// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
- int Reductions[2][64][64]; // [improving][depth][moveNumber]
+ int Reductions[64]; // [depth or moveNumber]
template <bool PvNode> Depth reduction(bool i, Depth d, int mn) {
- return (Reductions[i][std::min(d / ONE_PLY, 63)][std::min(mn, 63)] - PvNode) * ONE_PLY;
+ int r = Reductions[std::min(d / ONE_PLY, 63)] * Reductions[std::min(mn, 63)] / 1024;
+ return ((r + 512) / 1024 + (!i && r > 1024) - PvNode) * ONE_PLY;
}
// History and stats update bonus, based on depth
void Search::init() {
- for (int imp = 0; imp <= 1; ++imp)
- for (int d = 1; d < 64; ++d)
- for (int mc = 1; mc < 64; ++mc)
- {
- double r = log(d) * log(mc) / 1.95;
-
- Reductions[imp][d][mc] = std::round(r);
-
- // Increase reduction for non-PV nodes when eval is not improving
- if (!imp && r > 1.0)
- Reductions[imp][d][mc]++;
- }
+ for (int i = 1; i < 64; ++i)
+ Reductions[i] = int(1024 * std::log(i) / std::sqrt(1.95));
for (int d = 0; d < 16; ++d)
{