// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x300);
+ //Null move search refutes move when Nullvalue >= Beta - Delta. Index is depth
+ //in full plies. Last index is 9+.
+ const Value NullMoveDeltaMidgame[] =
+ { Value(-8), Value( 6), Value(-15), Value( 9), Value(21),
+ Value(34), Value(54), Value( 59), Value(61), Value(61) };
+
+ const Value NullMoveDeltaEndgame[] =
+ { Value( 6), Value( 0), Value(-13), Value(-9), Value(-35),
+ Value(12), Value(24), Value( 9), Value( 5), Value( 5) };
+
// Pruning criterions. See the code and comments in ok_to_prune() to
// understand their precise meaning.
const bool PruneEscapeMoves = false;
&& ok_to_do_nullmove(pos)
&& approximateEval >= beta - NullMoveMargin)
{
+ //Calculate correct delta. Idea and tuning from Joona Kiiski.
+ ScaleFactor factor[2] = { SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL };
+ Phase phase = pos.game_phase();
+ int i = Min(depth / OnePly, 9);
+ Value delta = scale_by_game_phase(NullMoveDeltaMidgame[i], NullMoveDeltaEndgame[i], phase, factor);
+
ss[ply].currentMove = MOVE_NULL;
StateInfo st;
pos.do_null_move(st);
int R = (depth >= 4 * OnePly ? 4 : 3); // Null move dynamic reduction
- Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
+ Value nullValue = -search(pos, ss, -(beta-delta-1), depth-R*OnePly, ply+1, false, threadID);
// Check for a null capture artifact, if the value without the null capture
// is above beta then mark the node as a suspicious failed low. We will verify
{
/* Do not return unproven mates */
}
- else if (nullValue >= beta)
+ else if (nullValue >= beta - delta)
{
if (depth < 6 * OnePly)
return beta;