int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
+ Value DrawValue[2];
History H;
template <NodeType NT>
Position& pos = RootPosition;
Chess960 = pos.is_chess960();
Eval::RootColor = pos.side_to_move();
- int scaledCF = Eval::ContemptFactor * MaterialTable::game_phase(pos) / PHASE_MIDGAME;
- Eval::ValueDraw[ Eval::RootColor] = VALUE_DRAW - Value(scaledCF);
- Eval::ValueDraw[~Eval::RootColor] = VALUE_DRAW + Value(scaledCF);
TimeMgr.init(Limits, pos.startpos_ply_counter(), pos.side_to_move());
TT.new_search();
H.clear();
goto finalize;
}
+ if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
+ {
+ int cf = Options["Contempt Factor"] * PawnValueMg / 100; // In centipawns
+ cf = cf * MaterialTable::game_phase(pos) / PHASE_MIDGAME; // Scale down with phase
+ DrawValue[ Eval::RootColor] = VALUE_DRAW - Value(cf);
+ DrawValue[~Eval::RootColor] = VALUE_DRAW + Value(cf);
+ }
+ else
+ DrawValue[WHITE] = DrawValue[BLACK] = VALUE_DRAW;
+
if (Options["OwnBook"] && !Limits.infinite)
{
Move bookMove = book.probe(pos, Options["Book File"], Options["Best Book Move"]);
{
// Step 2. Check for aborted search and immediate draw
if (Signals.stop || pos.is_draw<false>() || ss->ply > MAX_PLY)
- return Eval::ValueDraw[pos.side_to_move()];
+ return DrawValue[pos.side_to_move()];
// 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
else
{
refinedValue = ss->eval = evaluate(pos, ss->evalMargin);
- TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
+ TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
+ ss->eval, ss->evalMargin);
}
// Update gain for the parent non-capture move given the static position
// Check for an instant draw or maximum ply reached
if (pos.is_draw<true>() || ss->ply > MAX_PLY)
- return Eval::ValueDraw[pos.side_to_move()];
+ return DrawValue[pos.side_to_move()];
// Transposition table lookup. At PV nodes, we don't use the TT for
// pruning, but only for move ordering.
// Decide whether or not to include checks, this fixes also the type of
// TT entry depth that we are going to use. Note that in qsearch we use
// only two types of depth in TT: DEPTH_QS_CHECKS or DEPTH_QS_NO_CHECKS.
- ttDepth = inCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS : DEPTH_QS_NO_CHECKS;
-
+ ttDepth = inCheck || depth >= DEPTH_QS_CHECKS ? DEPTH_QS_CHECKS
+ : DEPTH_QS_NO_CHECKS;
if ( tte && tte->depth() >= ttDepth
&& ( PvNode ? tte->type() == BOUND_EXACT
: ttValue >= beta ? (tte->type() & BOUND_LOWER)
if (bestValue >= beta)
{
if (!tte)
- TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
+ TT.store(pos.key(), value_to_tt(bestValue, ss->ply), BOUND_LOWER,
+ DEPTH_NONE, MOVE_NONE, ss->eval, ss->evalMargin);
return bestValue;
}
o["Search Log Filename"] = Option("SearchLog.txt");
o["Book File"] = Option("book.bin");
o["Best Book Move"] = Option(false);
- o["Contempt Factor"] = Option(0, -50, 50, on_eval);
+ o["Contempt Factor"] = Option(0, -50, 50);
o["Mobility (Middle Game)"] = Option(100, 0, 200, on_eval);
o["Mobility (Endgame)"] = Option(100, 0, 200, on_eval);
o["Passed Pawns (Middle Game)"] = Option(100, 0, 200, on_eval);