RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
- // Dynamic draw value: try to avoid repetition draws at early midgame
- int cf = std::max(70 - RootPos.game_ply(), 0);
+ int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
- Time::point iterationTime = Time::now() - SearchTime;
-
// If skill levels are enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(depth))
skill.pick_move();
// Do we have time for the next iteration? Can we stop searching now?
if (Limits.use_time_management() && !Signals.stop && !Signals.stopOnPonderhit)
{
- bool stop = false; // Local variable, not the volatile Signals.stop
-
// Take some extra time if the best move has changed
if (depth > 4 && depth < 50 && MultiPV == 1)
TimeMgr.pv_instability(BestMoveChanges);
// Stop the search if only one legal move is available or all
// of the available time has been used.
if ( RootMoves.size() == 1
- || iterationTime > TimeMgr.available_time() )
- stop = true;
-
- if (stop)
+ || Time::now() - SearchTime > TimeMgr.available_time())
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
{
Value rbeta = std::min(beta + 200, VALUE_INFINITE);
- Depth rdepth = depth - ONE_PLY - 3 * ONE_PLY;
+ Depth rdepth = depth - 4 * ONE_PLY;
assert(rdepth >= ONE_PLY);
assert((ss-1)->currentMove != MOVE_NONE);
// case of Signals.stop or thread.cutoff_occurred() are set, but this is
// harmless because return value is discarded anyhow in the parent nodes.
// If we are in a singular extension search then return a fail low score.
- // A split node has at least one move - the one tried before to be splitted.
+ // A split node has at least one move - the one tried before to be split.
if (!moveCount)
return excludedMove ? alpha
: inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];