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Implement Last Seconds Noise (LSN) filtering
When an engine is in deep trouble at few seconds from time limit then giveup without fighting anymore. This is used to reduce "lucky draws" and time pressure blunders noises that can obfuscate results during tests blitz games (typical one minute games). Goal of this technique is to reduce number of matches needed to reliably prove then an engine A is stronger then an opponent B. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -126,6 +126,9 @@ namespace {
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o.push_back(Option("Futility Margin 2", 300, 0, 1000));
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o.push_back(Option("Maximum Razoring Depth", 3, 0, 4));
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o.push_back(Option("Razoring Margin", 300, 150, 600));
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o.push_back(Option("LSN filtering", true));
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o.push_back(Option("LSN Time Margin (sec)", 4, 1, 10));
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o.push_back(Option("LSN Value Margin", 200, 100, 600));
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o.push_back(Option("Randomness", 0, 0, 10));
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o.push_back(Option("Minimum Split Depth", 4, 4, 7));
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o.push_back(Option("Maximum Number of Threads per Split Point", 5, 4, 8));
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