Color RootColor;
Time::point SearchTime;
StateStackPtr SetupStates;
+ Value Contempt[2]; // [bestValue > VALUE_DRAW]
}
using std::string;
RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
- int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
- DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
- DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
+ DrawValue[0] = DrawValue[1] = VALUE_DRAW;
+ Contempt[0] = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
+ Contempt[1] = (Options["Contempt Factor"] + 12) * PawnValueEg / 100;
if (RootMoves.empty())
{
<< " time: " << Limits.time[RootColor]
<< " increment: " << Limits.inc[RootColor]
<< " moves to go: " << Limits.movestogo
- << std::endl;
+ << "\n" << std::endl;
}
// Reset the threads, still sleeping: will wake up at split time
{
bestValue = search<Root>(pos, ss, alpha, beta, depth * ONE_PLY, false);
+ DrawValue[ RootColor] = VALUE_DRAW - Contempt[bestValue > VALUE_DRAW];
+ DrawValue[~RootColor] = VALUE_DRAW + Contempt[bestValue > VALUE_DRAW];
+
// 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
string uci_pv(const Position& pos, int depth, Value alpha, Value beta) {
- std::stringstream s;
+ std::stringstream ss;
Time::point elapsed = Time::now() - SearchTime + 1;
size_t uciPVSize = std::min((size_t)Options["MultiPV"], RootMoves.size());
int selDepth = 0;
int d = updated ? depth : depth - 1;
Value v = updated ? RootMoves[i].score : RootMoves[i].prevScore;
- if (s.rdbuf()->in_avail()) // Not at first line
- s << "\n";
+ if (ss.rdbuf()->in_avail()) // Not at first line
+ ss << "\n";
- s << "info depth " << d
- << " seldepth " << selDepth
- << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
- << " nodes " << pos.nodes_searched()
- << " nps " << pos.nodes_searched() * 1000 / elapsed
- << " time " << elapsed
- << " multipv " << i + 1
- << " pv";
+ ss << "info depth " << d
+ << " seldepth " << selDepth
+ << " score " << (i == PVIdx ? score_to_uci(v, alpha, beta) : score_to_uci(v))
+ << " nodes " << pos.nodes_searched()
+ << " nps " << pos.nodes_searched() * 1000 / elapsed
+ << " time " << elapsed
+ << " multipv " << i + 1
+ << " pv";
for (size_t j = 0; RootMoves[i].pv[j] != MOVE_NONE; ++j)
- s << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
+ ss << " " << move_to_uci(RootMoves[i].pv[j], pos.is_chess960());
}
- return s.str();
+ return ss.str();
}
} // namespace