Value DrawValue[COLOR_NB];
History Hist;
Gains Gain;
+ Refutations Refutation;
template <NodeType NT>
Value search(Position& pos, Stack* ss, Value alpha, Value beta, Depth depth);
// Init futility move count array
for (d = 0; d < 32; d++)
- FutilityMoveCounts[d] = int(3.001 + 0.25 * pow(double(d), 2.0));
+ FutilityMoveCounts[d] = int(3.001 + 0.3 * pow(double(d), 1.8));
}
finalize:
+ // When search is stopped this info is not printed
+ sync_cout << "info nodes " << RootPos.nodes_searched()
+ << " time " << Time::now() - SearchTime + 1 << sync_endl;
+
// When we reach max depth we arrive here even without Signals.stop is raised,
// but if we are pondering or in infinite search, according to UCI protocol,
// we shouldn't print the best move before the GUI sends a "stop" or "ponderhit"
TT.new_search();
Hist.clear();
Gain.clear();
+ Refutation.clear();
PVSize = Options["MultiPV"];
Skill skill(Options["Skill Level"]);
bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
+ ss->futilityMoveCount = 0;
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
&& !ss->skipNullMove
&& depth < 4 * ONE_PLY
&& !inCheck
- && eval - FutilityMargins[depth][(ss-1)->futMc] >= beta
+ && eval - futility_margin(depth, (ss-1)->futilityMoveCount) >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
+ && abs(eval) < VALUE_KNOWN_WIN
&& pos.non_pawn_material(pos.side_to_move()))
- return eval - FutilityMargins[depth][(ss-1)->futMc];
+ return eval - futility_margin(depth, (ss-1)->futilityMoveCount);
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
split_point_start: // At split points actual search starts from here
- MovePicker mp(pos, ttMove, depth, Hist, ss, PvNode ? -VALUE_INFINITE : beta);
+ MovePicker mp(pos, ttMove, depth, Hist, Refutation, ss, PvNode ? -VALUE_INFINITE : beta);
CheckInfo ci(pos);
value = bestValue; // Workaround a bogus 'uninitialized' warning under gcc
singularExtensionNode = !RootNode
// Update current move (this must be done after singular extension search)
newDepth = depth - ONE_PLY + ext;
- ss->futMc = 0;
-
// Step 13. Futility pruning (is omitted in PV nodes)
if ( !PvNode
&& !captureOrPromotion
// Value based pruning
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
// but fixing this made program slightly weaker.
- ss->futMc = moveCount;
-
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];
continue;
}
+
+ // We have not pruned the move that will be searched, but remember how
+ // far in the move list we are to be more aggressive in the child node.
+ ss->futilityMoveCount = moveCount;
}
+ else
+ ss->futilityMoveCount = 0;
// Check for legality only before to do the move
if (!RootNode && !SpNode && !pos.pl_move_is_legal(move, ci.pinned))
// Increase history value of the cut-off move
Value bonus = Value(int(depth) * int(depth));
Hist.update(pos.piece_moved(bestMove), to_sq(bestMove), bonus);
+ Square prevSq = to_sq((ss-1)->currentMove);
+ Refutation.update(pos.piece_on(prevSq), prevSq, bestMove);
// Decrease history of all the other played non-capture moves
for (int i = 0; i < playedMoveCount - 1; i++)