// Add a small random component to draw evaluations to avoid 3fold-blindness
Value value_draw(Depth depth, Thread* thisThread) {
- return depth < 4 ? VALUE_DRAW
- : VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
+ return depth < 4 * ONE_PLY ? VALUE_DRAW
+ : VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
}
// Skill structure is used to implement strength limit
else
{
for (Thread* th : Threads)
+ {
+ th->bestMoveChanges = 0;
if (th != this)
th->start_searching();
+ }
Thread::search(); // Let's start searching!
}
Move lastBestMove = MOVE_NONE;
Depth lastBestMoveDepth = DEPTH_ZERO;
MainThread* mainThread = (this == Threads.main() ? Threads.main() : nullptr);
- double timeReduction = 1.0;
+ double timeReduction = 1, totBestMoveChanges = 0;
Color us = rootPos.side_to_move();
std::memset(ss-7, 0, 10 * sizeof(Stack));
bestValue = delta = alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
- if (mainThread)
- mainThread->bestMoveChanges = 0;
-
size_t multiPV = Options["MultiPV"];
Skill skill(Options["Skill Level"]);
{
// Age out PV variability metric
if (mainThread)
- mainThread->bestMoveChanges *= 0.517;
+ totBestMoveChanges /= 2;
// Save the last iteration's scores before first PV line is searched and
// all the move scores except the (new) PV are set to -VALUE_INFINITE.
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
- double fallingEval = (306 + 9 * (mainThread->previousScore - bestValue)) / 581.0;
+ double fallingEval = (314 + 9 * (mainThread->previousScore - bestValue)) / 581.0;
fallingEval = clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
double reduction = std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
// Use part of the gained time from a previous stable move for the current move
- double bestMoveInstability = 1.0 + mainThread->bestMoveChanges;
+ for (Thread* th : Threads)
+ {
+ totBestMoveChanges += th->bestMoveChanges;
+ th->bestMoveChanges = 0;
+ }
+ double bestMoveInstability = 1 + totBestMoveChanges / Threads.size();
// Stop the search if we have only one legal move, or if available time elapsed
if ( rootMoves.size() == 1
Key posKey;
Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
- Value bestValue, value, ttValue, eval, maxValue, pureStaticEval;
+ Value bestValue, value, ttValue, eval, maxValue;
bool ttHit, ttPv, inCheck, givesCheck, improving;
bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
Piece movedPiece;
// Step 6. Static evaluation of the position
if (inCheck)
{
- ss->staticEval = eval = pureStaticEval = VALUE_NONE;
+ ss->staticEval = eval = VALUE_NONE;
improving = false;
goto moves_loop; // Skip early pruning when in check
}
else if (ttHit)
{
// Never assume anything on values stored in TT
- ss->staticEval = eval = pureStaticEval = tte->eval();
+ ss->staticEval = eval = tte->eval();
if (eval == VALUE_NONE)
- ss->staticEval = eval = pureStaticEval = evaluate(pos);
+ ss->staticEval = eval = evaluate(pos);
// Can ttValue be used as a better position evaluation?
if ( ttValue != VALUE_NONE
{
int bonus = -(ss-1)->statScore / 512;
- pureStaticEval = evaluate(pos);
- ss->staticEval = eval = pureStaticEval + bonus;
+ ss->staticEval = eval = evaluate(pos) + bonus;
}
else
- ss->staticEval = eval = pureStaticEval = -(ss-1)->staticEval + 2 * Eval::Tempo;
+ ss->staticEval = eval = -(ss-1)->staticEval + 2 * Eval::Tempo;
- tte->save(posKey, VALUE_NONE, ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, pureStaticEval);
+ tte->save(posKey, VALUE_NONE, ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
// Step 7. Razoring (~2 Elo)
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 23200
&& eval >= beta
- && pureStaticEval >= beta - 36 * depth / ONE_PLY + 225
+ && ss->staticEval >= beta - 36 * depth / ONE_PLY + 225
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
// Do verification search at high depths, with null move pruning disabled
// for us, until ply exceeds nmpMinPly.
- thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / 4;
+ thisThread->nmpMinPly = ss->ply + 3 * (depth-R) / (4 * ONE_PLY);
thisThread->nmpColor = us;
Value v = search<NonPV>(pos, ss, beta-1, beta, depth-R, false);
&& pos.legal(move))
{
Value singularBeta = ttValue - 2 * depth / ONE_PLY;
+ Depth halfDepth = depth / (2 * ONE_PLY) * ONE_PLY; // ONE_PLY invariant
ss->excludedMove = move;
- value = search<NonPV>(pos, ss, singularBeta - 1, singularBeta, depth / 2, cutNode);
+ value = search<NonPV>(pos, ss, singularBeta - 1, singularBeta, halfDepth, cutNode);
ss->excludedMove = MOVE_NONE;
if (value < singularBeta)
continue;
// Reduced depth of the next LMR search
- int lmrDepth = std::max(newDepth - reduction<PvNode>(improving, depth, moveCount), DEPTH_ZERO) / ONE_PLY;
+ int lmrDepth = std::max(newDepth - reduction<PvNode>(improving, depth, moveCount), DEPTH_ZERO);
+ lmrDepth /= ONE_PLY;
// Countermoves based pruning (~20 Elo)
if ( lmrDepth < 3 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
// We record how often the best move has been changed in each
// iteration. This information is used for time management: When
// the best move changes frequently, we allocate some more time.
- if (moveCount > 1 && thisThread == Threads.main())
- ++static_cast<MainThread*>(thisThread)->bestMoveChanges;
+ if (moveCount > 1)
+ ++thisThread->bestMoveChanges;
}
else
// All other moves but the PV are set to the lowest value: this
tte->save(posKey, value_to_tt(bestValue, ss->ply), ttPv,
bestValue >= beta ? BOUND_LOWER :
PvNode && bestMove ? BOUND_EXACT : BOUND_UPPER,
- depth, bestMove, pureStaticEval);
+ depth, bestMove, ss->staticEval);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);