// Reductions lookup table, initialized at startup
int Reductions[MAX_MOVES]; // [depth or moveNumber]
- Depth reduction(bool i, Depth d, int mn, bool rangeReduction) {
+ Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int r = Reductions[d] * Reductions[mn];
- return (r + 534) / 1024 + (!i && r > 904) + rangeReduction;
+ return (r + 1358 - int(delta) * 1024 / int(rootDelta)) / 1024 + (!i && r > 904);
}
constexpr int futility_move_count(bool improving, Depth depth) {
Value value_from_tt(Value v, int ply, int r50c);
void update_pv(Move* pv, Move move, Move* childPv);
void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus);
- void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus, int depth);
+ void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus);
void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth);
bestThread = Threads.get_best_thread();
bestPreviousScore = bestThread->rootMoves[0].score;
+ bestPreviousAverageScore = bestThread->rootMoves[0].averageScore;
// Send again PV info if we have a new best thread
if (bestThread != this)
mainThread->iterValue[i] = mainThread->bestPreviousScore;
}
- std::copy(&lowPlyHistory[2][0], &lowPlyHistory.back().back() + 1, &lowPlyHistory[0][0]);
- std::fill(&lowPlyHistory[MAX_LPH - 2][0], &lowPlyHistory.back().back() + 1, 0);
-
size_t multiPV = size_t(Options["MultiPV"]);
Skill skill(Options["Skill Level"], Options["UCI_LimitStrength"] ? int(Options["UCI_Elo"]) : 0);
if (skill.enabled() && skill.time_to_pick(rootDepth))
skill.pick_best(multiPV);
+ // Use part of the gained time from a previous stable move for the current move
+ for (Thread* th : Threads)
+ {
+ totBestMoveChanges += th->bestMoveChanges;
+ th->bestMoveChanges = 0;
+ }
+
// Do we have time for the next iteration? Can we stop searching now?
if ( Limits.use_time_management()
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
- double fallingEval = (318 + 6 * (mainThread->bestPreviousScore - bestValue)
- + 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 825.0;
+ double fallingEval = (142 + 12 * (mainThread->bestPreviousAverageScore - bestValue)
+ + 6 * (mainThread->iterValue[iterIdx] - bestValue)) / 825.0;
fallingEval = std::clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
timeReduction = lastBestMoveDepth + 9 < completedDepth ? 1.92 : 0.95;
double reduction = (1.47 + mainThread->previousTimeReduction) / (2.32 * timeReduction);
-
- // Use part of the gained time from a previous stable move for the current move
- for (Thread* th : Threads)
- {
- totBestMoveChanges += th->bestMoveChanges;
- th->bestMoveChanges = 0;
- }
double bestMoveInstability = 1.073 + std::max(1.0, 2.25 - 9.9 / rootDepth)
* totBestMoveChanges / Threads.size();
double totalTime = Time.optimum() * fallingEval * reduction * bestMoveInstability;
if ( ss->ply > 10
&& search_explosion(thisThread) == MUST_CALM_DOWN
&& depth > (ss-1)->depth)
- depth = (ss-1)->depth;
+ depth = (ss-1)->depth;
constexpr bool PvNode = nodeType != NonPV;
constexpr bool rootNode = nodeType == Root;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue, probCutBeta;
bool givesCheck, improving, didLMR, priorCapture;
- bool captureOrPromotion, doFullDepthSearch, moveCountPruning,
- ttCapture, singularQuietLMR;
+ bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
Piece movedPiece;
int moveCount, captureCount, quietCount, bestMoveCount, improvement;
if (!excludedMove)
ss->ttPv = PvNode || (ss->ttHit && tte->is_pv());
- // Update low ply history for previous move if we are near root and position is or has been in PV
- if ( ss->ttPv
- && depth > 12
- && ss->ply - 1 < MAX_LPH
- && !priorCapture
- && is_ok((ss-1)->currentMove))
- thisThread->lowPlyHistory[ss->ply - 1][from_to((ss-1)->currentMove)] << stat_bonus(depth - 5);
-
// At non-PV nodes we check for an early TT cutoff
if ( !PvNode
&& ss->ttHit
&& (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
: (tte->bound() & BOUND_UPPER)))
{
- // If ttMove is quiet, update move sorting heuristics on TT hit
+ // If ttMove is quiet, update move sorting heuristics on TT hit (~1 Elo)
if (ttMove)
{
if (ttValue >= beta)
{
- // Bonus for a quiet ttMove that fails high
+ // Bonus for a quiet ttMove that fails high (~3 Elo)
if (!ttCapture)
- update_quiet_stats(pos, ss, ttMove, stat_bonus(depth), depth);
+ update_quiet_stats(pos, ss, ttMove, stat_bonus(depth));
- // Extra penalty for early quiet moves of the previous ply
+ // Extra penalty for early quiet moves of the previous ply (~0 Elo)
if ((ss-1)->moveCount <= 2 && !priorCapture)
update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + 1));
}
- // Penalty for a quiet ttMove that fails low
+ // Penalty for a quiet ttMove that fails low (~1 Elo)
else if (!ttCapture)
{
int penalty = -stat_bonus(depth);
if (eval == VALUE_DRAW)
eval = value_draw(thisThread);
- // Can ttValue be used as a better position evaluation?
