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Merge Joona Kiiski NULL search beta correction
Prune more moves after a null search because of a lower beta limit then in main search. In test positions reduces the searched nodes of 30% !!!! Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -152,6 +152,16 @@ namespace {
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// evaluation of the position is more than NullMoveMargin below beta.
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const Value NullMoveMargin = Value(0x300);
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//Null move search refutes move when Nullvalue >= Beta - Delta. Index is depth
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//in full plies. Last index is 9+.
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const Value NullMoveDeltaMidgame[] =
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{ Value(-8), Value( 6), Value(-15), Value( 9), Value(21),
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Value(34), Value(54), Value( 59), Value(61), Value(61) };
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const Value NullMoveDeltaEndgame[] =
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{ Value( 6), Value( 0), Value(-13), Value(-9), Value(-35),
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Value(12), Value(24), Value( 9), Value( 5), Value( 5) };
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// Pruning criterions. See the code and comments in ok_to_prune() to
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// understand their precise meaning.
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const bool PruneEscapeMoves = false;
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@@ -1202,13 +1212,19 @@ namespace {
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&& ok_to_do_nullmove(pos)
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&& approximateEval >= beta - NullMoveMargin)
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{
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//Calculate correct delta. Idea and tuning from Joona Kiiski.
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ScaleFactor factor[2] = { SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL };
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Phase phase = pos.game_phase();
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int i = Min(depth / OnePly, 9);
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Value delta = scale_by_game_phase(NullMoveDeltaMidgame[i], NullMoveDeltaEndgame[i], phase, factor);
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ss[ply].currentMove = MOVE_NULL;
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StateInfo st;
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pos.do_null_move(st);
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int R = (depth >= 4 * OnePly ? 4 : 3); // Null move dynamic reduction
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Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
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Value nullValue = -search(pos, ss, -(beta-delta-1), depth-R*OnePly, ply+1, false, threadID);
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// Check for a null capture artifact, if the value without the null capture
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// is above beta then mark the node as a suspicious failed low. We will verify
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@@ -1229,7 +1245,7 @@ namespace {
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{
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/* Do not return unproven mates */
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}
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else if (nullValue >= beta)
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else if (nullValue >= beta - delta)
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{
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if (depth < 6 * OnePly)
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return beta;
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