// History and stats update bonus, based on depth
int stat_bonus(Depth depth) {
int d = depth / ONE_PLY;
- return d > 17 ? 0 : 33 * d * d + 66 * d - 66;
+ return d > 17 ? 0 : 29 * d * d + 138 * d - 134;
}
// Skill structure is used to implement strength limit
// Vote according to score and depth
for (Thread* th : Threads)
- votes[th->rootMoves[0].pv[0]] += int(th->rootMoves[0].score - minScore)
+ votes[th->rootMoves[0].pv[0]] += int(th->rootMoves[0].score - minScore)
+ int(th->completedDepth);
// Select best thread
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) - 10 * ((ss-1)->statScore > 0)
+ : VALUE_DRAW;
// 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
{
// Never assume anything on values stored in TT
if ((ss->staticEval = eval = tte->eval()) == VALUE_NONE)
- eval = ss->staticEval = evaluate(pos);
+ eval = ss->staticEval = evaluate(pos) - 10 * ((ss-1)->statScore > 0);
// Can ttValue be used as a better position evaluation?
if ( ttValue != VALUE_NONE
else
{
ss->staticEval = eval =
- (ss-1)->currentMove != MOVE_NULL ? evaluate(pos)
+ (ss-1)->currentMove != MOVE_NULL ? evaluate(pos) - 10 * ((ss-1)->statScore > 0)
: -(ss-1)->staticEval + 2 * Eval::Tempo;
tte->save(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
// Step 9. Null move search with verification search (~40 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
- && (ss-1)->statScore < 22500
+ && (ss-1)->statScore < 23200
&& eval >= beta
&& ss->staticEval >= beta - 36 * depth / ONE_PLY + 225
&& !excludedMove