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Tweak futility margins
Less prune at the bottom and at the middle, a bit more at the top. After 747 games: +215 =345 -187 +13 elo Also introduced a vector of margins, now that start to be a lot it is a more flexible solution. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -167,6 +167,8 @@ namespace {
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Value FutilityMargin0 = Value(0x80);
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Value FutilityMargin0 = Value(0x80);
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Value FutilityMargin1 = Value(0x100);
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Value FutilityMargin1 = Value(0x100);
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Value FutilityMargin2 = Value(0x200);
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Value FutilityMargin2 = Value(0x200);
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const Value FutilityMargins[6] = { Value(0x120), Value(0x220), Value(0x250),
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Value(0x280), Value(0x320), Value(0x360) };
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// Razoring
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// Razoring
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Depth RazorDepth = 4*OnePly;
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Depth RazorDepth = 4*OnePly;
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@@ -1321,9 +1323,8 @@ namespace {
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{
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{
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if (futilityValue == VALUE_NONE)
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if (futilityValue == VALUE_NONE)
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futilityValue = evaluate(pos, ei, threadID)
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futilityValue = evaluate(pos, ei, threadID)
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+ (depth < 2 * OnePly ? FutilityMargin1 :
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+ FutilityMargins[int(depth)/2 - 1]
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+ (depth < 6 * OnePly ? FutilityMargin2 + (depth - 2*OnePly) * 32
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+ 32 * (depth & 1);
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: FutilityMargin2 + (depth - 2*OnePly) * 64));
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if (futilityValue < beta)
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if (futilityValue < beta)
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{
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{
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