread) {
return VALUE_DRAW - 1 + Value(thisThread->nodes & 0x2);
}
// Skill structure is used to implement strength limit. If we have an uci_elo then
@@ -116,7 +117,7 @@ namespace {
Value value_to_tt(Value v, int ply);
Value value_from_tt(Value v, int ply, int r50c);
void update_pv(Move* pv, Move move, Move* childPv);
void update_pv(Move* pv, Move move, const Move* childPv);
void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus);
void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus);
void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
@@ -158,7 +159,7 @@ namespace {
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
Reductions[i] = int((20.81 + std::log(Threads.size()) / 2) * std::log(i));
Reductions[i] = int((20.26 + std::log(Threads.size()) / 2) * std::log(i));
}
@@ -242,6 +243,9 @@ void MainThread::search() {
&& rootMoves[0].pv[0] != MOVE_NONE)
bestThread = Threads.get_best_thread();
for (Thread* th : Threads)
th->previousDepth = bestThread->completedDepth;
// Prepare PVLine and ponder move
std::string PVLine = UCI::pv(bestThread->rootPos, bestThread->completedDepth, -VALUE_INFINITE, VALUE_INFINITE);
bestPreviousScore = bestThread->rootMoves[0].score;
@@ -333,11 +337,10 @@ void Thread::search() {
multiPV = std::min(multiPV, rootMoves.size());
complexityAverage.set(202, 1);
complexityAverage.set(155, 1);
trend = SCORE_ZERO;
optimism[ us] = Value(39);
optimism[~us] = -optimism[us];
trend = SCORE_ZERO;
optimism[us] = optimism[~us] = VALUE_ZERO;
int searchAgainCounter = 0;
@@ -380,16 +383,16 @@ void Thread::search() {
if (rootDepth >= 4)
{
Value prev = rootMoves[pvIdx].averageScore;
delta = Value(16) + int(prev) * prev / 19178;
delta = Value(10) + int(prev) * prev / 15620;
alpha = std::max(prev - delta,-VALUE_INFINITE);
beta = std::min(prev + delta, VALUE_INFINITE);
// Adjust trend and optimism based on root move's previousScore
int tr = sigmoid(prev, 3, 8, 90, 125, 1);
int tr = 116 * prev / (std::abs(prev) + 89);
trend = (us == WHITE ? make_score(tr, tr / 2)
: -make_score(tr, tr / 2));
int opt = sigmoid(prev, 8, 17, 144, 13966, 183);
int opt = 118 * prev / (std::abs(prev) + 169);
optimism[ us] = Value(opt);
optimism[~us] = -optimism[us];
}
@@ -400,7 +403,9 @@ void Thread::search() {
int failedHighCnt = 0;
while (true)
{
Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt - searchAgainCounter);
// Adjust the effective depth searched, but ensuring at least one effective increment for every
// four searchAgain steps (see issue #2717).
Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt - 3 * (searchAgainCounter + 1) / 4);
bestValue = Stockfish::search<Root>(rootPos, ss, alpha, beta, adjustedDepth, false);
// Bring the best move to the front. It is critical that sorting
@@ -497,17 +502,16 @@ void Thread::search() {
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
double fallingEval = (69 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 781.4;
double fallingEval = (71 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 656.7;
fallingEval = std::clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 10 < completedDepth ? 1.63 : 0.73;
double reduction = (1.56 + mainThread->previousTimeReduction) / (2.20 * timeReduction);
double bestMoveInstability = 1.073 + std::max(1.0, 2.25 - 9.9 / rootDepth)
* totBestMoveChanges / Threads.size();
timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.37 : 0.65;
double reduction = (1.4 + mainThread->previousTimeReduction) / (2.15 * timeReduction);
double bestMoveInstability = 1 + 1.7 * totBestMoveChanges / Threads.size();
int complexity = mainThread->complexityAverage.value();
double complexPosition = std::clamp(1.0 + (complexity - 326) / 1618.1, 0.5, 1.5);
double complexPosition = std::min(1.0 + (complexity - 261) / 1738.7, 1.5);
