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)
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)
+ double fallingEval = (142 + 6 * (mainThread->bestPreviousScore - bestValue)
+ + 6 * (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;
// Use static evaluation difference to improve quiet move ordering
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
- int bonus = std::clamp(-depth * 4 * int((ss-1)->staticEval + ss->staticEval), -1000, 1000);
+ int bonus = std::clamp(-16 * int((ss-1)->staticEval + ss->staticEval), -2000, 2000);
thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
}
}
else
{
+ int history = (*contHist[0])[movedPiece][to_sq(move)]
+ + (*contHist[1])[movedPiece][to_sq(move)]
+ + (*contHist[3])[movedPiece][to_sq(move)];
+
// Continuation history based pruning (~20 Elo)
- if (lmrDepth < 5
- && (*contHist[0])[movedPiece][to_sq(move)]
- + (*contHist[1])[movedPiece][to_sq(move)]
- + (*contHist[3])[movedPiece][to_sq(move)] < -3000 * depth + 3000)
+ if ( lmrDepth < 5
+ && history < -3000 * depth + 3000)
continue;
+ history += thisThread->mainHistory[us][from_to(move)];
+
+ lmrDepth = std::max(0, lmrDepth - (beta - alpha < thisThread->rootDelta / 4));
+
// Futility pruning: parent node (~5 Elo)
if ( !ss->inCheck
&& lmrDepth < 8
- && ss->staticEval + 172 + 145 * lmrDepth <= alpha)
+ && ss->staticEval + 142 + 139 * lmrDepth + history / 64 <= alpha)
continue;
// Prune moves with negative SEE (~20 Elo)
&& !likelyFailLow)
r -= 2;
- // Increase reduction at root and non-PV nodes when the best move does not change frequently
- if ( (rootNode || !PvNode)
- && thisThread->bestMoveChanges <= 2)
+ // Increase reduction at non-PV nodes
+ if (!PvNode)
r++;
// Decrease reduction if opponent's move count is high (~1 Elo)