// Step 9. Internal iterative deepening
// Minimum depth for use of internal iterative deepening
- const Depth IIDDepth[2] = { 8 * ONE_PLY /* non-PV */, 5 * ONE_PLY /* PV */};
+ const Depth IIDDepth[] = { 8 * ONE_PLY, 5 * ONE_PLY };
// At Non-PV nodes we do an internal iterative deepening search
// when the static evaluation is bigger then beta - IIDMargin.
// Step 11. Decide the new search depth
- // Extensions. Configurable UCI options. Array index 0 is used at
- // non-PV nodes, index 1 at PV nodes.
- Depth CheckExtension[2], PawnPushTo7thExtension[2];
- Depth PassedPawnExtension[2], PawnEndgameExtension[2];
+ // Extensions. Array index 0 is used for non-PV nodes, index 1 for PV nodes
+ const Depth CheckExtension[] = { ONE_PLY / 2, ONE_PLY / 1 };
+ const Depth PawnEndgameExtension[] = { ONE_PLY / 1, ONE_PLY / 1 };
+ const Depth PawnPushTo7thExtension[] = { ONE_PLY / 2, ONE_PLY / 2 };
+ const Depth PassedPawnExtension[] = { DEPTH_ZERO, ONE_PLY / 2 };
// Minimum depth for use of singular extension
- const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
+ const Depth SingularExtensionDepth[] = { 8 * ONE_PLY, 6 * ONE_PLY };
// Step 12. Futility pruning
Value FutilityMarginsMatrix[16][64]; // [depth][moveNumber]
int FutilityMoveCountArray[32]; // [depth]
- inline Value futility_margin(Depth d, int mn) { return d < 7 * ONE_PLY ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)] : 2 * VALUE_INFINITE; }
- inline int futility_move_count(Depth d) { return d < 16 * ONE_PLY ? FutilityMoveCountArray[d] : 512; }
+ inline Value futility_margin(Depth d, int mn) {
+
+ return d < 7 * ONE_PLY ? FutilityMarginsMatrix[Max(d, 1)][Min(mn, 63)]
+ : 2 * VALUE_INFINITE;
+ }
+
+ inline int futility_move_count(Depth d) {
+
+ return d < 16 * ONE_PLY ? FutilityMoveCountArray[d] : MOVES_MAX;
+ }
// Step 14. Reduced search
}
// Read UCI options
- CheckExtension[1] = Options["Check Extension (PV nodes)"].value<Depth>();
- CheckExtension[0] = Options["Check Extension (non-PV nodes)"].value<Depth>();
- PawnPushTo7thExtension[1] = Options["Pawn Push to 7th Extension (PV nodes)"].value<Depth>();
- PawnPushTo7thExtension[0] = Options["Pawn Push to 7th Extension (non-PV nodes)"].value<Depth>();
- PassedPawnExtension[1] = Options["Passed Pawn Extension (PV nodes)"].value<Depth>();
- PassedPawnExtension[0] = Options["Passed Pawn Extension (non-PV nodes)"].value<Depth>();
- PawnEndgameExtension[1] = Options["Pawn Endgame Extension (PV nodes)"].value<Depth>();
- PawnEndgameExtension[0] = Options["Pawn Endgame Extension (non-PV nodes)"].value<Depth>();
- UCIMultiPV = Options["MultiPV"].value<int>();
- SkillLevel = Options["Skill level"].value<int>();
+ UCIMultiPV = Options["MultiPV"].value<int>();
+ SkillLevel = Options["Skill level"].value<int>();
read_evaluation_uci_options(pos.side_to_move());
o["Space"] = Option(100, 0, 200);
o["Aggressiveness"] = Option(100, 0, 200);
o["Cowardice"] = Option(100, 0, 200);
- o["Check Extension (PV nodes)"] = Option(2, 0, 2);
- o["Check Extension (non-PV nodes)"] = Option(1, 0, 2);
- o["Pawn Push to 7th Extension (PV nodes)"] = Option(1, 0, 2);
- o["Pawn Push to 7th Extension (non-PV nodes)"] = Option(1, 0, 2);
- o["Passed Pawn Extension (PV nodes)"] = Option(1, 0, 2);
- o["Passed Pawn Extension (non-PV nodes)"] = Option(0, 0, 2);
- o["Pawn Endgame Extension (PV nodes)"] = Option(2, 0, 2);
- o["Pawn Endgame Extension (non-PV nodes)"] = Option(2, 0, 2);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
o["Threads"] = Option(1, 1, MAX_THREADS);