// Depth limit for use of dynamic threat detection
Depth ThreatDepth; // heavy SMP read access
+ // Last seconds noise filtering (LSN)
+ const bool UseLSNFiltering = true;
+ const int LSNTime = 4000; // In milliseconds
+ const Value LSNValue = value_from_centipawns(200);
+ bool looseOnTime = false;
+
// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
// There is heavy SMP read access on these arrays
Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
// Read UCI option values
TT.set_size(get_option_value_int("Hash"));
if (button_was_pressed("Clear Hash"))
+ {
TT.clear();
+ looseOnTime = false; // reset at the beginning of a new game
+ }
bool PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
if (UseLogFile)
LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
- bool UseLSNFiltering = get_option_value_bool("LSN filtering");
- int LSNTime = get_option_value_int("LSN Time Margin (sec)") * 1000;
- Value LSNValue = value_from_centipawns(get_option_value_int("LSN Value Margin"));
-
MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
// We're ready to start thinking. Call the iterative deepening loop function
- static bool looseOnTime = false;
-
+ //
// FIXME we really need to cleanup all this LSN ugliness
if (!looseOnTime)
{
o["Full Depth Moves (PV nodes)"] = Option(14, 1, 100);
o["Full Depth Moves (non-PV nodes)"] = Option(3, 1, 100);
o["Threat Depth"] = Option(5, 0, 100);
- o["LSN filtering"] = Option(true);
- o["LSN Time Margin (sec)"] = Option(4, 1, 10);
- o["LSN Value Margin"] = Option(200, 100, 600);
o["Randomness"] = Option(0, 0, 10);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);