X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fsearch.cpp;h=d0bbc9675c9618ff780cb51b3f89a8eb8abf31f6;hp=5445256f3a85d0a0537f985c987674729a995c86;hb=df50ea5dc635457dd34fd08c0d332889483f5e7f;hpb=cb0111d3db923ec43b39f47973f7457da2b2e6c0 diff --git a/src/search.cpp b/src/search.cpp index 5445256f..d0bbc967 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -85,6 +85,13 @@ namespace { return d > 17 ? 0 : 29 * d * d + 138 * d - 134; } + // Add a small random component to draw evaluations to keep search dynamic + // and to avoid 3fold-blindness. + Value value_draw(Depth depth, Thread* thisThread) { + return depth < 4 ? VALUE_DRAW + : VALUE_DRAW + Value(2 * (thisThread->nodes.load(std::memory_order_relaxed) % 2) - 1); + } + // Skill structure is used to implement strength limit struct Skill { explicit Skill(int l) : level(l) {} @@ -380,7 +387,7 @@ void Thread::search() { if (rootDepth >= 5 * ONE_PLY) { Value previousScore = rootMoves[pvIdx].previousScore; - delta = Value(18); + delta = Value(20); alpha = std::max(previousScore - delta,-VALUE_INFINITE); beta = std::min(previousScore + delta, VALUE_INFINITE); @@ -394,9 +401,11 @@ void Thread::search() { // Start with a small aspiration window and, in the case of a fail // high/low, re-search with a bigger window until we don't fail // high/low anymore. + int failedHighCnt = 0; while (true) { - bestValue = ::search(rootPos, ss, alpha, beta, rootDepth, false); + Depth adjustedDepth = std::max(ONE_PLY, rootDepth - failedHighCnt * ONE_PLY); + bestValue = ::search(rootPos, ss, alpha, beta, adjustedDepth, false); // Bring the best move to the front. It is critical that sorting // is done with a stable algorithm because all the values but the @@ -429,12 +438,17 @@ void Thread::search() { if (mainThread) { + failedHighCnt = 0; failedLow = true; Threads.stopOnPonderhit = false; } } else if (bestValue >= beta) + { beta = std::min(bestValue + delta, VALUE_INFINITE); + if (mainThread) + ++failedHighCnt; + } else break; @@ -535,7 +549,7 @@ namespace { && !rootNode && pos.has_game_cycle(ss->ply)) { - alpha = VALUE_DRAW; + alpha = value_draw(depth, pos.this_thread()); if (alpha >= beta) return alpha; } @@ -584,7 +598,8 @@ namespace { 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) + : value_draw(depth, pos.this_thread()); // 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 @@ -925,10 +940,15 @@ moves_loop: // When in check, search starts from here extension = ONE_PLY; } else if ( givesCheck // Check extension (~2 Elo) - && !moveCountPruning && pos.see_ge(move)) extension = ONE_PLY; + // Extension for king moves that change castling rights + if ( pos.can_castle(us) + && type_of(movedPiece) == KING + && depth < 12 * ONE_PLY) + extension = ONE_PLY; + // Calculate new depth for this move newDepth = depth - ONE_PLY + extension; @@ -1125,8 +1145,6 @@ moves_loop: // When in check, search starts from here break; } } - else if (PvNode && !rootNode && value == alpha) - update_pv(ss->pv, move, (ss+1)->pv); } if (move != bestMove)