Move pv[3];
};
+ // Set of rows with half bits set to 1 and half to 0. It is used to allocate
+ // the search depths across the threads.
+ typedef std::vector<int> Row;
+
+ const Row HalfDensity[] = {
+ {0, 1},
+ {1, 0},
+ {0, 0, 1, 1},
+ {0, 1, 1, 0},
+ {1, 1, 0, 0},
+ {1, 0, 0, 1},
+ {0, 0, 0, 1, 1, 1},
+ {0, 0, 1, 1, 1, 0},
+ {0, 1, 1, 1, 0, 0},
+ {1, 1, 1, 0, 0, 0},
+ {1, 1, 0, 0, 0, 1},
+ {1, 0, 0, 0, 1, 1},
+ {0, 0, 0, 0, 1, 1, 1, 1},
+ {0, 0, 0, 1, 1, 1, 1, 0},
+ {0, 0, 1, 1, 1, 1, 0 ,0},
+ {0, 1, 1, 1, 1, 0, 0 ,0},
+ {1, 1, 1, 1, 0, 0, 0 ,0},
+ {1, 1, 1, 0, 0, 0, 0 ,1},
+ {1, 1, 0, 0, 0, 0, 1 ,1},
+ {1, 0, 0, 0, 0, 1, 1 ,1},
+ };
+
+ const size_t HalfDensitySize = std::extent<decltype(HalfDensity)>::value;
+
EasyMoveManager EasyMove;
Value DrawValue[COLOR_NB];
CounterMoveHistoryStats CounterMoveHistory;
std::cout << sync_endl;
}
-const int halfDensityMap[][9] =
-{
- {2, 0, 1},
- {2, 1, 0},
-
- {4, 0, 0, 1, 1},
- {4, 0, 1, 1, 0},
- {4, 1, 1, 0, 0},
- {4, 1, 0, 0, 1},
-
- {6, 0, 0, 0, 1, 1, 1},
- {6, 0, 0, 1, 1, 1, 0},
- {6, 0, 1, 1, 1, 0, 0},
- {6, 1, 1, 1, 0, 0, 0},
- {6, 1, 1, 0, 0, 0, 1},
- {6, 1, 0, 0, 0, 1, 1},
-
- {8, 0, 0, 0, 0, 1, 1, 1, 1},
- {8, 0, 0, 0, 1, 1, 1, 1, 0},
- {8, 0, 0, 1, 1, 1, 1, 0 ,0},
- {8, 0, 1, 1, 1, 1, 0, 0 ,0},
- {8, 1, 1, 1, 1, 0, 0, 0 ,0},
- {8, 1, 1, 1, 0, 0, 0, 0 ,1},
- {8, 1, 1, 0, 0, 0, 0, 1 ,1},
- {8, 1, 0, 0, 0, 0, 1, 1 ,1},
-};
-
// Thread::search() is the main iterative deepening loop. It calls search()
// repeatedly with increasing depth until the allocated thinking time has been
// 2nd ply (using a half-density matrix).
if (!mainThread)
{
- int row = (idx - 1) % 20;
- if (halfDensityMap[row][(rootDepth + rootPos.game_ply()) % halfDensityMap[row][0] + 1])
+ const Row& row = HalfDensity[(idx - 1) % HalfDensitySize];
+ if (row[(rootDepth + rootPos.game_ply()) % row.size()])
continue;
}
{
if (!Signals.stop && !Signals.stopOnPonderhit)
{
- // Take some extra time if the best move has changed
- if (rootDepth > 4 * ONE_PLY && multiPV == 1)
- Time.pv_instability(mainThread->bestMoveChanges);
-
// Stop the search if only one legal move is available, or if all
// of the available time has been used, or if we matched an easyMove
// from the previous search and just did a fast verification.
bestValue >= mainThread->previousScore };
int improvingFactor = 640 - 160*F[0] - 126*F[1] - 124*F[0]*F[1];
+ double unstablePvFactor = 1 + mainThread->bestMoveChanges;
bool doEasyMove = rootMoves[0].pv[0] == easyMove
&& mainThread->bestMoveChanges < 0.03
- && Time.elapsed() > Time.available() * 25 / 206;
+ && Time.elapsed() > Time.optimum() * 25 / 204;
if ( rootMoves.size() == 1
- || Time.elapsed() > Time.available() * improvingFactor / 640
+ || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 634
|| (mainThread->easyMovePlayed = doEasyMove))
{
// If we are allowed to ponder do not stop the search now but