o["Mate Threat Bonus"] = Option(3, 0, 8);
o["Check Extension (PV nodes)"] = Option(2, 0, 2);
o["Check Extension (non-PV nodes)"] = Option(1, 0, 2);
- o["Single Reply Extension (PV nodes)"] = Option(2, 0, 2);
- o["Single Reply Extension (non-PV nodes)"] = Option(2, 0, 2);
+ o["Single Evasion Extension (PV nodes)"] = Option(2, 0, 2);
+ o["Single Evasion Extension (non-PV nodes)"] = Option(2, 0, 2);
o["Mate Threat Extension (PV nodes)"] = Option(0, 0, 2);
o["Mate Threat Extension (non-PV nodes)"] = Option(0, 0, 2);
o["Pawn Push to 7th Extension (PV nodes)"] = Option(1, 0, 2);
o["Passed Pawn Extension (non-PV nodes)"] = Option(0, 0, 2);
o["Pawn Endgame Extension (PV nodes)"] = Option(2, 0, 2);
o["Pawn Endgame Extension (non-PV nodes)"] = Option(2, 0, 2);
- o["Full Depth Moves (PV nodes)"] = Option(14, 1, 100);
- o["Full Depth Moves (non-PV nodes)"] = Option(3, 1, 100);
o["Threat Depth"] = Option(5, 0, 100);
- o["LSN filtering"] = Option(false);
- o["LSN Time Margin (sec)"] = Option(4, 1, 10);
- o["LSN Value Margin"] = Option(200, 100, 600);
o["Randomness"] = Option(0, 0, 10);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
- o["Threads"] = Option(1, 1, 8);
- o["Hash"] = Option(32, 4, 4096);
+ o["Threads"] = Option(1, 1, THREAD_MAX);
+ o["Hash"] = Option(32, 4, 2048);
o["Clear Hash"] = Option(false, BUTTON);
+ o["New Game"] = Option(false, BUTTON);
o["Ponder"] = Option(true);
o["OwnBook"] = Option(true);
o["MultiPV"] = Option(1, 1, 500);
o["UCI_ShowCurrLine"] = Option(false);
o["UCI_Chess960"] = Option(false);
+ o["UCI_AnalyseMode"] = Option(false);
// Any option should know its name so to be easily printed
for (Options::iterator it = o.begin(); it != o.end(); ++it)
return ret;
}
+ // Specialization for std::string where instruction 'ss >> ret;'
+ // would erroneusly tokenize a string with spaces.
+
+ template<>
+ string get_option_value<string>(const string& optionName) {
+
+ if (options.find(optionName) == options.end())
+ return string();
+
+ return options[optionName].currentValue;
+ }
+
}
////
load_defaults(options);
- // Limit the default value of "Threads" to 7 even if we have 8 CPU cores.
- // According to Ken Dail's tests, Glaurung plays much better with 7 than
- // with 8 threads. This is weird, but it is probably difficult to find out
- // why before I have a 8-core computer to experiment with myself.
+ // Set optimal value for parameter "Minimum Split Depth"
+ // according to number of available cores.
assert(options.find("Threads") != options.end());
assert(options.find("Minimum Split Depth") != options.end());
- options["Threads"].defaultValue = stringify(Min(cpu_count(), 7));
- options["Threads"].currentValue = stringify(Min(cpu_count(), 7));
+ Option& thr = options["Threads"];
+ Option& msd = options["Minimum Split Depth"];
- // Increase the minimum split depth when the number of CPUs is big.
- // It would probably be better to let this depend on the number of threads
- // instead.
- if (cpu_count() > 4)
- {
- options["Minimum Split Depth"].defaultValue = "6";
- options["Minimum Split Depth"].currentValue = "6";
- }
+ thr.defaultValue = thr.currentValue = stringify(cpu_count());
+
+ if (cpu_count() >= 8)
+ msd.defaultValue = msd.currentValue = stringify(7);
}
bool button_was_pressed(const string& buttonName) {
if (!get_option_value<bool>(buttonName))
- return false;
+ return false;
set_option_value(buttonName, "false");
return true;