double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
@@ -528,7 +532,7 @@ void Thread::search() {
}
else if ( Threads.increaseDepth
&& !mainThread->ponder
&& Time.elapsed() > totalTime * 0.43)
&& Time.elapsed() > totalTime * 0.53)
Threads.increaseDepth = false;
else
Threads.increaseDepth = true;
@@ -591,18 +595,17 @@ namespace {
Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue, probCutBeta;
bool givesCheck, improving, didLMR, priorCapture;
bool capture, doFullDepthSearch, moveCountPruning, ttCapture;
bool givesCheck, improving, priorCapture, singularQuietLMR;
bool capture, moveCountPruning, ttCapture;
Piece movedPiece;
int moveCount, captureCount, quietCount, bestMoveCount, improvement, complexity;
int moveCount, captureCount, quietCount, improvement, complexity;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
thisThread->depth = depth;
ss->inCheck = pos.checkers();
priorCapture = pos.captured_piece();
Color us = pos.side_to_move();
moveCount = bestMoveCount = captureCount = quietCount = ss->moveCount = 0;
moveCount = captureCount = quietCount = ss->moveCount = 0;
bestValue = -VALUE_INFINITE;
maxValue = VALUE_INFINITE;
@@ -642,8 +645,8 @@ namespace {
(ss+1)->ttPv = false;
(ss+1)->excludedMove = bestMove = MOVE_NONE;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
(ss+2)->cutoffCnt = 0;
ss->doubleExtensions = (ss-1)->doubleExtensions;
ss->depth = depth;
Square prevSq = to_sq((ss-1)->currentMove);
// Initialize statScore to zero for the grandchildren of the current position.
@@ -670,10 +673,9 @@ namespace {
// At non-PV nodes we check for an early TT cutoff
if ( !PvNode
&& ss->ttHit
&& tte->depth() > depth - (thisThread->id() % 2 == 1)
&& tte->depth() > depth - (tte->bound() == BOUND_EXACT)
&& ttValue != VALUE_NONE // Possible in case of TT access race
&& (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
: (tte->bound() & BOUND_UPPER)))
&& (tte->bound() & (ttValue >= beta ? BOUND_LOWER : BOUND_UPPER)))
{
// If ttMove is quiet, update move sorting heuristics on TT hit (~1 Elo)
if (ttMove)
@@ -773,11 +775,9 @@ namespace {
// Never assume anything about values stored in TT
ss->staticEval = eval = tte->eval();
if (eval == VALUE_NONE)
ss->staticEval = eval = evaluate(pos);
// Randomize draw evaluation
if (eval == VALUE_DRAW)
eval = value_draw(thisThread);
ss->staticEval = eval = evaluate(pos, &complexity);
else // Fall back to (semi)classical complexity for TT hits, the NNUE complexity is lost
complexity = abs(ss->staticEval - pos.psq_eg_stm());
// ttValue can be used as a better position evaluation (~4 Elo)
if ( ttValue != VALUE_NONE
@@ -786,7 +786,7 @@ namespace {
}
else
{
ss->staticEval = eval = evaluate(pos);
ss->staticEval = eval = evaluate(pos, &complexity);
// Save static evaluation into transposition table
if (!excludedMove)
@@ -795,10 +795,12 @@ namespace {
eval);
}
thisThread->complexityAverage.update(complexity);
// Use static evaluation difference to improve quiet move ordering (~3 Elo)
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
int bonus = std::clamp(-16 * int((ss-1)->staticEval + ss->staticEval), -2000, 2000);
int bonus = std::clamp(-19 * int((ss-1)->staticEval + ss->staticEval), -1914, 1914);
thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
}
@@ -808,19 +810,13 @@ namespace {
// margin and the improving flag are used in various pruning heuristics.
improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
: (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
: 175;
: 168;
improving = improvement > 0;
complexity = abs(ss->staticEval - (us == WHITE ? eg_value(pos.psq_score()) : -eg_value(pos.psq_score())));
thisThread->complexityAverage.update(complexity);
// Step 7. Razoring.
