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Depth dependant singular extension margin
After 7965 games: Mod vs Orig 1324 - 1249 - 5392 ELO +3 (+- 4.4) LOS 81% Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -209,10 +209,6 @@ namespace {
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// Minimum depth for use of singular extension
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// Minimum depth for use of singular extension
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const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
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const Depth SingularExtensionDepth[2] = { 8 * ONE_PLY /* non-PV */, 6 * ONE_PLY /* PV */};
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// If the TT move is at least SingularExtensionMargin better than the
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// remaining ones we will extend it.
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const Value SingularExtensionMargin = Value(0x20);
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// Step 12. Futility pruning
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// Step 12. Futility pruning
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// Futility margin for quiescence search
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// Futility margin for quiescence search
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@@ -1055,7 +1051,7 @@ split_point_start: // At split points actual search starts from here
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if (abs(ttValue) < VALUE_KNOWN_WIN)
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if (abs(ttValue) < VALUE_KNOWN_WIN)
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{
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{
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Value b = ttValue - SingularExtensionMargin;
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Value b = ttValue - depth;
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ss->excludedMove = move;
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ss->excludedMove = move;
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ss->skipNullMove = true;
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ss->skipNullMove = true;
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Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
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Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
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