double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
Reductions[1][1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
Reductions[0][1][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
double nonPVRed = 0.33 + log(double(hd)) * log(double(mc)) / 2.25;
Reductions[1][1][hd][mc] = (int8_t) ( pvRed >= 1.0 ? floor( pvRed * int(ONE_PLY)) : 0);
Reductions[0][1][hd][mc] = (int8_t) (nonPVRed >= 1.0 ? floor(nonPVRed * int(ONE_PLY)) : 0);
- FutilityMoveCounts[0][d] = int(2.4 + 0.222 * pow(d + 0.0, 1.8));
- FutilityMoveCounts[1][d] = int(3.0 + 0.3 * pow(d + 0.98, 1.8));
+ FutilityMoveCounts[0][d] = int(2.4 + 0.222 * pow(d + 0.00, 1.8));
+ FutilityMoveCounts[1][d] = int(3.0 + 0.300 * pow(d + 0.98, 1.8));
Skill skill(Options["Skill Level"]);
// Do we have to play with skill handicap? In this case enable MultiPV search
// that we will use behind the scenes to retrieve a set of possible moves.
Skill skill(Options["Skill Level"]);
// Do we have to play with skill handicap? In this case enable MultiPV search
// that we will use behind the scenes to retrieve a set of possible moves.
// Iterative deepening loop until requested to stop or target depth reached
while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
// Iterative deepening loop until requested to stop or target depth reached
while (++depth <= MAX_PLY && !Signals.stop && (!Limits.depth || depth <= Limits.depth))
RootMoves[i].prevScore = RootMoves[i].score;
// MultiPV loop. We perform a full root search for each PV line
RootMoves[i].prevScore = RootMoves[i].score;
// MultiPV loop. We perform a full root search for each PV line
// Sort the PV lines searched so far and update the GUI
std::stable_sort(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
// Sort the PV lines searched so far and update the GUI
std::stable_sort(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
bool stop = false; // Local variable, not the volatile Signals.stop
// Take some extra time if the best move has changed
bool stop = false; // Local variable, not the volatile Signals.stop
// Take some extra time if the best move has changed
TimeMgr.pv_instability(BestMoveChanges);
// Stop the search if only one legal move is available or all
TimeMgr.pv_instability(BestMoveChanges);
// Stop the search if only one legal move is available or all
const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV || NT == SplitPointRoot);
const bool RootNode = (NT == Root || NT == SplitPointRoot);
const bool SpNode = (NT == SplitPointPV || NT == SplitPointNonPV || NT == SplitPointRoot);
const bool RootNode = (NT == Root || NT == SplitPointRoot);
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
&& (PvNode || ss->staticEval + Value(256) >= beta))
{
Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4);
&& (PvNode || ss->staticEval + Value(256) >= beta))
{
Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4);
// Choose best move. For each move score we add two terms both dependent on
// weakness. One deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score.
// Choose best move. For each move score we add two terms both dependent on
// weakness. One deterministic and bigger for weaker moves, and one random,
// then we choose the move with the resulting highest score.