static inline const bool IsLittleEndian = (Le.c[0] == 4);
-// RunningAverage : a class to calculate a running average of a series of values.
-// For efficiency, all computations are done with integers.
-class RunningAverage {
- public:
-
- // Reset the running average to rational value p / q
- void set(int64_t p, int64_t q)
- { average = p * PERIOD * RESOLUTION / q; }
-
- // Update average with value v
- void update(int64_t v)
- { average = RESOLUTION * v + (PERIOD - 1) * average / PERIOD; }
-
- // Test if average is strictly greater than rational a / b
- bool is_greater(int64_t a, int64_t b) const
- { return b * average > a * (PERIOD * RESOLUTION); }
-
- int64_t value() const
- { return average / (PERIOD * RESOLUTION); }
-
- private :
- static constexpr int64_t PERIOD = 4096;
- static constexpr int64_t RESOLUTION = 1024;
- int64_t average;
-};
-
template <typename T, std::size_t MaxSize>
class ValueList {
if (mainThread)
{
+
+ int rootComplexity;
+ if (Eval::useNNUE)
+ Eval::NNUE::evaluate(rootPos, true, &rootComplexity);
+ else
+ Eval::evaluate(rootPos, &rootComplexity);
+
+ mainThread->complexity = std::min(1.03 + (rootComplexity - 241) / 1552.0, 1.45);
+
if (mainThread->bestPreviousScore == VALUE_INFINITE)
for (int i = 0; i < 4; ++i)
mainThread->iterValue[i] = VALUE_ZERO;
multiPV = std::min(multiPV, rootMoves.size());
- complexityAverage.set(153, 1);
-
optimism[us] = optimism[~us] = VALUE_ZERO;
int searchAgainCounter = 0;
timeReduction = lastBestMoveDepth + 8 < completedDepth ? 1.57 : 0.65;
double reduction = (1.4 + mainThread->previousTimeReduction) / (2.08 * timeReduction);
double bestMoveInstability = 1 + 1.8 * totBestMoveChanges / Threads.size();
- int complexity = mainThread->complexityAverage.value();
- double complexPosition = std::min(1.03 + (complexity - 241) / 1552.0, 1.45);
- double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * complexPosition;
+ double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability * mainThread->complexity;
// Cap used time in case of a single legal move for a better viewer experience in tournaments
// yielding correct scores and sufficiently fast moves.
tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
- thisThread->complexityAverage.update(complexity);
-
// Use static evaluation difference to improve quiet move ordering (~4 Elo)
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
Pawns::Table pawnsTable;
Material::Table materialTable;
size_t pvIdx, pvLast;
- RunningAverage complexityAverage;
std::atomic<uint64_t> nodes, tbHits, bestMoveChanges;
int selDepth, nmpMinPly;
Color nmpColor;
void search() override;
void check_time();
+ double complexity;
double previousTimeReduction;
Value bestPreviousScore;
Value bestPreviousAverageScore;