const Value FutilityMarginQS = Value(0x80);
// Each move futility margin is decreased
- const Value IncrementalFutilityMargin = Value(0x8);
+ const Value IncrementalFutilityMargin = Value(0x4);
// 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),
// Move count pruning limit
const int MCLimit = 3 + (1 << (3*int(depth)/8));
+ /*
+ for (int d = 2; d < 16; d++)
+ std::cout << d << " -> " << 56*(0+2*bitScanReverse32(1 * int(d) * int(d) / 2)) << std::endl;
+ //std::cout << d << " -> " << 32*(1+3*bitScanReverse32(1 * int(d) * int(d))) << std::endl;
+ */
+
// Loop through all legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
// Value based pruning
if (approximateEval < beta)
- {
+ {//dbg_before();
if (futilityValue == VALUE_NONE)
futilityValue = evaluate(pos, ei, threadID)
- + 64*(2+bitScanReverse32(int(depth) * int(depth)));
+ + 56*(0+2*bitScanReverse32(1 * int(depth) * int(depth) / 2));
futilityValueScaled = futilityValue - moveCount * IncrementalFutilityMargin;
bestValue = futilityValueScaled;
continue;
}
+ //dbg_after(); // 36% (inc == 8), 40% (inc == 4), 37%(56)
}
}