// Depth limit for use of dynamic threat detection
Depth ThreatDepth; // heavy SMP read access
+ // Last seconds noise filtering (LSN)
+ const bool UseLSNFiltering = true;
+ const int LSNTime = 4000; // In milliseconds
+ const Value LSNValue = value_from_centipawns(200);
+ bool loseOnTime = false;
+
// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
// There is heavy SMP read access on these arrays
Depth CheckExtension[2], SingleReplyExtension[2], PawnPushTo7thExtension[2];
// Read UCI option values
TT.set_size(get_option_value_int("Hash"));
if (button_was_pressed("Clear Hash"))
+ {
TT.clear();
+ loseOnTime = false; // reset at the beginning of a new game
+ }
bool PonderingEnabled = get_option_value_bool("Ponder");
MultiPV = get_option_value_int("MultiPV");
if (UseLogFile)
LogFile.open(get_option_value_string("Search Log Filename").c_str(), std::ios::out | std::ios::app);
- bool UseLSNFiltering = get_option_value_bool("LSN filtering");
- int LSNTime = get_option_value_int("LSN Time Margin (sec)") * 1000;
- Value LSNValue = value_from_centipawns(get_option_value_int("LSN Value Margin"));
-
MinimumSplitDepth = get_option_value_int("Minimum Split Depth") * OnePly;
MaxThreadsPerSplitPoint = get_option_value_int("Maximum Number of Threads per Split Point");
// We're ready to start thinking. Call the iterative deepening loop function
- static bool looseOnTime = false;
-
+ //
// FIXME we really need to cleanup all this LSN ugliness
- if (!looseOnTime)
+ if (!loseOnTime)
{
Value v = id_loop(pos, searchMoves);
- looseOnTime = ( UseLSNFiltering
+ loseOnTime = ( UseLSNFiltering
&& myTime < LSNTime
&& myIncrement == 0
&& v < -LSNValue);
}
else
{
- looseOnTime = false; // reset for next match
+ loseOnTime = false; // reset for next match
while (SearchStartTime + myTime + 1000 > get_system_time())
; // wait here
id_loop(pos, searchMoves); // to fail gracefully
{
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
+ if ( depth >= 3*OnePly
&& moveCount >= LMRPVMoves
&& !dangerous
&& !moveIsCapture
pos.undo_null_move();
- if (value_is_mate(nullValue))
- {
- /* Do not return unproven mates */
- }
- else if (nullValue >= beta)
+ if (nullValue >= beta)
{
if (depth < 6 * OnePly)
return beta;
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
+ if ( depth >= 3*OnePly
&& moveCount >= LMRNonPVMoves
&& !dangerous
&& !moveIsCapture
else if (tte && tte->type() == VALUE_TYPE_EVAL)
{
// Use the cached evaluation score if possible
- assert(tte->value() == evaluate(pos, ei, threadID));
assert(ei.futilityMargin == Value(0));
staticValue = tte->value();
// Don't search captures and checks with negative SEE values
if ( !isCheck
&& !move_is_promotion(move)
- && (pos.midgame_value_of_piece_on(move_from(move)) >
- pos.midgame_value_of_piece_on(move_to(move)))
- && pos.see(move) < 0)
+ && pos.see_sign(move) < 0)
continue;
// Make and search the move.
assert(m != MOVE_NONE);
Depth result = Depth(0);
- *dangerous = check || singleReply || mateThreat;
+ *dangerous = check | singleReply | mateThreat;
- if (check)
- result += CheckExtension[pvNode];
+ if (*dangerous)
+ {
+ if (check)
+ result += CheckExtension[pvNode];
- if (singleReply)
- result += SingleReplyExtension[pvNode];
+ if (singleReply)
+ result += SingleReplyExtension[pvNode];
- if (mateThreat)
- result += MateThreatExtension[pvNode];
+ if (mateThreat)
+ result += MateThreatExtension[pvNode];
+ }
if (pos.type_of_piece_on(move_from(m)) == PAWN)
{
if ( pvNode
&& capture
&& pos.type_of_piece_on(move_to(m)) != PAWN
- && pos.see(m) >= 0)
+ && pos.see_sign(m) >= 0)
{
result += OnePly/2;
*dangerous = true;
&& threat != MOVE_NONE
&& piece_is_slider(pos.piece_on(tfrom))
&& bit_is_set(squares_between(tfrom, tto), mto)
- && pos.see(m) >= 0)
+ && pos.see_sign(m) >= 0)
return false;
return true;