enum NodeType { NonPV, PV };
// Razor and futility margins
- constexpr int RazorMargin = 600;
+ constexpr int RazorMargin = 661;
Value futility_margin(Depth d, bool improving) {
- return Value((175 - 50 * improving) * d / ONE_PLY);
+ return Value(198 * (d / ONE_PLY - improving));
}
// Reductions lookup table, initialized at startup
Depth reduction(bool i, Depth d, int mn) {
int r = Reductions[d / ONE_PLY] * Reductions[mn];
- return ((r + 512) / 1024 + (!i && r > 1024)) * ONE_PLY;
+ return ((r + 520) / 1024 + (!i && r > 999)) * ONE_PLY;
}
constexpr int futility_move_count(bool improving, int depth) {
// History and stats update bonus, based on depth
int stat_bonus(Depth depth) {
int d = depth / ONE_PLY;
- return d > 17 ? 0 : 29 * d * d + 138 * d - 134;
+ return d > 17 ? -8 : 22 * d * d + 151 * d - 140;
}
// Add a small random component to draw evaluations to avoid 3fold-blindness
- Value value_draw(Depth depth, Thread* thisThread) {
- return depth < 4 * ONE_PLY ? VALUE_DRAW
- : VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
+ Value value_draw(Thread* thisThread) {
+ return VALUE_DRAW + Value(2 * (thisThread->nodes & 1) - 1);
}
// Skill structure is used to implement strength limit
Move best = MOVE_NONE;
};
- // Breadcrumbs are used to mark nodes as being searched by a given thread.
+ // Breadcrumbs are used to mark nodes as being searched by a given thread
struct Breadcrumb {
std::atomic<Thread*> thread;
std::atomic<Key> key;
};
std::array<Breadcrumb, 1024> breadcrumbs;
- // ThreadHolding keeps track of which thread left breadcrumbs at the given node for potential reductions.
- // A free node will be marked upon entering the moves loop, and unmarked upon leaving that loop, by the ctor/dtor of this struct.
+ // ThreadHolding structure keeps track of which thread left breadcrumbs at the given
+ // node for potential reductions. A free node will be marked upon entering the moves
+ // loop by the constructor, and unmarked upon leaving that loop by the destructor.
struct ThreadHolding {
explicit ThreadHolding(Thread* thisThread, Key posKey, int ply) {
location = ply < 8 ? &breadcrumbs[posKey & (breadcrumbs.size() - 1)] : nullptr;
owning = false;
if (location)
{
- // see if another already marked this location, if not, mark it ourselves.
+ // See if another already marked this location, if not, mark it ourselves
Thread* tmp = (*location).thread.load(std::memory_order_relaxed);
if (tmp == nullptr)
{
}
~ThreadHolding() {
- if (owning) // free the marked location.
+ if (owning) // Free the marked location
(*location).thread.store(nullptr, std::memory_order_relaxed);
}
void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
- Reductions[i] = int(22.9 * std::log(i));
+ Reductions[i] = int((23.4 + std::log(Threads.size()) / 2) * std::log(i));
}
// Check if there are threads with a better score than main thread
if ( Options["MultiPV"] == 1
&& !Limits.depth
- && !Skill(Options["Skill Level"]).enabled()
+ && !(Skill(Options["Skill Level"]).enabled() || Options["UCI_LimitStrength"])
&& rootMoves[0].pv[0] != MOVE_NONE)
{
std::map<Move, int64_t> votes;
Value minScore = this->rootMoves[0].score;
- // Find out minimum score and reset votes for moves which can be voted
+ // Find out minimum score
for (Thread* th: Threads)
minScore = std::min(minScore, th->rootMoves[0].score);
votes[th->rootMoves[0].pv[0]] +=
(th->rootMoves[0].score - minScore + 14) * int(th->completedDepth);
- if (votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])
+ if (bestThread->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY)
+ {
+ // Make sure we pick the shortest mate
+ if (th->rootMoves[0].score > bestThread->rootMoves[0].score)
+ bestThread = th;
+ }
+ else if ( th->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY
+ || votes[th->rootMoves[0].pv[0]] > votes[bestThread->rootMoves[0].pv[0]])
bestThread = th;
}
}
bestValue = delta = alpha = -VALUE_INFINITE;
beta = VALUE_INFINITE;
- multiPV = Options["MultiPV"];
+ size_t multiPV = Options["MultiPV"];
+
// Pick integer skill levels, but non-deterministically round up or down
// such that the average integer skill corresponds to the input floating point one.
