Increase see prune depth
This seems good at short TC controls. After 10000 games at 20+0.05 ELO: 9.56 +-6.8 (95%) LOS: 100.0% Total: 10000 W: 1949 L: 1674 D: 6377 Testing at long TC and regression testing is still ongoing. So this is a bit speculative commit and could be reverted in the future. Also re-testing at long TC the SEE pruning in PV nodes seems less effective (perhaps even a regression, but still ongoing) so disabled for now. bench: 4968764sf_3_base
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db322e6a63
commit
10429dd616
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@ -852,14 +852,14 @@ split_point_start: // At split points actual search starts from here
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newDepth = depth - ONE_PLY + ext;
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// Step 13. Futility pruning (is omitted in PV nodes)
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if ( !captureOrPromotion
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if ( !PvNode
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&& !captureOrPromotion
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&& !inCheck
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&& !dangerous
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&& move != ttMove)
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{
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// Move count based pruning
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if ( !PvNode
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&& depth < 16 * ONE_PLY
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if ( depth < 16 * ONE_PLY
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&& moveCount >= FutilityMoveCounts[depth]
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&& (!threatMove || !refutes(pos, move, threatMove)))
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{
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@ -876,7 +876,7 @@ split_point_start: // At split points actual search starts from here
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futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
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+ Gain[pos.piece_moved(move)][to_sq(move)];
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if (!PvNode && futilityValue < beta)
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if (futilityValue < beta)
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{
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if (SpNode)
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splitPoint->mutex.lock();
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@ -885,7 +885,7 @@ split_point_start: // At split points actual search starts from here
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}
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// Prune moves with negative SEE at low depths
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if ( predictedDepth < 2 * ONE_PLY
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if ( predictedDepth < 3 * ONE_PLY
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&& pos.see_sign(move) < 0)
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{
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if (SpNode)
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