// If eval is really low check with qsearch if it can exceed alpha, if it can't,
// return a fail low.
if ( !PvNode
&& depth <= 7
&& eval < alpha - 348 - 258 * depth * depth)
if (eval < alpha - 369 - 254 * depth * depth)
{
value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
if (value < alpha)
@@ -831,18 +827,18 @@ namespace {
// The depth condition is important for mate finding.
if ( !ss->ttPv
&& depth < 8
&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 256 >= beta
&& eval - futility_margin(depth, improving) - (ss-1)->statScore / 303 >= beta
&& eval >= beta
&& eval < 26305) // larger than VALUE_KNOWN_WIN, but smaller than TB wins.
&& eval < 28031) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
return eval;
// Step 9. Null move search with verification search (~22 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 14695
&& (ss-1)->statScore < 17139
&& eval >= beta
&& eval >= ss->staticEval
&& ss->staticEval >= beta - 15 * depth - improvement / 15 + 198 + complexity / 28
&& ss->staticEval >= beta - 20 * depth - improvement / 13 + 233 + complexity / 25
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
@@ -850,7 +846,7 @@ namespace {
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth, eval and complexity of position
Depth R = std::min(int(eval - beta) / 147, 5) + depth / 3 + 4 - (complexity > 753);
Depth R = std::min(int(eval - beta) / 168, 7) + depth / 3 + 4 - (complexity > 861);
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
@@ -886,7 +882,7 @@ namespace {
}
}
probCutBeta = beta + 179 - 46 * improving;
probCutBeta = beta + 191 - 54 * improving;
// Step 10. ProbCut (~4 Elo)
// If we have a good enough capture and a reduced search returns a value
@@ -906,20 +902,15 @@ namespace {
assert(probCutBeta < VALUE_INFINITE);
MovePicker mp(pos, ttMove, probCutBeta - ss->staticEval, depth - 3, &captureHistory);
bool ttPv = ss->ttPv;
bool captureOrPromotion;
ss->ttPv = false;
while ((move = mp.next_move()) != MOVE_NONE)
if (move != excludedMove && pos.legal(move))
{
assert(pos.capture(move) || promotion_type(move) == QUEEN);
captureOrPromotion = true;
ss->currentMove = move;
ss->continuationHistory = &thisThread->continuationHistory[ss->inCheck]
[captureOrPromotion]
[true]
[pos.moved_piece(move)]
[to_sq(move)];
@@ -936,34 +927,32 @@ namespace {
if (value >= probCutBeta)
{
// if transposition table doesn't have equal or more deep info write probCut data into it
if ( !(ss->ttHit
&& tte->depth() >= depth - 3
&& ttValue != VALUE_NONE))
Cluster::save(thisThread, tte, posKey, value_to_tt(value, ss->ply), ttPv,
BOUND_LOWER,
depth - 3, move, ss->staticEval);
// Save ProbCut data into transposition table
Cluster::save(thisThread, tte, posKey, value_to_tt(value, ss->ply), ss->ttPv,
BOUND_LOWER, depth - 3, move, ss->staticEval);
return value;
}
}
ss->ttPv = ttPv;
}
// Step 11. If the position is not in TT, decrease depth by 2 or 1 depending on node type (~3 Elo)
if ( PvNode
&& depth >= 3
// Step 11. If the position is not in TT, decrease depth by 3.
// Use qsearch if depth is equal or below zero (~4 Elo)
if ( PvNode
&& !ttMove)
depth -= 3;
if (depth <= 0)
return qsearch<PV>(pos, ss, alpha, beta);
if ( cutNode
&& depth >= 9
&& !ttMove)
depth -= 2;
if ( cutNode
&& depth >= 8
&& !ttMove)
depth--;
moves_loop: // When in check, search starts here
// Step 12. A small Probcut idea, when we are in check (~0 Elo)
probCutBeta = beta + 481;
probCutBeta = beta + 417;
if ( ss->inCheck
&& !PvNode
&& depth >= 2
@@ -990,7 +979,7 @@ moves_loop: // When in check, search starts here
ss->killers);
value = bestValue;
moveCountPruning = false;
moveCountPruning = singularQuietLMR = false;
// Indicate PvNodes that will probably fail low if the node was searched
// at a depth equal or greater than the current depth, and the result of this search was a fail low.
