// Futility margin
Value futility_margin(Depth d, bool noTtCutNode, bool improving, bool oppWorsening) {
- Value futilityMult = 117 - 44 * noTtCutNode;
+ Value futilityMult = 121 - 43 * noTtCutNode;
Value improvingDeduction = 3 * improving * futilityMult / 2;
Value worseningDeduction = (331 + 45 * improving) * oppWorsening * futilityMult / 1024;
// Add correctionHistory value to raw staticEval and guarantee evaluation does not hit the tablebase range
Value to_corrected_static_eval(Value v, const Worker& w, const Position& pos) {
auto cv = w.correctionHistory[pos.side_to_move()][pawn_structure_index<Correction>(pos)];
- v += cv * std::abs(cv) / 12475;
+ v += cv * std::abs(cv) / 10759;
return std::clamp(v, VALUE_TB_LOSS_IN_MAX_PLY + 1, VALUE_TB_WIN_IN_MAX_PLY - 1);
}
// History and stats update bonus, based on depth
-int stat_bonus(Depth d) { return std::min(246 * d - 351, 1136); }
+int stat_bonus(Depth d) { return std::min(249 * d - 327, 1192); }
// History and stats update malus, based on depth
-int stat_malus(Depth d) { return std::min(519 * d - 306, 1258); }
+int stat_malus(Depth d) { return std::min(516 * d - 299, 1432); }
// Add a small random component to draw evaluations to avoid 3-fold blindness
Value value_draw(size_t nodes) { return VALUE_DRAW - 1 + Value(nodes & 0x2); }
// Reset aspiration window starting size
Value avg = rootMoves[pvIdx].averageScore;
- delta = 9 + avg * avg / 12487;
+ delta = 9 + avg * avg / 12804;
alpha = std::max(avg - delta, -VALUE_INFINITE);
beta = std::min(avg + delta, VALUE_INFINITE);
// Adjust optimism based on root move's averageScore (~4 Elo)
- optimism[us] = 134 * avg / (std::abs(avg) + 97);
+ optimism[us] = 131 * avg / (std::abs(avg) + 90);
optimism[~us] = -optimism[us];
// Start with a small aspiration window and, in the case of a fail
h->fill(-71);
for (size_t i = 1; i < reductions.size(); ++i)
- reductions[i] = int((18.79 + std::log(size_t(options["Threads"])) / 2) * std::log(i));
+ reductions[i] = int((19.02 + std::log(size_t(options["Threads"])) / 2) * std::log(i));
}
// Use static evaluation difference to improve quiet move ordering (~9 Elo)
if (((ss - 1)->currentMove).is_ok() && !(ss - 1)->inCheck && !priorCapture)
{
- int bonus = std::clamp(-14 * int((ss - 1)->staticEval + ss->staticEval), -1723, 1455);
+ int bonus = std::clamp(-14 * int((ss - 1)->staticEval + ss->staticEval), -1621, 1237);
bonus = bonus > 0 ? 2 * bonus : bonus / 2;
thisThread->mainHistory[~us][((ss - 1)->currentMove).from_to()] << bonus;
if (type_of(pos.piece_on(prevSq)) != PAWN && ((ss - 1)->currentMove).type_of() != PROMOTION)
// If eval is really low check with qsearch if it can exceed alpha, if it can't,
// return a fail low.
// Adjust razor margin according to cutoffCnt. (~1 Elo)
- if (eval < alpha - 438 - (332 - 154 * ((ss + 1)->cutoffCnt > 3)) * depth * depth)
+ if (eval < alpha - 462 - (296 - 145 * ((ss + 1)->cutoffCnt > 3)) * depth * depth)
{
value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
if (value < alpha)
// Step 8. Futility pruning: child node (~40 Elo)
// The depth condition is important for mate finding.
