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Dynamic draw value
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
This commit is contained in:
committed by
Marco Costalba
parent
0949f06a60
commit
b917cd275e
@@ -206,10 +206,10 @@ void Search::think() {
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}
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}
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if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
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if (!Options["UCI_AnalyseMode"])
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{
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int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
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cf = cf * Material::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
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// Dynamic draw value: try to avoid repetition draws at early midgame
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int cf = std::max(70 - RootPos.game_ply(), 0);
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DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
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DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
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}
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