// Futility margin
Value futility_margin(Depth d, bool noTtCutNode, bool improving) {
- return Value((126 - 42 * noTtCutNode) * (d - improving));
+ return Value((125 - 43 * noTtCutNode) * (d - improving));
}
// Reductions lookup table initialized at startup
Depth reduction(bool i, Depth d, int mn, Value delta, Value rootDelta) {
int reductionScale = Reductions[d] * Reductions[mn];
- return (reductionScale + 1560 - int(delta) * 945 / int(rootDelta)) / 1024
- + (!i && reductionScale > 791);
+ return (reductionScale + 1487 - int(delta) * 976 / int(rootDelta)) / 1024
+ + (!i && reductionScale > 808);
}
constexpr int futility_move_count(bool improving, Depth depth) {
}
// History and stats update bonus, based on depth
-int stat_bonus(Depth d) { return std::min(334 * d - 531, 1538); }
+int stat_bonus(Depth d) { return std::min(357 * d - 483, 1511); }
// Add a small random component to draw evaluations to avoid 3-fold blindness
Value value_draw(const Thread* thisThread) {
// 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 - 492 - (257 - 200 * ((ss + 1)->cutoffCnt > 3)) * depth * depth)
+ if (eval < alpha - 474 - (270 - 174 * ((ss + 1)->cutoffCnt > 3)) * depth * depth)
{
value = qsearch<NonPV>(pos, ss, alpha - 1, alpha);
if (value < alpha)
+ {
+ if (!priorCapture && prevSq != SQ_NONE)
+ {
+ int bonus = (depth > 6) + (PvNode || cutNode) + (value < alpha - 658) + ((ss-1)->moveCount > 11);
+ update_continuation_histories(ss-1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * bonus);
+ thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << stat_bonus(depth) * bonus * 57 / 100;
+ }
return value;
+ }
}
// Step 8. Futility pruning: child node (~40 Elo)
+ thisThread->pawnHistory[pawn_structure(pos)][movedPiece][to_sq(move)];
// Continuation history based pruning (~2 Elo)
- if (lmrDepth < 6 && history < -3498 * depth)
+ if (lmrDepth < 6 && history < -3645 * depth)
continue;
history += 2 * thisThread->mainHistory[us][from_to(move)];
- lmrDepth += history / 7815;
- lmrDepth = std::max(lmrDepth, -2);
+ lmrDepth += history / 7836;
+ lmrDepth = std::max(lmrDepth, -1);
// Futility pruning: parent node (~13 Elo)
- if (!ss->inCheck && lmrDepth < 13 && ss->staticEval + 80 + 122 * lmrDepth <= alpha)
+ if (!ss->inCheck && lmrDepth < 13 && ss->staticEval + 77 + 124 * lmrDepth <= alpha)
continue;
lmrDepth = std::max(lmrDepth, 0);
// Prune moves with negative SEE (~4 Elo)
- if (!pos.see_ge(move, Value(-27 * lmrDepth * lmrDepth)))
+ if (!pos.see_ge(move, Value(-26 * lmrDepth * lmrDepth)))
continue;
}
}
// Bonus for prior countermove that caused the fail low
else if (!priorCapture && prevSq != SQ_NONE)
{
- int bonus = (depth > 6) + (PvNode || cutNode) + (bestValue < alpha - 653)
- + ((ss - 1)->moveCount > 11);
+ int bonus = (depth > 6) + (PvNode || cutNode) + (bestValue < alpha - 657)
+ + ((ss - 1)->moveCount > 10);
update_continuation_histories(ss - 1, pos.piece_on(prevSq), prevSq,
stat_bonus(depth) * bonus);
thisThread->mainHistory[~us][from_to((ss - 1)->currentMove)]
- << stat_bonus(depth) * bonus / 2;
+ << stat_bonus(depth) * bonus * 61 / 100;
}
if (PvNode)