////
#include <cassert>
+#include <cstring>
#include <fstream>
#include <iostream>
#include <sstream>
};
- /// Constants and variables
+ /// Constants and variables initialized from UCI options
// Minimum number of full depth (i.e. non-reduced) moves at PV and non-PV
- // nodes:
- int LMRPVMoves = 15;
- int LMRNonPVMoves = 4;
+ // nodes
+ int LMRPVMoves, LMRNonPVMoves;
- // Depth limit for use of dynamic threat detection:
- Depth ThreatDepth = 5*OnePly;
+ // Depth limit for use of dynamic threat detection
+ Depth ThreatDepth;
- // Depth limit for selective search:
- Depth SelectiveDepth = 7*OnePly;
+ // Depth limit for selective search
+ Depth SelectiveDepth;
// Use internal iterative deepening?
const bool UseIIDAtPVNodes = true;
const bool PruneBlockingMoves = false;
// Use futility pruning?
- bool UseQSearchFutilityPruning = true;
- bool UseFutilityPruning = true;
+ bool UseQSearchFutilityPruning, UseFutilityPruning;
// Margins for futility pruning in the quiescence search, and at frontier
// and near frontier nodes
- Value FutilityMarginQS = Value(0x80);
- Value FutilityMargins[6] = { Value(0x100), Value(0x200), Value(0x250),
- Value(0x2A0), Value(0x340), Value(0x3A0) };
+ const Value FutilityMarginQS = Value(0x80);
+
+ //remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value FutilityMargins[12] = { Value(0x100), Value(0x120), Value(0x200), Value(0x220), Value(0x250), Value(0x270),
+ // 4 ply 4.5 ply 5 ply 5.5 ply 6 ply 6.5 ply
+ Value(0x2A0), Value(0x2C0), Value(0x340), Value(0x360), Value(0x3A0), Value(0x3C0)};
// Razoring
- const bool RazorAtDepthOne = false;
- Depth RazorDepth = 4*OnePly;
- Value RazorMargin = Value(0x300);
+ const Depth RazorDepth = 4*OnePly;
+
+ //remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value RazorMargins[6] = { Value(0x180), Value(0x300), Value(0x300), Value(0x3C0), Value(0x3C0), Value(0x3C0) };
+
+ //remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
+ const Value RazorApprMargins[6] = { Value(0x100000), Value(0x300), Value(0x300), Value(0x300), Value(0x300), Value(0x300) };
// Last seconds noise filtering (LSN)
- bool UseLSNFiltering = false;
+ bool UseLSNFiltering;
bool looseOnTime = false;
- int LSNTime = 4 * 1000; // In milliseconds
- Value LSNValue = Value(0x200);
+ int LSNTime; // In milliseconds
+ Value LSNValue;
- // Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
- Depth CheckExtension[2] = {OnePly, OnePly};
- Depth SingleReplyExtension[2] = {OnePly / 2, OnePly / 2};
- Depth PawnPushTo7thExtension[2] = {OnePly / 2, OnePly / 2};
- Depth PassedPawnExtension[2] = {Depth(0), Depth(0)};
- Depth PawnEndgameExtension[2] = {OnePly, OnePly};
- Depth MateThreatExtension[2] = {Depth(0), Depth(0)};
+ // Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
+ Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
+ Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
// Search depth at iteration 1
const Depth InitialDepth = OnePly /*+ OnePly/2*/;
int BestMoveChangesByIteration[PLY_MAX_PLUS_2];
// MultiPV mode
- int MultiPV = 1;
+ int MultiPV;
// Time managment variables
int SearchStartTime;
int ExactMaxTime;
// Show current line?
- bool ShowCurrentLine = false;
+ bool ShowCurrentLine;
// Log file
- bool UseLogFile = false;
+ bool UseLogFile;
std::ofstream LogFile;
// MP related variables
- Depth MinimumSplitDepth = 4*OnePly;
- int MaxThreadsPerSplitPoint = 4;
+ Depth MinimumSplitDepth;
+ int MaxThreadsPerSplitPoint;
Thread Threads[THREAD_MAX];
Lock MPLock;
bool AllThreadsShouldExit = false;
UseQSearchFutilityPruning = get_option_value_bool("Futility Pruning (Quiescence Search)");
UseFutilityPruning = get_option_value_bool("Futility Pruning (Main Search)");
- FutilityMarginQS = value_from_centipawns(get_option_value_int("Futility Margin (Quiescence Search)"));
- int fmScale = get_option_value_int("Futility Margin Scale Factor (Main Search)");
- for (int i = 0; i < 6; i++)
- FutilityMargins[i] = (FutilityMargins[i] * fmScale) / 100;
+ //FutilityMarginQS = value_from_centipawns(get_option_value_int("Futility Margin (Quiescence Search)"));
+ //int fmScale = get_option_value_int("Futility Margin Scale Factor (Main Search)");
+ //for (int i = 0; i < 6; i++)
+ // FutilityMargins[i] = (FutilityMargins[i] * fmScale) / 100;
- RazorDepth = (get_option_value_int("Maximum Razoring Depth") + 1) * OnePly;
- RazorMargin = value_from_centipawns(get_option_value_int("Razoring Margin"));
+ //RazorDepth = (get_option_value_int("Maximum Razoring Depth") + 1) * OnePly;
+ //RazorMargin = value_from_centipawns(get_option_value_int("Razoring Margin"));
UseLSNFiltering = get_option_value_bool("LSN filtering");
LSNTime = get_option_value_int("LSN Time Margin (sec)") * 1000;
}
// Null move search not allowed, try razoring
else if ( !value_is_mate(beta)
- && approximateEval < beta - RazorMargin
&& depth < RazorDepth
- && (RazorAtDepthOne || depth > OnePly)
+ && approximateEval < beta - RazorApprMargins[int(depth) - 2]
&& ttMove == MOVE_NONE
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
- if ( (v < beta - RazorMargin - RazorMargin / 4)
- || (depth <= 2*OnePly && v < beta - RazorMargin)
- || (depth <= OnePly && v < beta - RazorMargin / 2))
- return v;
+ if (v < beta - RazorMargins[int(depth) - 2])
+ return v;
}
// Go with internal iterative deepening if we don't have a TT move
{
if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID)
- + FutilityMargins[int(depth)/2 - 1]
- + 32 * (depth & 1);
+ + FutilityMargins[int(depth) - 2];
if (futilityValue < beta)
{