+ // UCI_Elo is converted to a suitable fractional skill level, using anchoring
+ // to CCRL Elo (goldfish 1.13 = 2000) and a fit through Ordo derived Elo
+ // for match (TC 60+0.6) results spanning a wide range of k values.
PRNG rng(now());
- int intLevel = int(Options["Skill Level"]) +
- ((Options["Skill Level"] - int(Options["Skill Level"])) * 1024 > rng.rand<unsigned>() % 1024 ? 1 : 0);
+ double floatLevel = Options["UCI_LimitStrength"] ?
+ clamp(std::pow((Options["UCI_Elo"] - 1346.6) / 143.4, 1 / 0.806), 0.0, 20.0) :
+ double(Options["Skill Level"]);
+ int intLevel = int(floatLevel) +
+ ((floatLevel - int(floatLevel)) * 1024 > rng.rand<unsigned>() % 1024 ? 1 : 0);
Skill skill(intLevel);
// When playing with strength handicap enable MultiPV search that we will
selDepth = 0;
// Reset aspiration window starting size
- if (rootDepth >= 5 * ONE_PLY)
+ if (rootDepth >= 4 * ONE_PLY)
{
Value previousScore = rootMoves[pvIdx].previousScore;
- delta = Value(20);
+ delta = Value(23);
alpha = std::max(previousScore - delta,-VALUE_INFINITE);
beta = std::min(previousScore + delta, VALUE_INFINITE);
// Adjust contempt based on root move's previousScore (dynamic contempt)
- int dct = ct + 88 * previousScore / (abs(previousScore) + 200);
+ int dct = ct + 86 * previousScore / (abs(previousScore) + 176);
contempt = (us == WHITE ? make_score(dct, dct / 2)
: -make_score(dct, dct / 2));
++failedHighCnt;
}
else
+ {
+ ++rootMoves[pvIdx].bestMoveCount;
break;
+ }
delta += delta / 4 + 5;
&& !Threads.stop
&& !mainThread->stopOnPonderhit)
{
- double fallingEval = (314 + 9 * (mainThread->previousScore - bestValue)) / 581.0;
+ double fallingEval = (354 + 10 * (mainThread->previousScore - bestValue)) / 692.0;
fallingEval = clamp(fallingEval, 0.5, 1.5);
// If the bestMove is stable over several iterations, reduce time accordingly
- timeReduction = lastBestMoveDepth + 10 * ONE_PLY < completedDepth ? 1.95 : 1.0;
- double reduction = std::pow(mainThread->previousTimeReduction, 0.528) / timeReduction;
+ timeReduction = lastBestMoveDepth + 9 * ONE_PLY < completedDepth ? 1.97 : 0.98;
+ double reduction = (1.36 + mainThread->previousTimeReduction) / (2.29 * timeReduction);
// Use part of the gained time from a previous stable move for the current move
for (Thread* th : Threads)
&& !rootNode
&& pos.has_game_cycle(ss->ply))
{
- alpha = value_draw(depth, pos.this_thread());
+ alpha = value_draw(pos.this_thread());
if (alpha >= beta)
return alpha;
}
Move ttMove, move, excludedMove, bestMove;
Depth extension, newDepth;
Value bestValue, value, ttValue, eval, maxValue;
- bool ttHit, ttPv, inCheck, givesCheck, improving;
+ bool ttHit, ttPv, inCheck, givesCheck, improving, doLMR;
bool captureOrPromotion, doFullDepthSearch, moveCountPruning, ttCapture;
Piece movedPiece;
int moveCount, captureCount, quietCount, singularLMR;
|| pos.is_draw(ss->ply)
|| ss->ply >= MAX_PLY)
return (ss->ply >= MAX_PLY && !inCheck) ? evaluate(pos)
- : value_draw(depth, pos.this_thread());
+ : value_draw(pos.this_thread());
// Step 3. Mate distance pruning. Even if we mate at the next move our score
// would be at best mate_in(ss->ply+1), but if alpha is already bigger because
// statScore of the previous grandchild. This influences the reduction rules in
// LMR which are based on the statScore of parent position.
if (rootNode)
- (ss + 4)->statScore = 0;
+ (ss+4)->statScore = 0;
else
- (ss + 2)->statScore = 0;
+ (ss+2)->statScore = 0;
// Step 4. Transposition table lookup. We don't want the score of a partial
// search to overwrite a previous full search TT value, so we use a different
// Extra penalty for early quiet moves of the previous ply
if ((ss-1)->moveCount <= 2 && !pos.captured_piece())
- update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
+ update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, -stat_bonus(depth + ONE_PLY));
}
// Penalty for a quiet ttMove that fails low
else if (!pos.capture_or_promotion(ttMove))
if (eval == VALUE_NONE)
ss->staticEval = eval = evaluate(pos);
+ if (eval == VALUE_DRAW)
+ eval = value_draw(thisThread);
+
// Can ttValue be used as a better position evaluation?
