const int SkipSize[] = { 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4 };
const int SkipPhase[] = { 0, 1, 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4, 5, 6, 7 };
- // Razoring and futility margins
- const int RazorMargin = 590;
- Value futility_margin(Depth d) { return Value(150 * d / ONE_PLY); }
+ // Razor and futility margins
+ const int RazorMargin1 = 590;
+ const int RazorMargin2 = 604;
+ Value futility_margin(Depth d, bool improving) {
+ return Value((175 - 50 * improving) * d / ONE_PLY);
+ }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
std::memset(ss-4, 0, 7 * sizeof(Stack));
for (int i = 4; i > 0; i--)
- (ss-i)->contHistory = &this->contHistory[NO_PIECE][0]; // Use as sentinel
+ (ss-i)->contHistory = this->contHistory[NO_PIECE][0].get(); // Use as sentinel
bestValue = delta = alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
// Age out PV variability metric
if (mainThread)
- mainThread->bestMoveChanges *= 0.505, mainThread->failedLow = false;
+ mainThread->bestMoveChanges *= 0.517, mainThread->failedLow = false;
// Save the last iteration's scores before first PV line is searched and
// all the move scores except the (new) PV are set to -VALUE_INFINITE.
alpha = std::max(rootMoves[PVIdx].previousScore - delta,-VALUE_INFINITE);
beta = std::min(rootMoves[PVIdx].previousScore + delta, VALUE_INFINITE);
- // Adjust contempt based on current bestValue
- ct = Options["Contempt"] * PawnValueEg / 100 // From centipawns
- + (bestValue > 500 ? 50: // Dynamic contempt
- bestValue < -500 ? -50:
- bestValue / 10);
+ ct = Options["Contempt"] * PawnValueEg / 100; // From centipawns
+
+ // Adjust contempt based on current bestValue (dynamic contempt)
+ ct += int(std::round(48 * atan(float(bestValue) / 128)));
Eval::Contempt = (us == WHITE ? make_score(ct, ct / 2)
: -make_score(ct, ct / 2));
const int F[] = { mainThread->failedLow,
bestValue - mainThread->previousScore };
- int improvingFactor = std::max(229, std::min(715, 357 + 119 * F[0] - 6 * F[1]));
+ int improvingFactor = std::max(246, std::min(832, 306 + 119 * F[0] - 6 * F[1]));
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = 1.0;
for (int i : {3, 4, 5})
if (lastBestMoveDepth * i < completedDepth)
- timeReduction *= 1.3;
+ timeReduction *= 1.25;
// Use part of the gained time from a previous stable move for the current move
double unstablePvFactor = 1.0 + mainThread->bestMoveChanges;
- unstablePvFactor *= std::pow(mainThread->previousTimeReduction, 0.51) / timeReduction;
+ unstablePvFactor *= std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
// Stop the search if we have only one legal move, or if available time elapsed
if ( rootMoves.size() == 1
- || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 605)
+ || Time.elapsed() > Time.optimum() * unstablePvFactor * improvingFactor / 581)
{
// If we are allowed to ponder do not stop the search now but
// keep pondering until the GUI sends "ponderhit" or "stop".
Thread* thisThread = pos.this_thread();
inCheck = pos.checkers();
moveCount = captureCount = quietCount = ss->moveCount = 0;
- ss->statScore = 0;
bestValue = -VALUE_INFINITE;
maxValue = VALUE_INFINITE;
(ss+1)->ply = ss->ply + 1;
ss->currentMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
- ss->contHistory = &thisThread->contHistory[NO_PIECE][0];
+ ss->contHistory = thisThread->contHistory[NO_PIECE][0].get();
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
Square prevSq = to_sq((ss-1)->currentMove);
+ // Initialize statScore to zero for the grandchildren of the current position.
+ // So statScore is shared between all grandchildren and only the first grandchild
+ // starts with statScore = 0. Later grandchildren start with the last calculated
+ // statScore of the previous grandchild. This influences the reduction rules in
+ // LMR which are based on the statScore of parent position.
+ (ss+2)->statScore = 0;
+
// Step 4. Transposition table lookup. We don't want the score of a partial
// search to overwrite a previous full search TT value, so we use a different
// position key in case of an excluded move.
