std::cout << sync_endl;
}
+const int halfDensityMap[][9] =
+{
+ {2, 0, 1},
+ {2, 1, 0},
+
+ {4, 0, 0, 1, 1},
+ {4, 0, 1, 1, 0},
+ {4, 1, 1, 0, 0},
+ {4, 1, 0, 0, 1},
+
+ {6, 0, 0, 0, 1, 1, 1},
+ {6, 0, 0, 1, 1, 1, 0},
+ {6, 0, 1, 1, 1, 0, 0},
+ {6, 1, 1, 1, 0, 0, 0},
+ {6, 1, 1, 0, 0, 0, 1},
+ {6, 1, 0, 0, 0, 1, 1},
+
+ {8, 0, 0, 0, 0, 1, 1, 1, 1},
+ {8, 0, 0, 0, 1, 1, 1, 1, 0},
+ {8, 0, 0, 1, 1, 1, 1, 0 ,0},
+ {8, 0, 1, 1, 1, 1, 0, 0 ,0},
+ {8, 1, 1, 1, 1, 0, 0, 0 ,0},
+ {8, 1, 1, 1, 0, 0, 0, 0 ,1},
+ {8, 1, 1, 0, 0, 0, 0, 1 ,1},
+ {8, 1, 0, 0, 0, 0, 1, 1 ,1},
+};
+
// Thread::search() is the main iterative deepening loop. It calls search()
// repeatedly with increasing depth until the allocated thinking time has been
while (++rootDepth < DEPTH_MAX && !Signals.stop && (!Limits.depth || rootDepth <= Limits.depth))
{
// Set up the new depths for the helper threads skipping on average every
- // 2nd ply (using a half-density map similar to a Hadamard matrix).
+ // 2nd ply (using a half-density matrix).
if (!mainThread)
{
- int d = rootDepth + rootPos.game_ply();
-
- if (idx <= 6 || idx > 24)
- {
- if (((d + idx) >> (msb(idx + 1) - 1)) % 2)
- continue;
- }
- else
- {
- // Table of values of 6 bits with 3 of them set
- static const int HalfDensityMap[] = {
- 0x07, 0x0b, 0x0d, 0x0e, 0x13, 0x16, 0x19, 0x1a, 0x1c,
- 0x23, 0x25, 0x26, 0x29, 0x2c, 0x31, 0x32, 0x34, 0x38
- };
-
- if ((HalfDensityMap[idx - 7] >> (d % 6)) & 1)
- continue;
- }
+ int row = (idx - 1) % 20;
+ if (halfDensityMap[row][(rootDepth + rootPos.game_ply()) % halfDensityMap[row][0] + 1])
+ continue;
}
// Age out PV variability metric
{
if (!Signals.stop && !Signals.stopOnPonderhit)
{
- // Take some extra time if the best move has changed
- if (rootDepth > 4 * ONE_PLY && multiPV == 1)
- Time.pv_instability(mainThread->bestMoveChanges);
-
// Stop the search if only one legal move is available, or if all
// of the available time has been used, or if we matched an easyMove
// from the previous search and just did a fast verification.
bestValue >= mainThread->previousScore };
int improvingFactor = 640 - 160*F[0] - 126*F[1] - 124*F[0]*F[1];
+ double unstablePvFactor = 1 + mainThread->bestMoveChanges;
bool doEasyMove = rootMoves[0].pv[0] == easyMove
&& mainThread->bestMoveChanges < 0.03
- && Time.elapsed() > Time.available() * 25 / 206;
+ && Time.elapsed() > Time.optimum() * 25 / 204;
if ( rootMoves.size() == 1
- || Time.elapsed() > Time.available() * improvingFactor / 640
+ || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 634
|| (mainThread->easyMovePlayed = doEasyMove))
{
// If we are allowed to ponder do not stop the search now but