- if (!ss->ttPv && depth < 11
+ if (!ss->ttPv && depth < 12
&& eval - futility_margin(depth, cutNode && !ss->ttHit, improving, opponentWorsening)
- - (ss - 1)->statScore / 314
+ - (ss - 1)->statScore / 287
>= beta
- && eval >= beta && eval < 30016 // smaller than TB wins
- && (!ttMove || ttCapture))
+ && eval >= beta && eval < VALUE_TB_WIN_IN_MAX_PLY && (!ttMove || ttCapture))
return beta > VALUE_TB_LOSS_IN_MAX_PLY ? (eval + beta) / 2 : eval;
// Step 9. Null move search with verification search (~35 Elo)
- if (!PvNode && (ss - 1)->currentMove != Move::null() && (ss - 1)->statScore < 16620
- && eval >= beta && eval >= ss->staticEval && ss->staticEval >= beta - 21 * depth + 330
+ if (!PvNode && (ss - 1)->currentMove != Move::null() && (ss - 1)->statScore < 16211
+ && eval >= beta && eval >= ss->staticEval && ss->staticEval >= beta - 20 * depth + 314
&& !excludedMove && pos.non_pawn_material(us) && ss->ply >= thisThread->nmpMinPly
&& beta > VALUE_TB_LOSS_IN_MAX_PLY)
{
assert(eval - beta >= 0);
// Null move dynamic reduction based on depth and eval
- Depth R = std::min(int(eval - beta) / 154, 6) + depth / 3 + 4;
+ Depth R = std::min(int(eval - beta) / 151, 6) + depth / 3 + 4;
ss->currentMove = Move::null();
ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0];
// Step 11. ProbCut (~10 Elo)
// If we have a good enough capture (or queen promotion) and a reduced search returns a value
// much above beta, we can (almost) safely prune the previous move.
- probCutBeta = beta + 181 - 68 * improving;
+ probCutBeta = beta + 164 - 62 * improving;
if (
!PvNode && depth > 3
&& std::abs(beta) < VALUE_TB_WIN_IN_MAX_PLY
moves_loop: // When in check, search starts here
// Step 12. A small Probcut idea, when we are in check (~4 Elo)
- probCutBeta = beta + 452;
+ probCutBeta = beta + 410;
if (ss->inCheck && !PvNode && ttCapture && (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 4 && ttValue >= probCutBeta
&& std::abs(ttValue) < VALUE_TB_WIN_IN_MAX_PLY && std::abs(beta) < VALUE_TB_WIN_IN_MAX_PLY)
{
Piece capturedPiece = pos.piece_on(move.to_sq());
int futilityEval =
- ss->staticEval + 277 + 292 * lmrDepth + PieceValue[capturedPiece]
+ ss->staticEval + 298 + 288 * lmrDepth + PieceValue[capturedPiece]
+ thisThread->captureHistory[movedPiece][move.to_sq()][type_of(capturedPiece)]
/ 7;
if (futilityEval < alpha)
}
// SEE based pruning for captures and checks (~11 Elo)
- if (!pos.see_ge(move, -197 * depth))
+ if (!pos.see_ge(move, -202 * depth))
continue;
}
else
+ thisThread->pawnHistory[pawn_structure_index(pos)][movedPiece][move.to_sq()];
// Continuation history based pruning (~2 Elo)
- if (lmrDepth < 6 && history < -4211 * depth)
+ if (lmrDepth < 6 && history < -4125 * depth)
continue;
history += 2 * thisThread->mainHistory[us][move.from_to()];
- lmrDepth += history / 6437;
+ lmrDepth += history / 5686;
// Futility pruning: parent node (~13 Elo)
if (!ss->inCheck && lmrDepth < 15
- && ss->staticEval + (bestValue < ss->staticEval - 57 ? 144 : 57)
- + 121 * lmrDepth
+ && ss->staticEval + (bestValue < ss->staticEval - 55 ? 153 : 58)
+ + 118 * lmrDepth
<= alpha)
continue;
// so changing them requires tests at these types of time controls.