@@ -1054,17 +1043,16 @@ moves_loop: // When in check, search starts here
|| givesCheck)
{
// Futility pruning for captures (~0 Elo)
if ( !pos.empty(to_sq(move))
&& !givesCheck
if ( !givesCheck
&& !PvNode
&& lmrDepth < 6
&& lmrDepth < 7
&& !ss->inCheck
&& ss->staticEval + 281 + 179 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
&& ss->staticEval + 180 + 201 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
+ captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 6 < alpha)
continue;
// SEE based pruning (~9 Elo)
if (!pos.see_ge(move, Value(-203) * depth))
if (!pos.see_ge(move, Value(-222) * depth))
continue;
}
else
@@ -1078,16 +1066,16 @@ moves_loop: // When in check, search starts here
&& history < -3875 * (depth - 1))
continue;
history += thisThread->mainHistory[us][from_to(move)];
history += 2 * thisThread->mainHistory[us][from_to(move)];
// Futility pruning: parent node (~9 Elo)
if ( !ss->inCheck
&& lmrDepth < 11
&& ss->staticEval + 122 + 138 * lmrDepth + history / 60 <= alpha)
&& lmrDepth < 13
&& ss->staticEval + 106 + 145 * lmrDepth + history / 52 <= alpha)
continue;
// Prune moves with negative SEE (~3 Elo)
if (!pos.see_ge(move, Value(-25 * lmrDepth * lmrDepth - 20 * lmrDepth)))
if (!pos.see_ge(move, Value(-24 * lmrDepth * lmrDepth - 15 * lmrDepth)))
continue;
}
}
@@ -1102,7 +1090,7 @@ moves_loop: // When in check, search starts here
// a reduced search on all the other moves but the ttMove and if the
// result is lower than ttValue minus a margin, then we will extend the ttMove.
if ( !rootNode
&& depth >= 4 + 2 * (PvNode && tte->is_pv())
&& depth >= 4 - (thisThread->previousDepth > 24) + 2 * (PvNode && tte->is_pv())
&& move == ttMove
&& !excludedMove // Avoid recursive singular search
/* && ttValue != VALUE_NONE Already implicit in the next condition */
@@ -1110,7 +1098,7 @@ moves_loop: // When in check, search starts here
&& (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3)
{
Value singularBeta = ttValue - 3 * depth;
Value singularBeta = ttValue - (3 + (ss->ttPv && !PvNode)) * depth;
Depth singularDepth = (depth - 1) / 2;
ss->excludedMove = move;
@@ -1120,11 +1108,12 @@ moves_loop: // When in check, search starts here
if (value < singularBeta)
{
extension = 1;
singularQuietLMR = !ttCapture;
// Avoid search explosion by limiting the number of double extensions
if ( !PvNode
&& value < singularBeta - 26
&& ss->doubleExtensions <= 8)
&& value < singularBeta - 25
&& ss->doubleExtensions <= 9)
extension = 2;
}
@@ -1139,19 +1128,23 @@ moves_loop: // When in check, search starts here
// If the eval of ttMove is greater than beta, we reduce it (negative extension)
else if (ttValue >= beta)
extension = -2;
// If the eval of ttMove is less than alpha and value, we reduce it (negative extension)
else if (ttValue <= alpha && ttValue <= value)
extension = -1;
}
// Check extensions (~1 Elo)
else if ( givesCheck
&& depth > 9
&& abs(ss->staticEval) > 71)
&& abs(ss->staticEval) > 82)
extension = 1;
// Quiet ttMove extensions (~0 Elo)
else if ( PvNode
&& move == ttMove
&& move == ss->killers[0]
&& (*contHist[0])[movedPiece][to_sq(move)] >= 5491)
&& (*contHist[0])[movedPiece][to_sq(move)] >= 5177)
extension = 1;
}
@@ -1172,8 +1165,6 @@ moves_loop: // When in check, search starts here
// Step 16. Make the move
pos.do_move(move, st, givesCheck);
bool doDeeperSearch = false;
// Step 17. Late moves reduction / extension (LMR, ~98 Elo)
// We use various heuristics for the sons of a node after the first son has
