return d > 17 ? 0 : 29 * d * d + 138 * d - 134;
}
+ // Add a small random component to draw evaluations to keep search dynamic
+ // and to avoid 3fold-blindness.
+ Value value_draw(Depth depth, Thread* thisThread) {
+ return depth < 4 ? VALUE_DRAW
+ : VALUE_DRAW + Value(2 * (thisThread->nodes.load(std::memory_order_relaxed) % 2) - 1);
+ }
+
// Skill structure is used to implement strength limit
struct Skill {
explicit Skill(int l) : level(l) {}
&& !rootNode
&& pos.has_game_cycle(ss->ply))
{
- alpha = VALUE_DRAW;
+ alpha = value_draw(depth, pos.this_thread());
if (alpha >= beta)
return alpha;
}
if ( Threads.stop.load(std::memory_order_relaxed)
|| pos.is_draw(ss->ply)
|| ss->ply >= MAX_PLY)
- return (ss->ply >= MAX_PLY && !inCheck) ? evaluate(pos) : VALUE_DRAW;
+ return (ss->ply >= MAX_PLY && !inCheck) ? evaluate(pos)
+ : value_draw(depth, pos.this_thread());
// Step 3. Mate distance pruning. Even if we mate at the next move our score
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because