// Search depth at iteration 1
const Depth InitialDepth = OnePly;
- // Depth limit for selective search
- const Depth SelectiveDepth = 7 * OnePly;
-
// Use internal iterative deepening?
const bool UseIIDAtPVNodes = true;
const bool UseIIDAtNonPVNodes = true;
// remaining ones we will extend it.
const Value SingleReplyMargin = Value(0x20);
- // Margins for futility pruning in the quiescence search, and at frontier
- // and near frontier nodes.
- const Value FutilityMarginQS = Value(0x80);
-
- Value FutilityMargins[2 * PLY_MAX_PLUS_2]; // Initialized at startup.
-
- // Each move futility margin is decreased
- const Value IncrementalFutilityMargin = Value(0x8);
-
// Depth limit for razoring
const Depth RazorDepth = 4 * OnePly;
bool UseLogFile;
std::ofstream LogFile;
+ // Futility lookup tables and their getter functions
+ const Value FutilityMarginQS = Value(0x80);
+ int32_t FutilityMarginsMatrix[14][64]; // [depth][moveNumber]
+ int FutilityMoveCountArray[32]; // [depth]
+
+ inline Value futility_margin(Depth d, int mn) { return (Value) (d < 14? FutilityMarginsMatrix[Max(d, 0)][Min(mn, 63)] : 2*VALUE_INFINITE); }
+ inline int futility_move_count(Depth d) { return (d < 32? FutilityMoveCountArray[d] : 512); }
+
// Reduction lookup tables and their getter functions
// Initialized at startup
int8_t PVReductionMatrix[64][64]; // [depth][moveNumber]
UseTimeManagement = !ExactMaxTime && !MaxDepth && !MaxNodes && !InfiniteSearch;
// Look for a book move, only during games, not tests
- if (UseTimeManagement && !ponder && get_option_value_bool("OwnBook"))
+ if (UseTimeManagement && get_option_value_bool("OwnBook"))
{
Move bookMove;
if (get_option_value_string("Book File") != OpeningBook.file_name())
bookMove = OpeningBook.get_move(pos);
if (bookMove != MOVE_NONE)
{
+ if (PonderSearch)
+ wait_for_stop_or_ponderhit();
+
cout << "bestmove " << bookMove << endl;
return true;
}
}
// Init futility margins array
- FutilityMargins[0] = FutilityMargins[1] = Value(0);
+ for (i = 0; i < 14; i++) // i == depth (OnePly = 2)
+ for (int j = 0; j < 64; j++) // j == moveNumber
+ {
+ FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j; // FIXME: test using log instead of BSR
+ }
- for (i = 2; i < 2 * PLY_MAX_PLUS_2; i++)
- {
- FutilityMargins[i] = Value(112 * bitScanReverse32(i * i / 2)); // FIXME: test using log instead of BSR
- }
+ // Init futility move count array
+ for (i = 0; i < 32; i++) // i == depth (OnePly = 2)
+ FutilityMoveCountArray[i] = 3 + (1 << (3 * i / 8));
for (i = 0; i < THREAD_MAX; i++)
Threads[i].activeSplitPoints = 0;
isCheck = pos.is_check();
- // Calculate depth dependant futility pruning parameters
- const int FutilityMoveCountMargin = 3 + (1 << (3 * int(depth) / 8));
-
// Evaluate the position statically
if (!isCheck)
{
}
ss[ply].eval = staticValue;
- futilityValue = staticValue + FutilityMargins[int(depth)]; //FIXME: Remove me, only for split
+ futilityValue = staticValue + futility_margin(depth, 0); //FIXME: Remove me, only for split
staticValue = refine_eval(tte, staticValue, ply); // Enhance accuracy with TT value if possible
update_gains(pos, ss[ply - 1].currentMove, ss[ply - 1].eval, ss[ply].eval);
}
if ( !isCheck
&& allowNullmove
&& depth < RazorDepth
- && staticValue - FutilityMargins[int(depth)] >= beta)
- return staticValue - FutilityMargins[int(depth)];
+ && staticValue - futility_margin(depth, 0) >= beta)
+ return staticValue - futility_margin(depth, 0);
// Null move search
if ( allowNullmove
{
search(pos, ss, beta, Min(depth/2, depth-2*OnePly), ply, false, threadID);
ttMove = ss[ply].pv[ply];
- tte = TT.retrieve(pos.get_key());
+ tte = TT.retrieve(posKey);
}
// Initialize a MovePicker object for the current position, and prepare
&& move != ttMove)
{
// Move count based pruning
- if ( moveCount >= FutilityMoveCountMargin
+ if ( moveCount >= futility_move_count(depth)
&& ok_to_prune(pos, move, ss[ply].threatMove)
&& bestValue > value_mated_in(PLY_MAX))
continue;
// Value based pruning
- Depth predictedDepth = newDepth;
-
- //FIXME: We are ignoring condition: depth >= 3*OnePly, BUG??
- ss[ply].reduction = nonpv_reduction(depth, moveCount);
- if (ss[ply].reduction)
- predictedDepth -= ss[ply].reduction;
+ Depth predictedDepth = newDepth - nonpv_reduction(depth, moveCount); //FIXME: We are ignoring condition: depth >= 3*OnePly, BUG??
+ futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount) + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
- if (predictedDepth < SelectiveDepth)
+ if (futilityValueScaled < beta)
{
- int preFutilityValueMargin = 0;
- if (predictedDepth >= OnePly)
- preFutilityValueMargin = FutilityMargins[int(predictedDepth)];
-
- preFutilityValueMargin += H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
-
- futilityValueScaled = ss[ply].eval + preFutilityValueMargin - moveCount * IncrementalFutilityMargin;
-
- if (futilityValueScaled < beta)
- {
- if (futilityValueScaled > bestValue)
- bestValue = futilityValueScaled;
- continue;
- }
+ if (futilityValueScaled > bestValue)
+ bestValue = futilityValueScaled;
+ continue;
}
}
Move move;
int moveCount;
bool isCheck = pos.is_check();
- bool useFutilityPruning = sp->depth < SelectiveDepth
+ bool useFutilityPruning = sp->depth < 7 * OnePly //FIXME: sync with search
&& !isCheck;
- const int FutilityMoveCountMargin = 3 + (1 << (3 * int(sp->depth) / 8));
-
while ( lock_grab_bool(&(sp->lock))
&& sp->bestValue < sp->beta
&& !thread_should_stop(threadID)
&& !captureOrPromotion)
{
// Move count based pruning
- if ( moveCount >= FutilityMoveCountMargin
+ if ( moveCount >= futility_move_count(sp->depth)
&& ok_to_prune(pos, move, ss[sp->ply].threatMove)
&& sp->bestValue > value_mated_in(PLY_MAX))
continue;
// Value based pruning
- Value futilityValueScaled = sp->futilityValue - moveCount * IncrementalFutilityMargin;
+ Value futilityValueScaled = sp->futilityValue - moveCount * 8; //FIXME: sync with search
if (futilityValueScaled < sp->beta)
{