// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
- return std::min((12 * d + 282) * d - 349 , 1594);
+ return std::min((12 * d + 282) * d - 349 , 1480);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
// Send again PV info if we have a new best thread
if (bestThread != this)
- sync_cout << UCI::pv(bestThread->rootPos, bestThread->completedDepth, -VALUE_INFINITE, VALUE_INFINITE) << sync_endl;
+ sync_cout << UCI::pv(bestThread->rootPos, bestThread->completedDepth) << sync_endl;
sync_cout << "bestmove " << UCI::move(bestThread->rootMoves[0].pv[0], rootPos.is_chess960());
&& multiPV == 1
&& (bestValue <= alpha || bestValue >= beta)
&& Time.elapsed() > 3000)
- sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl;
+ sync_cout << UCI::pv(rootPos, rootDepth) << sync_endl;
// In case of failing low/high increase aspiration window and
// re-search, otherwise exit the loop.
if ( mainThread
&& (Threads.stop || pvIdx + 1 == multiPV || Time.elapsed() > 3000))
- sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl;
+ sync_cout << UCI::pv(rootPos, rootDepth) << sync_endl;
}
if (!Threads.stop)
{
assert(probCutBeta < VALUE_INFINITE);
- MovePicker mp(pos, ttMove, probCutBeta - ss->staticEval, depth - 3, &captureHistory);
+ MovePicker mp(pos, ttMove, probCutBeta - ss->staticEval, &captureHistory);
while ((move = mp.next_move()) != MOVE_NONE)
if (move != excludedMove && pos.legal(move))
if (singularQuietLMR)
r--;
- // Dicrease reduction if we move a threatened piece (~1 Elo)
+ // Decrease reduction if we move a threatened piece (~1 Elo)
if ( depth > 9
&& (mp.threatenedPieces & from_sq(move)))
r--;
// Increase reduction if next ply has a lot of fail high
- if ((ss+1)->cutoffCnt > 3 && !PvNode)
+ if ((ss+1)->cutoffCnt > 3)
r++;
ss->statScore = 2 * thisThread->mainHistory[us][from_to(move)]
- 4433;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
- r -= ss->statScore / (13628 + 4000 * (depth > 7 && depth < 19));
+ r -= ss->statScore / (13000 + 4152 * (depth > 7 && depth < 19));
// In general we want to cap the LMR depth search at newDepth, but when
// reduction is negative, we allow this move a limited search extension
// Adjust full depth search based on LMR results - if result
// was good enough search deeper, if it was bad enough search shallower
const bool doDeeperSearch = value > (alpha + 64 + 11 * (newDepth - d));
+ const bool doEvenDeeperSearch = value > alpha + 582;
const bool doShallowerSearch = value < bestValue + newDepth;
- newDepth += doDeeperSearch - doShallowerSearch;
+ newDepth += doDeeperSearch - doShallowerSearch + doEvenDeeperSearch;
if (newDepth > d)
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
{
rm.score = value;
rm.selDepth = thisThread->selDepth;
+ rm.scoreLowerbound = value >= beta;
+ rm.scoreUpperbound = value <= alpha;
rm.pv.resize(1);
assert((ss+1)->pv);
/// UCI::pv() formats PV information according to the UCI protocol. UCI requires
/// that all (if any) unsearched PV lines are sent using a previous search score.
-string UCI::pv(const Position& pos, Depth depth, Value alpha, Value beta) {
+string UCI::pv(const Position& pos, Depth depth) {
std::stringstream ss;
TimePoint elapsed = Time.elapsed() + 1;
if (Options["UCI_ShowWDL"])
ss << UCI::wdl(v, pos.game_ply());
- if (!tb && i == pvIdx)
- ss << (v >= beta ? " lowerbound" : v <= alpha ? " upperbound" : "");
+ if (i == pvIdx && !tb && updated) // tablebase- and previous-scores are exact
+ ss << (rootMoves[i].scoreLowerbound ? " lowerbound" : (rootMoves[i].scoreUpperbound ? " upperbound" : ""));
ss << " nodes " << nodesSearched
<< " nps " << nodesSearched * 1000 / elapsed