enum NodeType { NonPV, PV, Root };
// Futility margin
- Value futility_margin(Depth d, bool improving) {
- return Value(140 * (d - improving));
+ Value futility_margin(Depth d, bool noTtCutNode, bool improving) {
+ return Value((140 - 40 * noTtCutNode) * (d - improving));
}
// Reductions lookup table initialized at startup
bool givesCheck, improving, priorCapture, singularQuietLMR;
bool capture, moveCountPruning, ttCapture;
Piece movedPiece;
- int moveCount, captureCount, quietCount, improvement;
+ int moveCount, captureCount, quietCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
// Skip early pruning when in check
ss->staticEval = eval = VALUE_NONE;
improving = false;
- improvement = 0;
goto moves_loop;
}
else if (excludedMove)
thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
}
- // Set up the improvement variable, which is the difference between the current
- // static evaluation and the previous static evaluation at our turn (if we were
- // in check at our previous move we look at the move prior to it). The improvement
- // margin and the improving flag are used in various pruning heuristics.
- improvement = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval - (ss-2)->staticEval
- : (ss-4)->staticEval != VALUE_NONE ? ss->staticEval - (ss-4)->staticEval
- : 173;
- improving = improvement > 0;
+ // Set up the improving flag, which is true if current static evaluation is
+ // bigger than the previous static evaluation at our turn (if we were in
+ // check at our previous move we look at static evaluaion at move prior to it
+ // and if we were in check at move prior to it flag is set to true) and is
+ // false otherwise. The improving flag is used in various pruning heuristics.
+ improving = (ss-2)->staticEval != VALUE_NONE ? ss->staticEval > (ss-2)->staticEval
+ : (ss-4)->staticEval != VALUE_NONE ? ss->staticEval > (ss-4)->staticEval
+ : true;
// Step 7. Razoring (~1 Elo).
// If eval is really low check with qsearch if it can exceed alpha, if it can't,
// The depth condition is important for mate finding.
if ( !ss->ttPv
&& depth < 9
- && eval - futility_margin(depth, improving) - (ss-1)->statScore / 306 >= beta
+ && eval - futility_margin(depth, cutNode && !ss->ttHit, improving) - (ss-1)->statScore / 306 >= beta
&& eval >= beta
&& eval < 24923) // larger than VALUE_KNOWN_WIN, but smaller than TB wins
return eval;
return;
// When using nodes, ensure checking rate is not lower than 0.1% of nodes
- callsCnt = Limits.nodes ? std::min(1024, int(Limits.nodes / 1024)) : 1024;
+ callsCnt = Limits.nodes ? std::min(512, int(Limits.nodes / 1024)) : 512;
static TimePoint lastInfoTime = now();
if (ponder)
return;
- if ( (Limits.use_time_management() && (elapsed > Time.maximum() - 10 || stopOnPonderhit))
+ if ( (Limits.use_time_management() && (elapsed > Time.maximum() || stopOnPonderhit))
|| (Limits.movetime && elapsed >= Limits.movetime)
|| (Limits.nodes && Threads.nodes_searched() >= (uint64_t)Limits.nodes))
Threads.stop = true;