Time.availableNodes = 0;
TT.clear();
Threads.clear();
+ Tablebases::init(Options["SyzygyPath"]); // Free up mapped files
}
if (rootDepth >= 5 * ONE_PLY)
{
Value previousScore = rootMoves[pvIdx].previousScore;
- delta = Value(18);
+ delta = Value(20);
alpha = std::max(previousScore - delta,-VALUE_INFINITE);
beta = std::min(previousScore + delta, VALUE_INFINITE);
// Start with a small aspiration window and, in the case of a fail
// high/low, re-search with a bigger window until we don't fail
// high/low anymore.
+ int failedHighCnt = 0;
while (true)
{
- bestValue = ::search<PV>(rootPos, ss, alpha, beta, rootDepth, false);
+ Depth adjustedDepth = std::max(ONE_PLY, rootDepth - failedHighCnt * ONE_PLY);
+ bestValue = ::search<PV>(rootPos, ss, alpha, beta, adjustedDepth, false);
// Bring the best move to the front. It is critical that sorting
// is done with a stable algorithm because all the values but the
if (mainThread)
{
+ failedHighCnt = 0;
failedLow = true;
Threads.stopOnPonderhit = false;
}
}
else if (bestValue >= beta)
+ {
beta = std::min(bestValue + delta, VALUE_INFINITE);
+ if (mainThread)
+ ++failedHighCnt;
+ }
else
break;
extension = ONE_PLY;
}
else if ( givesCheck // Check extension (~2 Elo)
- && !moveCountPruning
&& pos.see_ge(move))
extension = ONE_PLY;
+ // Extension for king moves that change castling rights
+ if ( pos.can_castle(us)
+ && type_of(movedPiece) == KING
+ && depth < 12 * ONE_PLY)
+ extension = ONE_PLY;
+
// Calculate new depth for this move
newDepth = depth - ONE_PLY + extension;
break;
}
}
- else if (PvNode && !rootNode && value == alpha)
- update_pv(ss->pv, move, (ss+1)->pv);
}
if (move != bestMove)