X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fsearch.cpp;h=ffd484266b2196d0167c93b377c59b7a15230814;hp=4712172d5a13bcb23d7aa08e32764e89685aad8c;hb=96a32eec69596be311d513cc13762f538cd7a422;hpb=72ca727b382212705d2a31588d03eb0c85abddba diff --git a/src/search.cpp b/src/search.cpp index 4712172d..ffd48426 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -133,9 +133,6 @@ namespace { // when the static evaluation is at most IIDMargin below beta. const Value IIDMargin = Value(0x100); - // Use easy moves? - const bool UseEasyMove = true; - // Easy move margin. An easy move candidate must be at least this much // better than the second best move. const Value EasyMoveMargin = Value(0x200); @@ -165,11 +162,11 @@ namespace { bool UseQSearchFutilityPruning = true; bool UseFutilityPruning = true; - // Margins for futility pruning in the quiescence search, at frontier - // nodes, and at pre-frontier nodes - Value FutilityMargin0 = Value(0x80); - Value FutilityMargin1 = Value(0x100); - Value FutilityMargin2 = Value(0x300); + // Margins for futility pruning in the quiescence search, and at frontier + // and near frontier nodes + Value FutilityMarginQS = Value(0x80); + Value FutilityMargins[6] = { Value(0x120), Value(0x220), Value(0x250), + Value(0x280), Value(0x320), Value(0x360) }; // Razoring Depth RazorDepth = 4*OnePly; @@ -418,9 +415,10 @@ void think(const Position &pos, bool infinite, bool ponder, int side_to_move, UseQSearchFutilityPruning = get_option_value_bool("Futility Pruning (Quiescence Search)"); UseFutilityPruning = get_option_value_bool("Futility Pruning (Main Search)"); - FutilityMargin0 = value_from_centipawns(get_option_value_int("Futility Margin 0")); - FutilityMargin1 = value_from_centipawns(get_option_value_int("Futility Margin 1")); - FutilityMargin2 = value_from_centipawns(get_option_value_int("Futility Margin 2")); + FutilityMarginQS = value_from_centipawns(get_option_value_int("Futility Margin (Quiescence Search)")); + int fmScale = get_option_value_int("Futility Margin (Main Serach)"); + for (int i = 0; i < 6; i++) + FutilityMargins[i] = (FutilityMargins[i] * fmScale) / 100; RazorDepth = (get_option_value_int("Maximum Razoring Depth") + 1) * OnePly; RazorMargin = value_from_centipawns(get_option_value_int("Razoring Margin")); @@ -1038,7 +1036,7 @@ namespace { else value = alpha + 1; // Just to trigger next condition - if (value > alpha) // Go with full depth pv search + if (value > alpha) // Go with full depth non-pv search { ss[ply].reduction = Depth(0); value = -search(pos, ss, -alpha, newDepth, ply+1, true, threadID); @@ -1076,7 +1074,9 @@ namespace { // If we are at ply 1, and we are searching the first root move at // ply 0, set the 'Problem' variable if the score has dropped a lot // (from the computer's point of view) since the previous iteration: - if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin) + if ( ply == 1 + && Iteration >= 2 + && -value <= ValueByIteration[Iteration-1] - ProblemMargin) Problem = true; } @@ -1240,10 +1240,13 @@ namespace { // Null move search not allowed, try razoring else if ( !value_is_mate(beta) && approximateEval < beta - RazorMargin - && depth < RazorDepth) + && depth < RazorDepth + && depth > OnePly + && ttMove == MOVE_NONE + && !pos.has_pawn_on_7th(pos.side_to_move())) { Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID); - if (v < beta - RazorMargin / 2) + if (v < beta - RazorMargin / 2 - int(depth - OnePly) * RazorMargin / 8) return v; } @@ -1309,17 +1312,18 @@ namespace { && !moveIsCapture && !move_promotion(move)) { - // History pruning. See ok_to_prune() definition. + // History pruning. See ok_to_prune() definition if ( moveCount >= 2 + int(depth) && ok_to_prune(pos, move, ss[ply].threatMove, depth)) continue; - // Value based pruning. - if (depth < 3 * OnePly && approximateEval < beta) + // Value based pruning + if (depth < 7 * OnePly && approximateEval < beta) { if (futilityValue == VALUE_NONE) futilityValue = evaluate(pos, ei, threadID) - + (depth < 2 * OnePly ? FutilityMargin1 : FutilityMargin2); + + FutilityMargins[int(depth)/2 - 1] + + 32 * (depth & 1); if (futilityValue < beta) { @@ -1490,7 +1494,7 @@ namespace { + Max(pos.midgame_value_of_piece_on(move_to(move)), pos.endgame_value_of_piece_on(move_to(move))) + (move_is_ep(move) ? PawnValueEndgame : Value(0)) - + FutilityMargin0 + + FutilityMarginQS + ei.futilityMargin; if (futilityValue < alpha) @@ -1778,8 +1782,10 @@ namespace { } // If we are at ply 1, and we are searching the first root move at // ply 0, set the 'Problem' variable if the score has dropped a lot - // (from the computer's point of view) since the previous iteration: - if (Iteration >= 2 && -value <= ValueByIteration[Iteration-1] - ProblemMargin) + // (from the computer's point of view) since the previous iteration. + if ( sp->ply == 1 + && Iteration >= 2 + && -value <= ValueByIteration[Iteration-1] - ProblemMargin) Problem = true; } lock_release(&(sp->lock)); @@ -1788,7 +1794,7 @@ namespace { lock_grab(&(sp->lock)); // If this is the master thread and we have been asked to stop because of - // a beta cutoff higher up in the tree, stop all slave threads: + // a beta cutoff higher up in the tree, stop all slave threads. if (sp->master == threadID && thread_should_stop(threadID)) for (int i = 0; i < ActiveThreads; i++) if (sp->slaves[i])