// been searched. In general we would like to reduce them, but there are many
@@ -1186,11 +1177,6 @@ moves_loop: // When in check, search starts here
{
Depth r = reduction(improving, depth, moveCount, delta, thisThread->rootDelta);
// Decrease reduction at some PvNodes (~2 Elo)
if ( PvNode
&& bestMoveCount <= 3)
r--;
// Decrease reduction if position is or has been on the PV
// and node is not likely to fail low. (~3 Elo)
if ( ss->ttPv
@@ -1202,59 +1188,52 @@ moves_loop: // When in check, search starts here
r--;
// Increase reduction for cut nodes (~3 Elo)
if (cutNode && move != ss->killers[0])
if (cutNode)
r += 2;
// Increase reduction if ttMove is a capture (~3 Elo)
if (ttCapture)
r++;
// Decrease reduction at PvNodes if bestvalue
// is vastly different from static evaluation
if (PvNode && !ss->inCheck && abs(ss->staticEval - bestValue) > 250)
// Decrease reduction for PvNodes based on depth
if (PvNode)
r -= 1 + 11 / (3 + depth);
// Decrease reduction if ttMove has been singularly extended (~1 Elo)
if (singularQuietLMR)
r--;
ss->statScore = thisThread->mainHistory[us][from_to(move)]
// Dicrease reduction if we move a threatened piece (~1 Elo)
if ( depth > 9
&& (mp.threatenedPieces & from_sq(move)))
r--;
// Increase reduction if next ply has a lot of fail high
if ((ss+1)->cutoffCnt > 3 && !PvNode)
r++;
ss->statScore = 2 * thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]
- 4334;
- 4433;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
r -= ss->statScore / 15914;
r -= ss->statScore / 13628;
// In general we want to cap the LMR depth search at newDepth. But if reductions
// are really negative and movecount is low, we allow this move to be searched
// deeper than the first move (this may lead to hidden double extensions).
int deeper = r >= -1 ? 0
: moveCount <= 4 ? 2
: PvNode && depth > 4 ? 1
: cutNode && moveCount <= 8 ? 1
: 0;
Depth d = std::clamp(newDepth - r, 1, newDepth + deeper);
// In general we want to cap the LMR depth search at newDepth, but when
// reduction is negative, we allow this move a limited search extension
// beyond the first move depth. This may lead to hidden double extensions.
Depth d = std::clamp(newDepth - r, 1, newDepth + 1);
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
// If the son is reduced and fails high it will be re-searched at full depth
doFullDepthSearch = value > alpha && d < newDepth;
doDeeperSearch = value > (alpha + 78 + 11 * (newDepth - d));
didLMR = true;
}
else
{
doFullDepthSearch = !PvNode || moveCount > 1;
didLMR = false;
}
// Step 18. Full depth search when LMR is skipped or fails high
if (doFullDepthSearch)
{
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth + doDeeperSearch, !cutNode);
// If the move passed LMR update its stats
if (didLMR)
// Do full depth search when reduced LMR search fails high
if (value > alpha && d < newDepth)
{
const bool doDeeperSearch = value > (alpha + 64 + 11 * (newDepth - d));
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth + doDeeperSearch, !cutNode);
int bonus = value > alpha ? stat_bonus(newDepth)
: -stat_bonus(newDepth);
@@ -1265,6 +1244,12 @@ moves_loop: // When in check, search starts here
}
}
// Step 18. Full depth search when LMR is skipped
else if (!PvNode || moveCount > 1)
{
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
}
// For PV nodes only, do a full PV search on the first move or after a fail
// high (in the latter case search only if value < beta), otherwise let the
// parent node fail low with value <= alpha and try another move.
