&& !Skill(Options["Skill Level"]).enabled()
&& rootMoves[0].pv[0] != MOVE_NONE)
{
- for (Thread* th : Threads)
+ std::map<Move, int> votes;
+ Value minScore = this->rootMoves[0].score;
+
+ // Find out minimum score and reset votes for moves which can be voted
+ for (Thread* th: Threads)
{
- Depth depthDiff = th->completedDepth - bestThread->completedDepth;
- Value scoreDiff = th->rootMoves[0].score - bestThread->rootMoves[0].score;
+ minScore = std::min(minScore, th->rootMoves[0].score);
+ votes[th->rootMoves[0].pv[0]] = 0;
+ }
+
+ // Vote according to score and depth
+ for (Thread* th : Threads)
+ votes[th->rootMoves[0].pv[0]] += int(th->rootMoves[0].score - minScore)
+ + int(th->completedDepth);
- // Select the thread with the best score, always if it is a mate
- if ( scoreDiff > 0
- && (depthDiff >= 0 || th->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY))
+ // Select best thread
+ int bestVote = votes[this->rootMoves[0].pv[0]];
+ for (Thread* th : Threads)
+ {
+ if (votes[th->rootMoves[0].pv[0]] > bestVote)
+ {
+ bestVote = votes[th->rootMoves[0].pv[0]];
bestThread = th;
+ }
}
}
{
Depth r = reduction<PvNode>(improving, depth, moveCount);
- if (captureOrPromotion) // (~5 Elo)
- {
- // Decrease reduction by comparing opponent's stat score
- if ((ss-1)->statScore < 0)
- r -= ONE_PLY;
- }
- else
- {
- // Decrease reduction if opponent's move count is high (~5 Elo)
- if ((ss-1)->moveCount > 15)
- r -= ONE_PLY;
+ // Decrease reduction if opponent's move count is high (~10 Elo)
+ if ((ss-1)->moveCount > 15)
+ r -= ONE_PLY;
+ if (!captureOrPromotion)
+ {
// Decrease reduction for exact PV nodes (~0 Elo)
if (pvExact)
r -= ONE_PLY;