return Value(140 * (d - improving));
}
- // Reductions lookup table, initialized at startup
+ // Reductions lookup table initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]
Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
// Skill structure is used to implement strength limit. If we have an uci_elo then
// we convert it to a suitable fractional skill level using anchoring to CCRL Elo
- // (goldfish 1.13 = 2000) and a fit through Ordo derived Elo for match (TC 60+0.6)
+ // (goldfish 1.13 = 2000) and a fit through Ordo derived Elo for a match (TC 60+0.6)
// results spanning a wide range of k values.
struct Skill {
Skill(int skill_level, int uci_elo) {
Skill skill(Options["Skill Level"], Options["UCI_LimitStrength"] ? int(Options["UCI_Elo"]) : 0);
// When playing with strength handicap enable MultiPV search that we will
- // use behind the scenes to retrieve a set of possible moves.
+ // use behind-the-scenes to retrieve a set of possible moves.
if (skill.enabled())
multiPV = std::max(multiPV, (size_t)4);
if (mainThread)
totBestMoveChanges /= 2;
- // Save the last iteration's scores before first PV line is searched and
+ // Save the last iteration's scores before the first PV line is searched and
// all the move scores except the (new) PV are set to -VALUE_INFINITE.
for (RootMove& rm : rootMoves)
rm.previousScore = rm.score;
int failedHighCnt = 0;
while (true)
{
- // Adjust the effective depth searched, but ensuring at least one effective increment for every
+ // Adjust the effective depth searched, but ensure at least one effective increment for every
// four searchAgain steps (see issue #2717).
Depth adjustedDepth = std::max(1, rootDepth - failedHighCnt - 3 * (searchAgainCounter + 1) / 4);
bestValue = Stockfish::search<Root>(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
- // first and eventually the new best one are set to -VALUE_INFINITE
+ // first and eventually the new best one is set to -VALUE_INFINITE
// and we want to keep the same order for all the moves except the
- // new PV that goes to the front. Note that in case of MultiPV
+ // new PV that goes to the front. Note that in the case of MultiPV
// search the already searched PV lines are preserved.
std::stable_sort(rootMoves.begin() + pvIdx, rootMoves.begin() + pvLast);
if (!mainThread)
continue;
- // If skill level is enabled and time is up, pick a sub-optimal best move
+ // If the skill level is enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(rootDepth))
skill.pick_best(multiPV);
mainThread->previousTimeReduction = timeReduction;
- // If skill level is enabled, swap best PV line with the sub-optimal one
+ // If the skill level is enabled, swap the best PV line with the sub-optimal one
if (skill.enabled())
std::swap(rootMoves[0], *std::find(rootMoves.begin(), rootMoves.end(),
skill.best ? skill.best : skill.pick_best(multiPV)));
constexpr bool PvNode = nodeType != NonPV;
constexpr bool rootNode = nodeType == Root;
- // Check if we have an upcoming move which draws by repetition, or
+ // Check if we have an upcoming move that draws by repetition, or
// if the opponent had an alternative move earlier to this position.
if ( !rootNode
&& pos.rule50_count() >= 3
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
// a shorter mate was found upward in the tree then there is no need to search
// because we will never beat the current alpha. Same logic but with reversed
- // signs applies also in the opposite condition of being mated instead of giving
- // mate. In this case return a fail-high score.
+ // signs apply also in the opposite condition of being mated instead of giving
+ // mate. In this case, return a fail-high score.
alpha = std::max(mated_in(ss->ply), alpha);
beta = std::min(mate_in(ss->ply+1), beta);
if (alpha >= beta)
else
{
ss->staticEval = eval = evaluate(pos);
- // Save static evaluation into transposition table
+ // Save static evaluation into the transposition table
tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
if ( !PvNode
&& depth > 3
&& abs(beta) < VALUE_TB_WIN_IN_MAX_PLY
- // if value from transposition table is lower than probCutBeta, don't attempt probCut
+ // If value from transposition table is lower than probCutBeta, don't attempt probCut
// there and in further interactions with transposition table cutoff depth is set to depth - 3
// because probCut search has depth set to depth - 4 but we also do a move before it
- // so effective depth is equal to depth - 3
+ // So effective depth is equal to depth - 3
&& !( tte->depth() >= depth - 3
&& ttValue != VALUE_NONE
&& ttValue < probCutBeta))
moveCountPruning = singularQuietLMR = false;
// Indicate PvNodes that will probably fail low if the node was searched
- // at a depth equal or greater than the current depth, and the result of this search was a fail low.
