// Node counters, used only by thread[0] but try to keep in different cache
// lines (64 bytes each) from the heavy multi-thread read accessed variables.
- bool SendSearchedNodes;
int NodesSincePoll;
int NodesBetweenPolls = 30000;
static Book book;
// Initialize global search-related variables
- StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = SendSearchedNodes = false;
+ StopOnPonderhit = StopRequest = QuitRequest = AspirationFailLow = false;
NodesSincePoll = 0;
current_search_time(get_system_time());
Limits = limits;
Depth ext, newDepth;
ValueType vt;
Value bestValue, value, oldAlpha;
- Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
+ Value refinedValue, nullValue, futilityBase, futilityValue;
bool isPvMove, inCheck, singularExtensionNode, givesCheck, captureOrPromotion, dangerous;
int moveCount = 0, playedMoveCount = 0;
Thread& thread = Threads[pos.thread()];
// Save the current node count before the move is searched
nodes = pos.nodes_searched();
- // If it's time to send nodes info, do it here where we have the
- // correct accumulated node counts searched by each thread.
- if (!SpNode && SendSearchedNodes)
- {
- SendSearchedNodes = false;
- cout << "info" << speed_to_uci(pos.nodes_searched()) << endl;
- }
-
// For long searches send current move info to GUI
if (pos.thread() == 0 && current_search_time() > 2000)
cout << "info" << depth_to_uci(depth)
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
// but fixing this made program slightly weaker.
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
- futilityValueScaled = futilityBase + futility_margin(predictedDepth, moveCount)
- + H.gain(pos.piece_on(move_from(move)), move_to(move));
+ futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
+ + H.gain(pos.piece_on(move_from(move)), move_to(move));
- if (futilityValueScaled < beta)
+ if (futilityValue < beta)
{
if (SpNode)
{
lock_grab(&(sp->lock));
- if (futilityValueScaled > sp->bestValue)
- sp->bestValue = bestValue = futilityValueScaled;
+ if (futilityValue > sp->bestValue)
+ sp->bestValue = bestValue = futilityValue;
}
- else if (futilityValueScaled > bestValue)
- bestValue = futilityValueScaled;
+ else if (futilityValue > bestValue)
+ bestValue = futilityValue;
continue;
}
bool inCheck, enoughMaterial, givesCheck, evasionPrunable;
const TTEntry* tte;
Depth ttDepth;
+ ValueType vt;
Value oldAlpha = alpha;
ss->bestMove = ss->currentMove = MOVE_NONE;
CheckInfo ci(pos);
// Loop through the moves until no moves remain or a beta cutoff occurs
- while ( alpha < beta
+ while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE)
{
assert(move_is_ok(move));
+ piece_value_endgame(pos.piece_on(move_to(move)))
+ (move_is_ep(move) ? PawnValueEndgame : VALUE_ZERO);
- if (futilityValue < alpha)
+ if (futilityValue < beta)
{
if (futilityValue > bestValue)
bestValue = futilityValue;
+
continue;
}
if (value > bestValue)
{
bestValue = value;
- if (value > alpha)
- {
+ ss->bestMove = move;
+
+ if ( PvNode
+ && value > alpha
+ && value < beta) // We want always alpha < beta
alpha = value;
- ss->bestMove = move;
- }
}
}
return value_mated_in(ss->ply);
// Update transposition table
- ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
- TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, ss->bestMove, ss->eval, evalMargin);
+ move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
+ vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
+ : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT;
+
+ TT.store(pos.get_key(), value_to_tt(bestValue, ss->ply), vt, ttDepth, move, ss->eval, evalMargin);
assert(bestValue > -VALUE_INFINITE && bestValue < VALUE_INFINITE);
dbg_print_mean();
dbg_print_hit_rate();
-
- // Send info on searched nodes as soon as we return to root
- SendSearchedNodes = true;
}
// Should we stop the search?