// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
- return std::min((12 * d + 282) * d - 349 , 1480);
+ return std::min((12 * d + 282) * d - 349 , 1594);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
- 4433;
// Decrease/increase reduction for moves with a good/bad history (~30 Elo)
- r -= ss->statScore / (13000 + 4152 * (depth > 7 && depth < 19));
+ r -= ss->statScore / (13628 + 4000 * (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 + doEvenDeeperSearch;
+ newDepth += doDeeperSearch - doShallowerSearch;
if (newDepth > d)
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, !cutNode);
{
rm.score = rm.uciScore = value;
rm.selDepth = thisThread->selDepth;
+ rm.scoreLowerbound = rm.scoreUpperbound = false;
+
if (value >= beta) {
rm.scoreLowerbound = true;
rm.uciScore = beta;