int32_t FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
int FutilityMoveCountArray[32]; // [depth]
- inline Value futility_margin(Depth d, int mn) { return Value(d < 7 * OnePly ? FutilityMarginsMatrix[Max(d, 0)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
+ inline Value futility_margin(Depth d, int mn) { return Value(d < 7 * OnePly ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE); }
inline int futility_move_count(Depth d) { return d < 16 * OnePly ? FutilityMoveCountArray[d] : 512; }
// Step 14. Reduced search
const Value EasyMoveMargin = Value(0x200);
// Last seconds noise filtering (LSN)
- const bool UseLSNFiltering = false;
+ const bool UseLSNFiltering = true;
const int LSNTime = 100; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
bool loseOnTime = false;
}
// Init futility margins array
- for (d = 0; d < 16; d++) for (mc = 0; mc < 64; mc++)
+ for (d = 1; d < 16; d++) for (mc = 0; mc < 64; mc++)
FutilityMarginsMatrix[d][mc] = 112 * int(log(double(d * d) / 2) / log(2.0) + 1.001) - 8 * mc + 45;
// Init futility move count array