+ // ttValue can be used as a better position evaluation (~4 Elo)
if ( ttValue != VALUE_NONE
&& (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER)))
eval = ttValue;
tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
- // Use static evaluation difference to improve quiet move ordering
+ // Use static evaluation difference to improve quiet move ordering (~3 Elo)
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
int bonus = std::clamp(-16 * int((ss-1)->staticEval + ss->staticEval), -2000, 2000);
improving = improvement > 0;
- // Step 7. Futility pruning: child node (~50 Elo).
+ // Step 7. Futility pruning: child node (~25 Elo).
// The depth condition is important for mate finding.
if ( !ss->ttPv
&& depth < 9
&& eval < 15000) // 50% larger than VALUE_KNOWN_WIN, but smaller than TB wins.
return eval;
- // Step 8. Null move search with verification search (~40 Elo)
+ // Step 8. Null move search with verification search (~22 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
&& (ss-1)->statScore < 23767
ss->ttPv = ttPv;
}
- // Step 10. If the position is not in TT, decrease depth by 2 or 1 depending on node type
+ // Step 10. If the position is not in TT, decrease depth by 2 or 1 depending on node type (~3 Elo)
if ( PvNode
&& depth >= 6
&& !ttMove)
moves_loop: // When in check, search starts here
- int rangeReduction = 0;
-
- // Step 11. A small Probcut idea, when we are in check
+ // Step 11. A small Probcut idea, when we are in check (~0 Elo)
probCutBeta = beta + 409;
if ( ss->inCheck
&& !PvNode
Move countermove = thisThread->counterMoves[pos.piece_on(prevSq)][prevSq];
MovePicker mp(pos, ttMove, depth, &thisThread->mainHistory,
- &thisThread->lowPlyHistory,
&captureHistory,
contHist,
countermove,
- ss->killers,
- ss->ply);
+ ss->killers);
value = bestValue;
- singularQuietLMR = moveCountPruning = false;
+ moveCountPruning = 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.
// Calculate new depth for this move
newDepth = depth - 1;
- // Step 13. Pruning at shallow depth (~200 Elo). Depth conditions are important for mate finding.
+ Value delta = beta - alpha;
+
+ // Step 13. Pruning at shallow depth (~98 Elo). Depth conditions are important for mate finding.
