diff --git a/src/search.cpp b/src/search.cpp index 7bae7a4a86b..ae1c3414380 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -55,7 +55,7 @@ namespace { // Futility margin Value futility_margin(Depth d, bool noTtCutNode, bool improving) { - Value futilityMult = 116 - 47 * noTtCutNode; + Value futilityMult = 117 - 44 * noTtCutNode; return (futilityMult * d - 3 * futilityMult / 2 * improving); } @@ -66,15 +66,15 @@ constexpr int futility_move_count(bool improving, Depth depth) { // 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(pos)]; - v += cv * std::abs(cv) / 12890; + v += cv * std::abs(cv) / 12475; 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(253 * d - 356, 1117); } +int stat_bonus(Depth d) { return std::min(246 * d - 351, 1136); } // History and stats update malus, based on depth -int stat_malus(Depth d) { return std::min(517 * d - 308, 1206); } +int stat_malus(Depth d) { return std::min(519 * d - 306, 1258); } // 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); } @@ -297,12 +297,12 @@ void Search::Worker::iterative_deepening() { // Reset aspiration window starting size Value avg = rootMoves[pvIdx].averageScore; - delta = 9 + avg * avg / 12480; + delta = 9 + avg * avg / 12487; 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] = 131 * avg / (std::abs(avg) + 95); + optimism[us] = 134 * avg / (std::abs(avg) + 97); optimism[~us] = -optimism[us]; // Start with a small aspiration window and, in the case of a fail @@ -482,7 +482,7 @@ void Search::Worker::clear() { h->fill(-71); for (size_t i = 1; i < reductions.size(); ++i) - reductions[i] = int((20.37 + std::log(size_t(options["Threads"])) / 2) * std::log(i)); + reductions[i] = int((18.79 + std::log(size_t(options["Threads"])) / 2) * std::log(i)); } @@ -723,7 +723,7 @@ Value Search::Worker::search( // 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), -1661, 1495); + int bonus = std::clamp(-14 * int((ss - 1)->staticEval + ss->staticEval), -1723, 1455); 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) @@ -744,7 +744,7 @@ Value Search::Worker::search( // 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 - 450 - (332 - 160 * ((ss + 1)->cutoffCnt > 3)) * depth * depth) + if (eval < alpha - 438 - (332 - 154 * ((ss + 1)->cutoffCnt > 3)) * depth * depth) { value = qsearch(pos, ss, alpha - 1, alpha); if (value < alpha) @@ -755,22 +755,22 @@ Value Search::Worker::search( // The depth condition is important for mate finding. if (!ss->ttPv && depth < 11 && eval - futility_margin(depth, cutNode && !ss->ttHit, improving) - - (ss - 1)->statScore / 327 + - (ss - 1)->statScore / 314 >= beta - && eval >= beta && eval < 28702 // smaller than TB wins + && eval >= beta && eval < 30016 // smaller than TB wins && (!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 < 17379 - && eval >= beta && eval >= ss->staticEval && ss->staticEval >= beta - 21 * depth + 329 + if (!PvNode && (ss - 1)->currentMove != Move::null() && (ss - 1)->statScore < 16620 + && eval >= beta && eval >= ss->staticEval && ss->staticEval >= beta - 21 * depth + 330 && !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) / 148, 6) + depth / 3 + 4; + Depth R = std::min(int(eval - beta) / 154, 6) + depth / 3 + 4; ss->currentMove = Move::null(); ss->continuationHistory = &thisThread->continuationHistory[0][0][NO_PIECE][0]; @@ -820,7 +820,7 @@ Value Search::Worker::search( // 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 + 182 - 68 * improving; + probCutBeta = beta + 181 - 68 * improving; if ( !PvNode && depth > 3 && std::abs(beta) < VALUE_TB_WIN_IN_MAX_PLY @@ -876,7 +876,7 @@ Value Search::Worker::search( moves_loop: // When in check, search starts here // Step 12. A small Probcut idea, when we are in check (~4 Elo) - probCutBeta = beta + 446; + probCutBeta = beta + 452; 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) @@ -959,7 +959,7 @@ Value Search::Worker::search( { Piece capturedPiece = pos.piece_on(move.to_sq()); int futilityEval = - ss->staticEval + 279 + 295 * lmrDepth + PieceValue[capturedPiece] + ss->staticEval + 277 + 292 * lmrDepth + PieceValue[capturedPiece] + thisThread->captureHistory[movedPiece][move.to_sq()][type_of(capturedPiece)] / 