else if (!pos.capture_or_promotion(ttMove))
{
int penalty = -stat_bonus(depth);
- thisThread->mainHistory.update(pos.side_to_move(), ttMove, penalty);
+ thisThread->mainHistory[pos.side_to_move()][from_to(ttMove)] << penalty;
update_continuation_histories(ss, pos.moved_piece(ttMove), to_sq(ttMove), penalty);
}
}
ss->staticEval, TT.generation());
}
+ improving = ss->staticEval >= (ss-2)->staticEval
+ /* || ss->staticEval == VALUE_NONE Already implicit in the previous condition */
+ ||(ss-2)->staticEval == VALUE_NONE;
+
if (skipEarlyPruning || !pos.non_pawn_material(pos.side_to_move()))
goto moves_loop;
// Step 7. Razoring (skipped when in check)
- if ( !PvNode
- && depth <= ONE_PLY
- && eval + RazorMargin <= alpha)
- return qsearch<NonPV, false>(pos, ss, alpha, alpha+1);
+ if ( !PvNode
+ && depth <= 2 * ONE_PLY)
+ {
+ if ( depth == ONE_PLY
+ && eval + RazorMargin1 <= alpha)
+ return qsearch<NonPV, false>(pos, ss, alpha, alpha+1);
+
+ else if (eval + RazorMargin2 <= alpha)
+ {
+ Value ralpha = alpha - RazorMargin2;
+ Value v = qsearch<NonPV, false>(pos, ss, ralpha, ralpha+1);
+
+ if (v <= ralpha)
+ return v;
+ }
+ }
// Step 8. Futility pruning: child node (skipped when in check)
if ( !rootNode
&& depth < 7 * ONE_PLY
- && eval - futility_margin(depth) >= beta
+ && eval - futility_margin(depth, improving) >= beta
&& eval < VALUE_KNOWN_WIN) // Do not return unproven wins
return eval;
Depth R = ((823 + 67 * depth / ONE_PLY) / 256 + std::min((eval - beta) / PawnValueMg, 3)) * ONE_PLY;
ss->currentMove = MOVE_NULL;
- ss->contHistory = &thisThread->contHistory[NO_PIECE][0];
+ ss->contHistory = thisThread->contHistory[NO_PIECE][0].get();
pos.do_null_move(st);
Value nullValue = depth-R < ONE_PLY ? -qsearch<NonPV, false>(pos, ss+1, -beta, -beta+1)
Value rbeta = std::min(beta + 200, VALUE_INFINITE);
MovePicker mp(pos, ttMove, rbeta - ss->staticEval, &thisThread->captureHistory);
+ int probCutCount = 0;
- while ((move = mp.next_move()) != MOVE_NONE)
+ while ( (move = mp.next_move()) != MOVE_NONE
+ && probCutCount < depth / ONE_PLY - 3)
if (pos.legal(move))
{
+ probCutCount++;
+
ss->currentMove = move;
- ss->contHistory = &thisThread->contHistory[pos.moved_piece(move)][to_sq(move)];
+ ss->contHistory = thisThread->contHistory[pos.moved_piece(move)][to_sq(move)].get();
assert(depth >= 5 * ONE_PLY);
value = -search<NonPV>(pos, ss+1, -rbeta, -rbeta+1, depth - 4 * ONE_PLY, !cutNode, false);
pos.undo_move(move);
+
if (value >= rbeta)
return value;
}
// Update the current move (this must be done after singular extension search)
ss->currentMove = move;
- ss->contHistory = &thisThread->contHistory[movedPiece][to_sq(move)];
+ ss->contHistory = thisThread->contHistory[movedPiece][to_sq(move)].get();
// Step 15. Make the move
pos.do_move(move, st, givesCheck);
for (int i : {1, 2, 4})
if (is_ok((ss-i)->currentMove))
- (ss-i)->contHistory->update(pc, to, bonus);
+ (*(ss-i)->contHistory)[pc][to] << bonus;
}
CapturePieceToHistory& captureHistory = pos.this_thread()->captureHistory;
Piece moved_piece = pos.moved_piece(move);
PieceType captured = type_of(pos.piece_on(to_sq(move)));
- captureHistory.update(moved_piece, to_sq(move), captured, bonus);
+ captureHistory[moved_piece][to_sq(move)][captured] << bonus;
// Decrease all the other played capture moves
for (int i = 0; i < captureCnt; ++i)
{
moved_piece = pos.moved_piece(captures[i]);
captured = type_of(pos.piece_on(to_sq(captures[i])));
- captureHistory.update(moved_piece, to_sq(captures[i]), captured, -bonus);
+ captureHistory[moved_piece][to_sq(captures[i])][captured] << -bonus;
}
}
Color us = pos.side_to_move();
Thread* thisThread = pos.this_thread();
- thisThread->mainHistory.update(us, move, bonus);
+ thisThread->mainHistory[us][from_to(move)] << bonus;
update_continuation_histories(ss, pos.moved_piece(move), to_sq(move), bonus);
if (is_ok((ss-1)->currentMove))
// Decrease all the other played quiet moves
for (int i = 0; i < quietsCnt; ++i)
{
- thisThread->mainHistory.update(us, quiets[i], -bonus);
+ thisThread->mainHistory[us][from_to(quiets[i])] << -bonus;
update_continuation_histories(ss, pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);
}
}