if ( !rootNode
&& pos.non_pawn_material(us)
&& bestValue > VALUE_TB_LOSS_IN_MAX_PLY)
{
- // Skip quiet moves if movecount exceeds our FutilityMoveCount threshold
+ // Skip quiet moves if movecount exceeds our FutilityMoveCount threshold (~7 Elo)
moveCountPruning = moveCount >= futility_move_count(improving, depth);
// Reduced depth of the next LMR search
- int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount, rangeReduction > 2), 0);
+ int lmrDepth = std::max(newDepth - reduction(improving, depth, moveCount, delta, thisThread->rootDelta), 0);
if ( captureOrPromotion
|| givesCheck)
{
- // Capture history based pruning when the move doesn't give check
- if ( !givesCheck
- && lmrDepth < 1
- && captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] < 0)
+ // Futility pruning for captures (~0 Elo)
+ if ( !pos.empty(to_sq(move))
+ && !givesCheck
+ && !PvNode
+ && lmrDepth < 6
+ && !ss->inCheck
+ && ss->staticEval + 342 + 238 * lmrDepth + PieceValue[EG][pos.piece_on(to_sq(move))]
+ + captureHistory[movedPiece][to_sq(move)][type_of(pos.piece_on(to_sq(move)))] / 8 < alpha)
continue;
- // SEE based pruning
- if (!pos.see_ge(move, Value(-218) * depth)) // (~25 Elo)
+ // SEE based pruning (~9 Elo)
+ if (!pos.see_ge(move, Value(-218) * depth))
continue;
}
else
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)];
- // Continuation history based pruning (~20 Elo)
+ // Continuation history based pruning (~2 Elo)
if ( lmrDepth < 5
&& history < -3000 * depth + 3000)
continue;
history += thisThread->mainHistory[us][from_to(move)];
- // Futility pruning: parent node (~5 Elo)
+ // Futility pruning: parent node (~9 Elo)
if ( !ss->inCheck
&& lmrDepth < 8
&& ss->staticEval + 142 + 139 * lmrDepth + history / 64 <= alpha)
continue;
- // Prune moves with negative SEE (~20 Elo)
+ // Prune moves with negative SEE (~3 Elo)
if (!pos.see_ge(move, Value(-21 * lmrDepth * lmrDepth - 21 * lmrDepth)))
continue;
}
}
- // Step 14. Extensions (~75 Elo)
+ // Step 14. Extensions (~66 Elo)
- // Singular extension search (~70 Elo). If all moves but one fail low on a
+ // Singular extension search (~58 Elo). If all moves but one fail low on a
// search of (alpha-s, beta-s), and just one fails high on (alpha, beta),
// then that move is singular and should be extended. To verify this we do
// a reduced search on all the other moves but the ttMove and if the
// result is lower than ttValue minus a margin, then we will extend the ttMove.
if ( !rootNode
- && depth >= 7
+ && depth >= 6 + 2 * (PvNode && tte->is_pv())
&& move == ttMove
&& !excludedMove // Avoid recursive singular search
/* && ttValue != VALUE_NONE Already implicit in the next condition */
if (value < singularBeta)
{
extension = 1;
- singularQuietLMR = !ttCapture;
// Avoid search explosion by limiting the number of double extensions
if ( !PvNode
extension = -2;
}
- // Capture extensions for PvNodes and cutNodes
- else if ( (PvNode || cutNode)
- && captureOrPromotion
- && moveCount != 1)
- extension = 1;
-
- // Check extensions
+ // Check extensions (~1 Elo)
else if ( givesCheck
&& depth > 6
&& abs(ss->staticEval) > 100)
extension = 1;
- // Quiet ttMove extensions
+ // Quiet ttMove extensions (~0 Elo)
else if ( PvNode
&& move == ttMove
&& move == ss->killers[0]
// Step 15. Make the move
pos.do_move(move, st, givesCheck);
- // Step 16. Late moves reduction / extension (LMR, ~200 Elo)
+ bool doDeeperSearch = false;
+
+ // Step 16. Late moves reduction / extension (LMR, ~98 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
// cases where we extend a son if it has good chances to be "interesting".
|| !captureOrPromotion
|| (cutNode && (ss-1)->moveCount > 1)))
{
- Depth r = reduction(improving, depth, moveCount, rangeReduction > 2);
+ Depth r = reduction(improving, depth, moveCount, delta, thisThread->rootDelta);
// Decrease reduction at some PvNodes (~2 Elo)
if ( PvNode
- && bestMoveCount <= 3
- && beta - alpha >= thisThread->rootDelta / 4)
+ && bestMoveCount <= 3)
r--;
// Decrease reduction if position is or has been on the PV
&& !likelyFailLow)
r -= 2;
- // Increase reduction at non-PV nodes when the best move does not change frequently
- if ( !PvNode
- && thisThread->bestMoveChanges <= 2)
- r++;
-
// Decrease reduction if opponent's move count is high (~1 Elo)
if ((ss-1)->moveCount > 13)
r--;
- // Decrease reduction if ttMove has been singularly extended (~1 Elo)
- if (singularQuietLMR)
- r--;
-
// Increase reduction for cut nodes (~3 Elo)
if (cutNode && move != ss->killers[0])
r += 2;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
- // Range reductions (~3 Elo)
- if (ss->staticEval - value < 30 && depth > 7)
- rangeReduction++;
-
// If the son is reduced and fails high it will be re-searched at full depth
doFullDepthSearch = value > alpha && d < newDepth;
+ doDeeperSearch = value > (alpha + 62 + 20 * (newDepth - d));
didLMR = true;
}
else
// Step 17. Full depth search when LMR is skipped or fails high
if (doFullDepthSearch)
{
- value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
+ value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth + doDeeperSearch, !cutNode);
// If the move passed LMR update its stats
if (didLMR && !captureOrPromotion)
rm.pv.push_back(*m);
// We record how often the best move has been changed in each iteration.
