// Margins for futility pruning in the quiescence search, and at frontier
// and near frontier nodes
Value FutilityMarginQS = Value(0x80);
- Value FutilityMargins[6] = { Value(0x120), Value(0x220), Value(0x250),
- Value(0x280), Value(0x320), Value(0x360) };
+ Value FutilityMargins[6] = { Value(0x100), Value(0x200), Value(0x250),
+ Value(0x2A0), Value(0x340), Value(0x3A0) };
// Razoring
+ const bool RazorAtDepthOne = false;
Depth RazorDepth = 4*OnePly;
Value RazorMargin = Value(0x300);
bool connected_moves(const Position &pos, Move m1, Move m2);
bool value_is_mate(Value value);
bool move_is_killer(Move m, const SearchStack& ss);
- Depth extension(const Position &pos, Move m, bool pvNode, bool check, bool singleReply, bool mateThreat, bool* dangerous);
+ Depth extension(const Position &pos, Move m, bool pvNode, bool capture, bool check, bool singleReply, bool mateThreat, bool* dangerous);
bool ok_to_do_nullmove(const Position &pos);
bool ok_to_prune(const Position &pos, Move m, Move threat, Depth d);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
UseFutilityPruning = get_option_value_bool("Futility Pruning (Main Search)");
FutilityMarginQS = value_from_centipawns(get_option_value_int("Futility Margin (Quiescence Search)"));
- int fmScale = get_option_value_int("Futility Margin (Main Serach)");
+ int fmScale = get_option_value_int("Futility Margin Scale Factor (Main Search)");
for (int i = 0; i < 6; i++)
FutilityMargins[i] = (FutilityMargins[i] * fmScale) / 100;
// Set thinking time:
int myTime = time[side_to_move];
int myIncrement = increment[side_to_move];
- int oppTime = time[1 - side_to_move];
if (!movesToGo) // Sudden death time control
{
// Decide search depth for this move
bool dangerous;
- ext = extension(pos, move, true, pos.move_is_check(move), false, false, &dangerous);
+ ext = extension(pos, move, true, pos.move_is_capture(move), pos.move_is_check(move), false, false, &dangerous);
newDepth = (Iteration - 2) * OnePly + ext + InitialDepth;
// Make the move, and search it
// Decide the new search depth
bool dangerous;
- Depth ext = extension(pos, move, true, moveIsCheck, singleReply, mateThreat, &dangerous);
+ Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Make and search the move
else if ( !value_is_mate(beta)
&& approximateEval < beta - RazorMargin
&& depth < RazorDepth
- && depth > OnePly
+ && (RazorAtDepthOne || depth > OnePly)
&& ttMove == MOVE_NONE
&& !pos.has_pawn_on_7th(pos.side_to_move()))
{
Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
- if (v < beta - RazorMargin / 2 - int(depth - OnePly) * RazorMargin / 8)
+ if ( (v < beta - RazorMargin - RazorMargin / 4)
+ || (depth < 3*OnePly && v < beta - RazorMargin)
+ || (depth < 2*OnePly && v < beta - RazorMargin / 2))
return v;
}
// Decide the new search depth
bool dangerous;
- Depth ext = extension(pos, move, false, moveIsCheck, singleReply, mateThreat, &dangerous);
+ Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, singleReply, mateThreat, &dangerous);
Depth newDepth = depth - OnePly + ext;
// Futility pruning
// Decide the new search depth.
bool dangerous;
- Depth ext = extension(pos, move, false, moveIsCheck, false, false, &dangerous);
+ Depth ext = extension(pos, move, false, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Prune?
// Decide the new search depth.
bool dangerous;
- Depth ext = extension(pos, move, true, moveIsCheck, false, false, &dangerous);
+ Depth ext = extension(pos, move, true, moveIsCapture, moveIsCheck, false, false, &dangerous);
Depth newDepth = sp->depth - OnePly + ext;
// Make and search the move.
// extended, as example because the corresponding UCI option is set to zero,
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
- Depth extension(const Position &pos, Move m, bool pvNode, bool check,
+ Depth extension(const Position& pos, Move m, bool pvNode, bool capture, bool check,
bool singleReply, bool mateThreat, bool* dangerous) {
assert(m != MOVE_NONE);
if (mateThreat)
result += MateThreatExtension[pvNode];
- if (pos.move_is_pawn_push_to_7th(m))
+ if (pos.type_of_piece_on(move_from(m)) == PAWN)
{
- result += PawnPushTo7thExtension[pvNode];
- *dangerous = true;
- }
- if (pos.move_is_passed_pawn_push(m))
- {
- result += PassedPawnExtension[pvNode];
- *dangerous = true;
+ if (pos.move_is_pawn_push_to_7th(m))
+ {
+ result += PawnPushTo7thExtension[pvNode];
+ *dangerous = true;
+ }
+ if (pos.move_is_passed_pawn_push(m))
+ {
+ result += PassedPawnExtension[pvNode];
+ *dangerous = true;
+ }
}
- if ( pos.move_is_capture(m)
+ if ( capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
}
if ( pvNode
- && pos.move_is_capture(m)
+ && capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see(m) >= 0)
{