void Search::init() {
for (int i = 1; i < MAX_MOVES; ++i)
- Reductions[i] = int((22.0 + std::log(Threads.size())) * std::log(i));
+ Reductions[i] = int((22.0 + 2 * std::log(Threads.size())) * std::log(i + 0.25 * std::log(i)));
}
Time.init(Limits, us, rootPos.game_ply());
TT.new_search();
- Eval::verify_NNUE();
+ Eval::NNUE::verify();
if (rootMoves.empty())
{
++failedHighCnt;
}
else
- {
- ++rootMoves[pvIdx].bestMoveCount;
break;
- }
delta += delta / 4 + 5;
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth and value
- Depth R = (817 + 71 * depth) / 213 + std::min(int(eval - beta) / 192, 3);
+ Depth R = (982 + 85 * depth) / 256 + std::min(int(eval - beta) / 192, 3);
ss->currentMove = MOVE_NULL;
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
if ( !givesCheck
&& lmrDepth < 6
&& !(PvNode && abs(bestValue) < 2)
- && PieceValue[MG][type_of(movedPiece)] >= PieceValue[MG][type_of(pos.piece_on(to_sq(move)))]
&& !ss->inCheck
&& ss->staticEval + 169 + 244 * lmrDepth
+ PieceValue[MG][type_of(pos.piece_on(to_sq(move)))] <= alpha)
// Step 16. Reduced depth search (LMR, ~200 Elo). If the move fails high it will be
// re-searched at full depth.
if ( depth >= 3
- && moveCount > 1 + 2 * rootNode + 2 * (PvNode && abs(bestValue) < 2)
+ && moveCount > 1 + 2 * rootNode
&& ( !captureOrPromotion
|| moveCountPruning
|| ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha
}
else
{
- // Increase reduction for captures/promotions if late move and at low depth
- if (depth < 8 && moveCount > 2)
- r++;
-
- // Unless giving check, this capture is likely bad
- if ( !givesCheck
- && ss->staticEval + PieceValue[EG][pos.captured_piece()] + 213 * depth <= alpha)
- r++;
+ // Increase reduction for captures/promotions if late move and at low depth
+ if (depth < 8 && moveCount > 2)
+ r++;
+
+ // Unless giving check, this capture is likely bad
+ if ( !givesCheck
+ && ss->staticEval + PieceValue[EG][pos.captured_piece()] + 213 * depth <= alpha)
+ r++;
}
Depth d = std::clamp(newDepth - r, 1, newDepth);
[pos.moved_piece(move)]
[to_sq(move)];
+ // CounterMove based pruning
if ( !captureOrPromotion
&& moveCount
&& (*contHist[0])[pos.moved_piece(move)][to_sq(move)] < CounterMovePruneThreshold