// Recursive singular search is avoided.
if (!rootNode && move == ttMove && !excludedMove
- && depth >= 4 - (thisThread->completedDepth > 30) + ss->ttPv
+ && depth >= 4 - (thisThread->completedDepth > 29) + ss->ttPv
&& std::abs(ttValue) < VALUE_TB_WIN_IN_MAX_PLY && (tte->bound() & BOUND_LOWER)
&& tte->depth() >= depth - 3)
{
- Value singularBeta = ttValue - (60 + 54 * (ss->ttPv && !PvNode)) * depth / 64;
+ Value singularBeta = ttValue - (58 + 55 * (ss->ttPv && !PvNode)) * depth / 64;
Depth singularDepth = newDepth / 2;
ss->excludedMove = move;
if (!PvNode && ss->multipleExtensions <= 16)
{
extension = 2 + (value < singularBeta - 78 && !ttCapture);
- depth += depth < 16;
+ depth += depth < 14;
}
if (PvNode && !ttCapture && ss->multipleExtensions <= 5
&& value < singularBeta - 50)
else if (PvNode && move == ttMove && move.to_sq() == prevSq
&& thisThread->captureHistory[movedPiece][move.to_sq()]
[type_of(pos.piece_on(move.to_sq()))]
- > 4394)
+ > 4315)
extension = 1;
}
ss->statScore = 2 * thisThread->mainHistory[us][move.from_to()]
+ (*contHist[0])[movedPiece][move.to_sq()]
+ (*contHist[1])[movedPiece][move.to_sq()]
- + (*contHist[3])[movedPiece][move.to_sq()] - 4392;
+ + (*contHist[3])[movedPiece][move.to_sq()] - 4587;
// Decrease/increase reduction for moves with a good/bad history (~8 Elo)
- r -= ss->statScore / 14189;
+ r -= ss->statScore / 12372;
// Step 17. Late moves reduction / extension (LMR, ~117 Elo)
if (depth >= 2 && moveCount > 1 + rootNode)
{
// Adjust full-depth search based on LMR results - if the result
// was good enough search deeper, if it was bad enough search shallower.
- const bool doDeeperSearch = value > (bestValue + 49 + 2 * newDepth); // (~1 Elo)
+ const bool doDeeperSearch = value > (bestValue + 48 + 2 * newDepth); // (~1 Elo)
const bool doShallowerSearch = value < bestValue + newDepth; // (~2 Elo)
newDepth += doDeeperSearch - doShallowerSearch;
else
{
// Reduce other moves if we have found at least one score improvement (~2 Elo)
- if (depth > 2 && depth < 13 && beta < 13652 && value > -12761)
+ if (depth > 2 && depth < 12 && beta < 13665 && value > -12276)
depth -= 2;
assert(depth > 0);
// Bonus for prior countermove that caused the fail low
else if (!priorCapture && prevSq != SQ_NONE)
{
- int bonus = (depth > 5) + (PvNode || cutNode) + ((ss - 1)->statScore < -15736)
- + ((ss - 1)->moveCount > 11);
+ int bonus = (depth > 5) + (PvNode || cutNode) + ((ss - 1)->statScore < -14446)
+ + ((ss - 1)->moveCount > 10);
update_continuation_histories(ss - 1, pos.piece_on(prevSq), prevSq,
stat_bonus(depth) * bonus);
thisThread->mainHistory[~us][((ss - 1)->currentMove).from_to()]
if (bestValue > alpha)
alpha = bestValue;
- futilityBase = ss->staticEval + 206;
+ futilityBase = ss->staticEval + 221;
}
const PieceToHistory* contHist[] = {(ss - 1)->continuationHistory,
continue;
// Do not search moves with bad enough SEE values (~5 Elo)
- if (!pos.see_ge(move, -74))
+ if (!pos.see_ge(move, -79))
continue;
}
Depth Search::Worker::reduction(bool i, Depth d, int mn, int delta) {
int reductionScale = reductions[d] * reductions[mn];
- return (reductionScale + 1118 - delta * 793 / rootDelta) / 1024 + (!i && reductionScale > 863);
+ return (reductionScale + 1091 - delta * 759 / rootDelta) / 1024 + (!i && reductionScale > 952);
}
namespace {
if (!pos.capture_stage(bestMove))
{
- int bestMoveBonus = bestValue > beta + 166 ? quietMoveBonus // larger bonus
+ int bestMoveBonus = bestValue > beta + 167 ? quietMoveBonus // larger bonus
: stat_bonus(depth); // smaller bonus
// Increase stats for the best move in case it was a quiet move