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Dynamic draw value
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Try to avoid repetition draws at early midgame,
this should give an edge against weaker opponents
and reduce draw rate.

Tested for regressions with SPRT[-3, 1] and
passed both short TC
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 68498 W: 12928 L: 12891 D: 42679

And long TC
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 40212 W: 6386 L: 6295 D: 27531

bench: 7990513
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joergoster authored and mcostalba committed Feb 26, 2014
1 parent 0949f06 commit b917cd2
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions src/search.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -206,10 +206,10 @@ void Search::think() {
}
}

if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
if (!Options["UCI_AnalyseMode"])
{
int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
cf = cf * Material::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
// Dynamic draw value: try to avoid repetition draws at early midgame
int cf = std::max(70 - RootPos.game_ply(), 0);
DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
}
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