+ // at a depth equal to or greater than the current depth, and the result of this search was a fail low.
bool likelyFailLow = PvNode
&& ttMove
&& (tte->bound() & BOUND_UPPER)
continue;
// At root obey the "searchmoves" option and skip moves not listed in Root
- // Move List. As a consequence any illegal move is also skipped. In MultiPV
- // mode we also skip PV moves which have been already searched and those
+ // Move List. As a consequence, any illegal move is also skipped. In MultiPV
+ // mode we also skip PV moves that have been already searched and those
// of lower "TB rank" if we are in a TB root position.
if (rootNode && !std::count(thisThread->rootMoves.begin() + thisThread->pvIdx,
thisThread->rootMoves.begin() + thisThread->pvLast, move))
{
Square sq = pop_lsb(leftEnemies);
attacks |= pos.attackers_to(sq, occupied) & pos.pieces(us) & occupied;
- // don't consider pieces which were already threatened/hanging before SEE exchanges
+ // Don't consider pieces that were already threatened/hanging before SEE exchanges
if (attacks && (sq != pos.square<KING>(~us) && (pos.attackers_to(sq, pos.pieces()) & pos.pieces(us))))
attacks = 0;
}
// Our ttMove is assumed to fail high, and now we failed high also on a reduced
// search without the ttMove. So we assume this expected Cut-node is not singular,
// that multiple moves fail high, and we can prune the whole subtree by returning
- // a soft bound.
+ // a softbound.
else if (singularBeta >= beta)
return singularBeta;
// Decrease reduction for PvNodes based on depth (~2 Elo)
if (PvNode)
- r -= 1 + 12 / (3 + depth);
+ r -= 1 + (depth < 6);
// Decrease reduction if ttMove has been singularly extended (~1 Elo)
if (singularQuietLMR)
// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
// We use various heuristics for the sons of a node after the first son has
- // been searched. In general we would like to reduce them, but there are many
+ // been searched. In general, we would like to reduce them, but there are many
// cases where we extend a son if it has good chances to be "interesting".
if ( depth >= 2
&& moveCount > 1 + (PvNode && ss->ply <= 1)
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
- // Do full depth search when reduced LMR search fails high
+ // Do a full-depth search when reduced LMR search fails high
if (value > alpha && d < newDepth)
{
- // Adjust full depth search based on LMR results - if result
+ // Adjust full-depth search based on LMR results - if the result
// was good enough search deeper, if it was bad enough search shallower
const bool doDeeperSearch = value > (bestValue + 64 + 11 * (newDepth - d));
const bool doEvenDeeperSearch = value > alpha + 711 && ss->doubleExtensions <= 6;
}
}
- // Step 18. Full depth search when LMR is skipped. If expected reduction is high, reduce its depth by 1.
+ // Step 18. Full-depth search when LMR is skipped. If expected reduction is high, reduce its depth by 1.
else if (!PvNode || moveCount > 1)
{
// Increase reduction for cut nodes and not ttMove (~1 Elo)
++thisThread->bestMoveChanges;
}
else
- // All other moves but the PV are set to the lowest value: this
+ // All other moves but the PV, are set to the lowest value: this
// is not a problem when sorting because the sort is stable and the
// move position in the list is preserved - just the PV is pushed up.
rm.score = -VALUE_INFINITE;
}
else
{
- // Reduce other moves if we have found at least one score improvement (~1 Elo)
- // Reduce more for depth > 3 and depth < 12 (~1 Elo)
- if ( depth > 1
+ // Reduce other moves if we have found at least one score improvement (~2 Elo)
+ if ( depth > 2
+ && depth < 12
&& beta < 14362
&& value > -12393)
- depth -= depth > 3 && depth < 12 ? 2 : 1;
+ depth -= 2;
assert(depth > 0);
alpha = value; // Update alpha! Always alpha < beta
}
- // If the move is worse than some previously searched move, remember it to update its stats later
+ // If the move is worse than some previously searched move, remember it, to update its stats later
if (move != bestMove)
{
if (capture && captureCount < 32)
}
// The following condition would detect a stop only after move loop has been
- // completed. But in this case bestValue is valid because we have fully
+ // completed. But in this case, bestValue is valid because we have fully
// searched our subtree, and we can anyhow save the result in TT.
/*
if (Threads.stop)
ss->inCheck ? mated_in(ss->ply)
: VALUE_DRAW;
- // If there is a move which produces search value greater than alpha we update stats of searched moves
+ // If there is a move that produces search value greater than alpha we update the stats of searched moves
else if (bestMove)
update_all_stats(pos, ss, bestMove, bestValue, beta, prevSq,
quietsSearched, quietCount, capturesSearched, captureCount, depth);
for (int i : {1, 2, 4, 6})
{
- // Only update first 2 continuation histories if we are in check
+ // Only update the first 2 continuation histories if we are in check
if (ss->inCheck && i > 2)
break;
if (is_ok((ss-i)->currentMove))
}
}
- // When playing with strength handicap, choose best move among a set of RootMoves
+ // When playing with strength handicap, choose the best move among a set of RootMoves
// using a statistical rule dependent on 'level'. Idea by Heinz van Saanen.
Move Skill::pick_best(size_t multiPV) {
/// RootMove::extract_ponder_from_tt() is called in case we have no ponder move
/// before exiting the search, for instance, in case we stop the search during a
/// fail high at root. We try hard to have a ponder move to return to the GUI,
-/// otherwise in case of 'ponder on' we have nothing to think on.
+/// otherwise in case of 'ponder on' we have nothing to think about.
bool RootMove::extract_ponder_from_tt(Position& pos) {