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Increase see prune depth
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This seems good at short TC controls.

After 10000 games at 20+0.05
ELO: 9.56 +-6.8 (95%) LOS: 100.0%
Total: 10000 W: 1949 L: 1674 D: 6377

Testing at long TC and regression testing is still
ongoing. So this is a bit speculative commit and
could be reverted in the future.

Also re-testing at long TC the SEE pruning in PV nodes
seems less effective (perhaps even a regression, but
still ongoing) so disabled for now.

bench: 4968764
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mcostalba committed Mar 4, 2013
1 parent db322e6 commit 10429dd
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions src/search.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -852,14 +852,14 @@ namespace {
newDepth = depth - ONE_PLY + ext;

// Step 13. Futility pruning (is omitted in PV nodes)
if ( !captureOrPromotion
if ( !PvNode
&& !captureOrPromotion
&& !inCheck
&& !dangerous
&& move != ttMove)
{
// Move count based pruning
if ( !PvNode
&& depth < 16 * ONE_PLY
if ( depth < 16 * ONE_PLY
&& moveCount >= FutilityMoveCounts[depth]
&& (!threatMove || !refutes(pos, move, threatMove)))
{
Expand All @@ -876,7 +876,7 @@ namespace {
futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];

if (!PvNode && futilityValue < beta)
if (futilityValue < beta)
{
if (SpNode)
splitPoint->mutex.lock();
Expand All @@ -885,7 +885,7 @@ namespace {
}

// Prune moves with negative SEE at low depths
if ( predictedDepth < 2 * ONE_PLY
if ( predictedDepth < 3 * ONE_PLY
&& pos.see_sign(move) < 0)
{
if (SpNode)
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