return thisThread->state;
}
- // Skill structure is used to implement strength limit
+ // Skill structure is used to implement strength limit. If we have an uci_elo then
+ // we convert it 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.
struct Skill {
- explicit Skill(int l) : level(l) {}
- bool enabled() const { return level < 20; }
- bool time_to_pick(Depth depth) const { return depth == 1 + level; }
+ Skill(int skill_level, int uci_elo) {
+ if (uci_elo)
+ level = std::clamp(std::pow((uci_elo - 1346.6) / 143.4, 1 / 0.806), 0.0, 20.0);
+ else
+ level = double(skill_level);
+ }
+ bool enabled() const { return level < 20.0; }
+ bool time_to_pick(Depth depth) const { return depth == 1 + int(level); }
Move pick_best(size_t multiPV);
- int level;
+ double level;
Move best = MOVE_NONE;
};
Time.availableNodes += Limits.inc[us] - Threads.nodes_searched();
Thread* bestThread = this;
+ Skill skill = Skill(Options["Skill Level"], Options["UCI_LimitStrength"] ? int(Options["UCI_Elo"]) : 0);
if ( int(Options["MultiPV"]) == 1
&& !Limits.depth
- && !(Skill(Options["Skill Level"]).enabled() || int(Options["UCI_LimitStrength"]))
+ && !skill.enabled()
&& rootMoves[0].pv[0] != MOVE_NONE)
bestThread = Threads.get_best_thread();
std::fill(&lowPlyHistory[MAX_LPH - 2][0], &lowPlyHistory.back().back() + 1, 0);
size_t multiPV = size_t(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());
- double floatLevel = Options["UCI_LimitStrength"] ?
- std::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);
+ Skill skill(Options["Skill Level"], Options["UCI_LimitStrength"] ? int(Options["UCI_Elo"]) : 0);
// When playing with strength handicap enable MultiPV search that we will
// use behind the scenes to retrieve a set of possible moves.
if (rootDepth >= 4)
{
Value prev = rootMoves[pvIdx].previousScore;
- delta = Value(17);
+ delta = Value(17) + int(prev) * prev / 16384;
alpha = std::max(prev - delta,-VALUE_INFINITE);
beta = std::min(prev + delta, VALUE_INFINITE);
// At non-PV nodes we check for an early TT cutoff
if ( !PvNode
&& ss->ttHit
- && tte->depth() > depth
+ && tte->depth() > depth - (thisThread->id() % 2 == 1)
&& ttValue != VALUE_NONE // Possible in case of TT access race
&& (ttValue >= beta ? (tte->bound() & BOUND_LOWER)
: (tte->bound() & BOUND_UPPER)))
ss->staticEval = eval = evaluate(pos);
// Save static evaluation into transposition table
- if(!excludedMove)
- tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
+ if (!excludedMove)
+ tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
// Use static evaluation difference to improve quiet move ordering
if ( !PvNode
&& depth < 9
&& eval - futility_margin(depth, improving) >= beta
- && eval < VALUE_KNOWN_WIN) // Do not return unproven wins
+ && 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)
&& (ss-1)->statScore < 23767
&& eval >= beta
&& eval >= ss->staticEval
- && ss->staticEval >= beta - 20 * depth - improvement / 15 + 168 * ss->ttPv + 177
+ && ss->staticEval >= beta - 20 * depth - improvement / 15 + 204
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
// cases where we extend a son if it has good chances to be "interesting".
if ( depth >= 3
&& moveCount > 1 + 2 * rootNode
- && ( !captureOrPromotion
- || (cutNode && (ss-1)->moveCount > 1)
- || !ss->ttPv)
- && (!PvNode || ss->ply > 1 || thisThread->id() % 4 != 3))
+ && ( !ss->ttPv
+ || !captureOrPromotion
+ || (cutNode && (ss-1)->moveCount > 1)))
{
Depth r = reduction(improving, depth, moveCount, rangeReduction > 2);
// are really negative and movecount is low, we allow this move to be searched
// deeper than the first move (this may lead to hidden double extensions).
int deeper = r >= -1 ? 0
- : moveCount <= 3 && r <= -3 ? 2
- : moveCount <= 5 ? 1
+ : moveCount <= 5 ? 2
: PvNode && depth > 6 ? 1
+ : cutNode && moveCount <= 7 ? 1
: 0;
Depth d = std::clamp(newDepth - r, 1, newDepth + deeper);
// RootMoves are already sorted by score in descending order
Value topScore = rootMoves[0].score;
int delta = std::min(topScore - rootMoves[multiPV - 1].score, PawnValueMg);
- int weakness = 120 - 2 * level;
int maxScore = -VALUE_INFINITE;
+ double weakness = 120 - 2 * level;
// Choose best move. For each move score we add two terms, both dependent on
// weakness. One is deterministic and bigger for weaker levels, and one is
for (size_t i = 0; i < multiPV; ++i)
{
// This is our magic formula
- int push = ( weakness * int(topScore - rootMoves[i].score)
- + delta * (rng.rand<unsigned>() % weakness)) / 128;
+ int push = int(( weakness * int(topScore - rootMoves[i].score)
+ + delta * (rng.rand<unsigned>() % int(weakness))) / 128);
if (rootMoves[i].score + push >= maxScore)
{