7; if (futilityEval < alpha) @@ -967,7 +967,7 @@ Value Search::Worker::search( } // SEE based pruning for captures and checks (~11 Elo) - if (!pos.see_ge(move, -204 * depth)) + if (!pos.see_ge(move, -197 * depth)) continue; } else @@ -979,16 +979,16 @@ Value Search::Worker::search( + thisThread->pawnHistory[pawn_structure_index(pos)][movedPiece][move.to_sq()]; // Continuation history based pruning (~2 Elo) - if (lmrDepth < 6 && history < -4215 * depth) + if (lmrDepth < 6 && history < -4211 * depth) continue; history += 2 * thisThread->mainHistory[us][move.from_to()]; - lmrDepth += history / 6658; + lmrDepth += history / 6437; // Futility pruning: parent node (~13 Elo) if (!ss->inCheck && lmrDepth < 15 - && ss->staticEval + (bestValue < ss->staticEval - 58 ? 139 : 55) + && ss->staticEval + (bestValue < ss->staticEval - 57 ? 144 : 57) + 121 * lmrDepth <= alpha) continue; @@ -1016,11 +1016,11 @@ Value Search::Worker::search( // 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 > 29) + ss->ttPv + && depth >= 4 - (thisThread->completedDepth > 30) + ss->ttPv && std::abs(ttValue) < VALUE_TB_WIN_IN_MAX_PLY && (tte->bound() & BOUND_LOWER) && tte->depth() >= depth - 3) { - Value singularBeta = ttValue - (62 + 52 * (ss->ttPv && !PvNode)) * depth / 64; + Value singularBeta = ttValue - (60 + 54 * (ss->ttPv && !PvNode)) * depth / 64; Depth singularDepth = newDepth / 2; ss->excludedMove = move; @@ -1071,7 +1071,7 @@ Value Search::Worker::search( else if (PvNode && move == ttMove && move.to_sq() == prevSq && thisThread->captureHistory[movedPiece][move.to_sq()] [type_of(pos.piece_on(move.to_sq()))] - > 4356) + > 4394) extension = 1; } @@ -1123,10 +1123,10 @@ Value Search::Worker::search( 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()] - 4409; + + (*contHist[3])[movedPiece][move.to_sq()] - 4392; // Decrease/increase reduction for moves with a good/bad history (~8 Elo) - r -= ss->statScore / 14894; + r -= ss->statScore / 14189; // Step 17. Late moves reduction / extension (LMR, ~117 Elo) if (depth >= 2 && moveCount > 1 + rootNode) @@ -1261,7 +1261,7 @@ Value Search::Worker::search( else { // Reduce other moves if we have found at least one score improvement (~2 Elo) - if (depth > 2 && depth < 13 && beta < 13710 && value > -12589) + if (depth > 2 && depth < 13 && beta < 13652 && value > -12761) depth -= 2; assert(depth > 0); @@ -1304,7 +1304,7 @@ Value Search::Worker::search( // Bonus for prior countermove that caused the fail low else if (!priorCapture && prevSq != SQ_NONE) { - int bonus = (depth > 5) + (PvNode || cutNode) + ((ss - 1)->statScore < -15401) + int bonus = (depth > 5) + (PvNode || cutNode) + ((ss - 1)->statScore < -15736) + ((ss - 1)->moveCount > 11); update_continuation_histories(ss - 1, pos.piece_on(prevSq), prevSq, stat_bonus(depth) * bonus); @@ -1462,7 +1462,7 @@ Value Search::Worker::qsearch(Position& pos, Stack* ss, Value alpha, Value beta, if (bestValue > alpha) alpha = bestValue; - futilityBase = ss->staticEval + 204; + futilityBase = ss->staticEval + 206; } const PieceToHistory* contHist[] = {(ss - 1)->continuationHistory, @@ -1542,7 +1542,7 @@ Value Search::Worker::qsearch(Position& pos, Stack* ss, Value alpha, Value beta, continue; // Do not search moves with bad enough SEE values (~5 Elo) - if (!pos.see_ge(move, -75)) + if (!pos.see_ge(move, -74)) continue; } @@ -1610,7 +1610,7 @@ Value Search::Worker::qsearch(Position& pos, Stack* ss, Value alpha, Value beta, Depth Search::Worker::reduction(bool i, Depth d, int mn, int delta) { int reductionScale = reductions[d] * reductions[mn]; - return (reductionScale + 1177 - delta * 776 / rootDelta) / 1024 + (!i && reductionScale > 842); + return (reductionScale + 1118 - delta * 793 / rootDelta) / 1024 + (!i && reductionScale > 863); } namespace { @@ -1699,7 +1699,7 @@ void update_all_stats(const Position& pos, if (!pos.capture_stage(bestMove)) { - int bestMoveBonus = bestValue > beta + 167 ? quietMoveBonus // larger bonus + int bestMoveBonus = bestValue > beta + 166 ? quietMoveBonus // larger bonus : stat_bonus(depth); // smaller bonus // Increase stats for the best move in case it was a quiet move