if ( ttValue != VALUE_NONE
&& (tte->bound() & (ttValue > eval ? BOUND_LOWER : BOUND_UPPER)))
// Step 9. Null move search with verification search (~40 Elo)
if ( !PvNode
&& (ss-1)->currentMove != MOVE_NULL
- && (ss-1)->statScore < 23200
+ && (ss-1)->statScore < 22661
&& eval >= beta
- && ss->staticEval >= beta - 36 * depth / ONE_PLY + 225
+ && eval >= ss->staticEval
+ && ss->staticEval >= beta - 33 * depth / ONE_PLY + 299 - improving * 30
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth and value
- Depth R = ((823 + 67 * depth / ONE_PLY) / 256 + std::min(int(eval - beta) / 200, 3)) * ONE_PLY;
+ Depth R = ((835 + 70 * depth / ONE_PLY) / 256 + std::min(int(eval - beta) / 185, 3)) * ONE_PLY;
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[NO_PIECE][0];
if (nullValue >= VALUE_MATE_IN_MAX_PLY)
nullValue = beta;
- if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 12 * ONE_PLY))
+ if (thisThread->nmpMinPly || (abs(beta) < VALUE_KNOWN_WIN && depth < 13 * ONE_PLY))
return nullValue;
assert(!thisThread->nmpMinPly); // Recursive verification is not allowed
&& depth >= 5 * ONE_PLY
&& abs(beta) < VALUE_MATE_IN_MAX_PLY)
{
- Value raisedBeta = std::min(beta + 216 - 48 * improving, VALUE_INFINITE);
+ Value raisedBeta = std::min(beta + 191 - 46 * improving, VALUE_INFINITE);
MovePicker mp(pos, ttMove, raisedBeta - ss->staticEval, &thisThread->captureHistory);
int probCutCount = 0;
}
// Step 11. Internal iterative deepening (~2 Elo)
- if (depth >= 8 * ONE_PLY && !ttMove)
+ if (depth >= 7 * ONE_PLY && !ttMove)
{
search<NT>(pos, ss, alpha, beta, depth - 7 * ONE_PLY, cutNode);
moveCountPruning = false;
ttCapture = ttMove && pos.capture_or_promotion(ttMove);
- // Mark this node as being searched.
+ // Mark this node as being searched
ThreadHolding th(thisThread, posKey, ss->ply);
// Step 12. Loop through all pseudo-legal moves until no moves remain
sync_cout << "info depth " << depth / ONE_PLY
<< " currmove " << UCI::move(move, pos.is_chess960())
<< " currmovenumber " << moveCount + thisThread->pvIdx << sync_endl;
-
- // In MultiPV mode also skip moves which will be searched later as PV moves
- if (rootNode && std::count(thisThread->rootMoves.begin() + thisThread->pvIdx + 1,
- thisThread->rootMoves.begin() + thisThread->multiPV, move))
- continue;
-
if (PvNode)
(ss+1)->pv = nullptr;
// 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 ( depth >= 8 * ONE_PLY
+ if ( depth >= 6 * ONE_PLY
&& move == ttMove
&& !rootNode
&& !excludedMove // Avoid recursive singular search
extension = ONE_PLY;
singularLMR++;
- if (value < singularBeta - std::min(3 * depth / ONE_PLY, 39))
+ if (value < singularBeta - std::min(4 * depth / ONE_PLY, 36))
singularLMR++;
}
&& (pos.is_discovery_check_on_king(~us, move) || pos.see_ge(move)))
extension = ONE_PLY;
- // Castling extension
- else if (type_of(move) == CASTLING)
- extension = ONE_PLY;
-
// Shuffle extension
else if ( PvNode
&& pos.rule50_count() > 18
&& pos.pawn_passed(us, to_sq(move)))
extension = ONE_PLY;
+ // Castling extension
+ if (type_of(move) == CASTLING)
+ extension = ONE_PLY;
+
// Calculate new depth for this move
newDepth = depth - ONE_PLY + extension;
lmrDepth /= ONE_PLY;
// Countermoves based pruning (~20 Elo)
- if ( lmrDepth < 3 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
+ if ( lmrDepth < 4 + ((ss-1)->statScore > 0 || (ss-1)->moveCount == 1)
&& (*contHist[0])[movedPiece][to_sq(move)] < CounterMovePruneThreshold
&& (*contHist[1])[movedPiece][to_sq(move)] < CounterMovePruneThreshold)
continue;
// Futility pruning: parent node (~2 Elo)
- if ( lmrDepth < 7
+ if ( lmrDepth < 6
&& !inCheck
- && ss->staticEval + 256 + 200 * lmrDepth <= alpha)
+ && ss->staticEval + 250 + 211 * lmrDepth <= alpha)
continue;
// Prune moves with negative SEE (~10 Elo)
- if (!pos.see_ge(move, Value(-29 * lmrDepth * lmrDepth)))
+ if (!pos.see_ge(move, Value(-(31 - std::min(lmrDepth, 18)) * lmrDepth * lmrDepth)))
continue;
}
- else if ( (!givesCheck || !extension)
- && !pos.see_ge(move, -PawnValueEg * (depth / ONE_PLY))) // (~20 Elo)
+ else if ( !(givesCheck && extension)
+ && !pos.see_ge(move, Value(-199) * (depth / ONE_PLY))) // (~20 Elo)
continue;
}
// Step 16. Reduced depth search (LMR). If the move fails high it will be
// re-searched at full depth.