- // This information is used for time management and LMR. In MultiPV mode,
+ // This information is used for time management. In MultiPV mode,
// we must take care to only do this for the first PV line.
if ( moveCount > 1
&& !thisThread->pvIdx)
// Bonus for prior countermove that caused the fail low
else if ( (depth >= 3 || PvNode)
&& !priorCapture)
- update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + (PvNode || cutNode)));
+ {
+ //Assign extra bonus if current node is PvNode or cutNode
+ //or fail low was really bad
+ bool extraBonus = PvNode
+ || cutNode
+ || bestValue < alpha - 94 * depth;
+
+ update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * (1 + extraBonus));
+ }
if (PvNode)
bestValue = std::min(bestValue, maxValue);
if ((ss->staticEval = bestValue = tte->eval()) == VALUE_NONE)
ss->staticEval = bestValue = evaluate(pos);
- // Can ttValue be used as a better position evaluation?
+ // ttValue can be used as a better position evaluation (~7 Elo)
if ( ttValue != VALUE_NONE
&& (tte->bound() & (ttValue > bestValue ? BOUND_LOWER : BOUND_UPPER)))
bestValue = ttValue;
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions, and other checks (only if depth >= DEPTH_QS_CHECKS)
// will be generated.
+ Square prevSq = to_sq((ss-1)->currentMove);
MovePicker mp(pos, ttMove, depth, &thisThread->mainHistory,
&thisThread->captureHistory,
contHist,
- to_sq((ss-1)->currentMove));
+ prevSq);
// Loop through the moves until no moves remain or a beta cutoff occurs
while ((move = mp.next_move()) != MOVE_NONE)
moveCount++;
- // Futility pruning and moveCount pruning
+ // Futility pruning and moveCount pruning (~5 Elo)
if ( bestValue > VALUE_TB_LOSS_IN_MAX_PLY
&& !givesCheck
+ && to_sq(move) != prevSq
&& futilityBase > -VALUE_KNOWN_WIN
&& type_of(move) != PROMOTION)
{
}
}
- // Do not search moves with negative SEE values
+ // Do not search moves with negative SEE values (~5 Elo)
if ( bestValue > VALUE_TB_LOSS_IN_MAX_PLY
&& !pos.see_ge(move))
continue;
[pos.moved_piece(move)]
[to_sq(move)];
- // Continuation history based pruning
+ // Continuation history based pruning (~2 Elo)
if ( !captureOrPromotion
&& bestValue > VALUE_TB_LOSS_IN_MAX_PLY
&& (*contHist[0])[pos.moved_piece(move)][to_sq(move)] < CounterMovePruneThreshold
if (!pos.capture_or_promotion(bestMove))
{
// Increase stats for the best move in case it was a quiet move
- update_quiet_stats(pos, ss, bestMove, bonus2, depth);
+ update_quiet_stats(pos, ss, bestMove, bonus2);
// Decrease stats for all non-best quiet moves
for (int i = 0; i < quietCount; ++i)
// update_quiet_stats() updates move sorting heuristics
- void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus, int depth) {
+ void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus) {
// Update killers
if (ss->killers[0] != move)
Square prevSq = to_sq((ss-1)->currentMove);
thisThread->counterMoves[pos.piece_on(prevSq)][prevSq] = move;
}
-
- // Update low ply history
- if (depth > 11 && ss->ply < MAX_LPH)
- thisThread->lowPlyHistory[ss->ply][from_to(move)] << stat_bonus(depth - 7);
}
// When playing with strength handicap, choose best move among a set of RootMoves