@@ -1336,15 +1321,27 @@ moves_loop: // When in check, search starts here
if (PvNode && value < beta) // Update alpha! Always alpha < beta
{
alpha = value;
bestMoveCount++;
// Reduce other moves if we have found at least one score improvement
if ( depth > 1
&& depth < 6
&& beta < VALUE_KNOWN_WIN
&& alpha > -VALUE_KNOWN_WIN)
depth -= 1;
assert(depth > 0);
}
else
{
ss->cutoffCnt++;
assert(value >= beta); // Fail high
break;
}
}
}
else
ss->cutoffCnt = 0;
// If the move is worse than some previously searched move, remember it to update its stats later
if (move != bestMove)
@@ -1383,14 +1380,14 @@ moves_loop: // When in check, search starts here
quietsSearched, quietCount, capturesSearched, captureCount, depth);
// Bonus for prior countermove that caused the fail low
else if ( (depth >= 4 || PvNode)
else if ( (depth >= 5 || PvNode)
&& !priorCapture)
{
//Assign extra bonus if current node is PvNode or cutNode
//or fail low was really bad
bool extraBonus = PvNode
|| cutNode
|| bestValue < alpha - 70 * depth;
|| bestValue < alpha - 62 * depth;
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus));
}
@@ -1419,6 +1416,7 @@ moves_loop: // When in check, search starts here
// qsearch() is the quiescence search function, which is called by the main search
// function with zero depth, or recursively with further decreasing depth per call.
// (~155 elo)
template <NodeType nodeType>
Value qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth) {
@@ -1475,8 +1473,7 @@ moves_loop: // When in check, search starts here
&& ss->ttHit
&& tte->depth() >= ttDepth
&& ttValue != VALUE_NONE // Only in case of TT access race
&& (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
: (tte->bound() & BOUND_UPPER)))
&& (tte->bound() & (ttValue >= beta ? BOUND_LOWER : BOUND_UPPER)))
return ttValue;
// Evaluate the position statically
@@ -1519,7 +1516,7 @@ moves_loop: // When in check, search starts here
if (PvNode && bestValue > alpha)
alpha = bestValue;
futilityBase = bestValue + 118;
futilityBase = bestValue + 153;
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
@@ -1593,14 +1590,14 @@ moves_loop: // When in check, search starts here
[to_sq(move)];
// Continuation history based pruning (~2 Elo)
if ( !capture
if ( !capture
&& bestValue > VALUE_TB_LOSS_IN_MAX_PLY
&& (*contHist[0])[pos.moved_piece(move)][to_sq(move)] < CounterMovePruneThreshold
&& (*contHist[1])[pos.moved_piece(move)][to_sq(move)] < CounterMovePruneThreshold)
&& (*contHist[0])[pos.moved_piece(move)][to_sq(move)] < 0
&& (*contHist[1])[pos.moved_piece(move)][to_sq(move)] < 0)
continue;
// movecount pruning for quiet check evasions
if ( bestValue > VALUE_TB_LOSS_IN_MAX_PLY
if ( bestValue > VALUE_TB_LOSS_IN_MAX_PLY
&& quietCheckEvasions > 1
&& !capture
&& ss->inCheck)
@@ -1702,7 +1699,7 @@ moves_loop: // When in check, search starts here
// update_pv() adds current move and appends child pv[]
void update_pv(Move* pv, Move move, Move* childPv) {
void update_pv(Move* pv, Move move, const Move* childPv) {
for (*pv++ = move; childPv && *childPv != MOVE_NONE; )
*pv++ = *childPv++;
@@ -1715,19 +1712,18 @@ moves_loop: // When in check, search starts here
void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth) {
int bonus1, bonus2;
Color us = pos.side_to_move();
Thread* thisThread = pos.this_thread();
CapturePieceToHistory& captureHistory = thisThread->captureHistory;
Piece moved_piece = pos.moved_piece(bestMove);
PieceType captured = type_of(pos.piece_on(to_sq(bestMove)));
bonus1 = stat_bonus(depth + 1);
bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
: stat_bonus(depth); // smaller bonus
int bonus1 = stat_bonus(depth + 1);
if (!pos.capture(bestMove))
{
int bonus2 = bestValue > beta + 137 ? bonus1 // larger bonus
: stat_bonus(depth); // smaller bonus
// Increase stats for the best move in case it was a quiet move
update_quiet_stats(pos, ss, bestMove, bonus2);
@@ -1915,12 +1911,9 @@ string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
ss << " nodes " << nodesSearched
<< " nps " << nodesSearched * 1000 / elapsed;
if (elapsed > 1000) // Earlier makes little sense
ss << " hashfull " << TT.hashfull();
ss << " tbhits " << tbHits
<< " nps " << nodesSearched * 1000 / elapsed
<< " hashfull " << TT.hashfull()
<< " tbhits " << tbHits
<< " time " << elapsed
<< " pv";