if ( depth >= 3 * ONE_PLY
- && moveCount > 1 + 3 * rootNode
+ && moveCount > 1 + 2 * rootNode
+ && (!rootNode || thisThread->best_move_count(move) == 0)
&& ( !captureOrPromotion
|| moveCountPruning
- || ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha))
+ || ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
+ || cutNode))
{
Depth r = reduction(improving, depth, moveCount);
if ((ss-1)->moveCount > 15)
r -= ONE_PLY;
- // Decrease reduction if move has been singularly extended
+ // Decrease reduction if ttMove has been singularly extended
r -= singularLMR * ONE_PLY;
if (!captureOrPromotion)
// castling moves, because they are coded as "king captures rook" and
// hence break make_move(). (~5 Elo)
else if ( type_of(move) == NORMAL
- && !pos.see_ge(make_move(to_sq(move), from_sq(move))))
+ && !pos.see_ge(reverse_move(move)))
r -= 2 * ONE_PLY;
ss->statScore = thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]
- - 4000;
+ - 4729;
+
+ // Reset statScore to zero if negative and most stats shows >= 0
+ if ( ss->statScore < 0
+ && (*contHist[0])[movedPiece][to_sq(move)] >= 0
+ && (*contHist[1])[movedPiece][to_sq(move)] >= 0
+ && thisThread->mainHistory[us][from_to(move)] >= 0)
+ ss->statScore = 0;
// Decrease/increase reduction by comparing opponent's stat score (~10 Elo)
- if (ss->statScore >= 0 && (ss-1)->statScore < 0)
+ if (ss->statScore >= -99 && (ss-1)->statScore < -116)
r -= ONE_PLY;
- else if ((ss-1)->statScore >= 0 && ss->statScore < 0)
+ else if ((ss-1)->statScore >= -117 && ss->statScore < -144)
r += ONE_PLY;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, true);
- doFullDepthSearch = (value > alpha && d != newDepth);
+ doFullDepthSearch = (value > alpha && d != newDepth), doLMR = true;
}
else
- doFullDepthSearch = !PvNode || moveCount > 1;
+ doFullDepthSearch = !PvNode || moveCount > 1, doLMR = false;
// 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);
+ if (doLMR && !captureOrPromotion)
+ {
+ int bonus = value > alpha ? stat_bonus(newDepth)
+ : -stat_bonus(newDepth);
+
+ if (move == ss->killers[0])
+ bonus += bonus / 4;
+
+ update_continuation_histories(ss, movedPiece, to_sq(move), bonus);
+ }
+ }
+
// For PV nodes only, do a full PV search on the first move or after a fail
// high (in the latter case search only if value < beta), otherwise let the
// parent node fail low with value <= alpha and try another move.
if (PvNode && bestValue > alpha)
alpha = bestValue;
- futilityBase = bestValue + 128;
+ futilityBase = bestValue + 153;
}
const PieceToHistory* contHist[] = { (ss-1)->continuationHistory, (ss-2)->continuationHistory,
thisThread->mainHistory[us][from_to(move)] << bonus;
update_continuation_histories(ss, pos.moved_piece(move), to_sq(move), bonus);
+ if (type_of(pos.moved_piece(move)) != PAWN)
+ thisThread->mainHistory[us][from_to(reverse_move(move))] << -bonus;
+
if (is_ok((ss-1)->currentMove))
{
Square prevSq = to_sq((ss-1)->currentMove);