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2688 Commits (8df17204f4469977604695e4ae5d63ae47a575ff)

Author SHA1 Message Date
Joona Kiiski 8df17204f4 More aggressive post-futility pruning 2013-04-21 14:53:27 +01:00
Marco Costalba f84f04742a Skip a couple of popcount in previous patch
And some little tidy up

No functional change.
2013-04-19 10:31:18 +02:00
Marco Costalba cc40d1c46a Merge Joona's bishop+pawn tweak
The idea is to penalize a bishop in case of
its pawns are on the same colored squares.

Good at short 15"+0.05 TC
LLR: 2.95 (-2.94,2.94)
Total: 4252 W: 925 L: 806 D: 2521

And at longer 60"+0.05 TC
LLR: 2.95 (-2.94,2.94)
Total: 15006 W: 2743 L: 2564 D: 9699

bench: 5274705
2013-04-19 09:36:00 +02:00
Joona Kiiski 818e0b2d2b Try more aggressive version 2013-04-17 07:58:59 +01:00
Joona Kiiski 3e4dfb49a7 Give a small penalty for bishop for each pawn on the same colored square 2013-04-16 21:20:31 +01:00
Marco Costalba 87436e5544 Skip a redundant check
Spotted by Joona

No functional change.
2013-04-14 23:29:25 +02:00
Marco Costalba fe72c93141 De-templetize Position::is_draw()
Now that we always check for repetition we don't
need a template anymore.

No functional change.
2013-04-10 22:23:48 +02:00
Joona Kiiski 75221fcf5e Always check repetition
It seems stronger both at fast 15+0.05 TC with fixed game number test:
ELO: 2.74 +-2.7 (95%) LOS: 97.6%
Total: 24000 W: 4698 L: 4509 D: 14793

And also at long 60+0.05 TC with SPRT
LLR: 3.05 (-2.94,2.94)
Total: 38986 W: 6845 L: 6547 D: 25594

bench: 5157061
2013-04-10 22:20:40 +02:00
Marco Costalba a95cbca568 Simplify and speed up previous patch
Use an optinal argument instead of a template
parameter. Interestingly, not only is simpler,
but also faster, perhaps due to less L1 instruction
cache pressure because we don't duplicate the very
used SEE code path.

No functional change.
2013-04-09 23:32:06 +02:00
Joona Kiiski d23454854e Document asymmetric SEE pruning trick
Here are the tests:

sprt @ 60+0.05
ELO: 3.53 +-2.8 (95%) LOS: 99.3%
Total: 18794 W: 3098 L: 2907 D: 12789

16000 @ 60+0.05
ELO: 1.39 +-3.1 (95%) LOS: 81.0%
Total: 16000 W: 2689 L: 2625 D: 10686

16000 @ 15+0.05
ELO: 2.82 +-3.3 (95%) LOS: 95.1%
Total: 16000 W: 3148 L: 3018 D: 9834

No functional change

Signature: 4969307
2013-04-09 23:31:57 +02:00
Joona Kiiski c2902112e5 Don't treat king safety differently in AnalysisMode
Rationale:

- Current settings seem to make engine *significantly* weaker in analysis mode.
- In practice this setting only has effect when king safety scores are high.
- Even in analysis mode its far more important to know if one side is getting mated,
rather than get evaluation correct with 1cp accuracy.

No functional change
2013-04-09 23:29:58 +02:00
Marco Costalba 9498b2af82 Rescale UCI parameters to 100
And correspondingly modify internal ones
to compensate it.

No functional change.
2013-04-09 23:29:58 +02:00
Marco Costalba 2a5ae34bb2 Tweak some UCI parameters
According to Jean-Paul this setup should be stronger
than default.

And SPRT test seems to confirm it:

At fast TC 15"+0.05
ELO: 3.33 +-2.7 (95%) LOS: 99.2%
Total: 25866 W: 5461 L: 5213 D: 15192

At longer TC 60"+0.05
ELO: 7.27 +-5.0 (95%) LOS: 99.8%
Total: 6544 W: 1212 L: 1075 D: 4257

bench: 5473339

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2013-04-09 23:29:58 +02:00
Marco Costalba d3fe153fe6 Re-add 'Cowardice' and 'Aggressiveness' UCI options
I have lost my bet with Jean-Paul, so now I re-add
the two options...and I am glad of it :-)

No functional change.
2013-04-09 23:29:58 +02:00
Marco Costalba 889922041b Increase null verification threshold to 12 plies
Increasing depth limit to 10 plies seems stronger
after 16K games at 15"+0.05 (ELO: +3.56) and also
repeating the test at 60"+0.05 TC:

ELO: 2.08 +-3.1 (95%) LOS: 90.9%
Total: 16000 W: 2641 L: 2545 D: 10814

Moreover setting the limit to 12 is proved stronger
then limit set to 10 by direct SPRT test at 15"+0.05:

ELO: 2.56 +-2.0 (95%) LOS: 99.5%
Total: 46568 W: 9240 L: 8897 D: 28431

So we directly set the limit to 12, the strongest setup.

bench: 4361224
2013-04-09 23:29:58 +02:00
Joona Kiiski 7bad50773a Make use of asymmetric SEE 2013-04-05 19:05:32 +01:00
Joona Kiiski d3c3c4f8e7 Fix a silly bug 2013-04-05 19:05:32 +01:00
Joona Kiiski 2097cd1221 Introduce asymmetric SEE.
No functional change
2013-04-05 19:05:32 +01:00
Marco Costalba 0c1b40c5e2 Lower minimum allowed TT size to 1 MB
Setting a very low TT size could be used
for some specific testing.

No functional change.
2013-04-05 16:56:01 +02:00
Marco Costalba 8c10029df1 Revert "Double Impact of Gain tables"
This reverts commit 36c82b751c

Seems a regression against 2.3.1 tested with 20K games at 60"+0.05

With patch applied
ELO: 15.44 +-2.8 (95%) LOS: 100.0%
Total: 20000 W: 3928 L: 3040 D: 13032

Without patch applied
ELO: 18.76 +-2.8 (95%) LOS: 100.0%
Total: 20000 W: 3903 L: 2824 D: 13273

bench: 4781239
2013-04-05 08:59:38 +02:00
Hiraoka Takuya 6e2371a86b Don't early stop if we have a mated score
No functional change.
2013-04-04 21:39:48 +02:00
Joona Kiiski 36c82b751c Double Impact of Gain tables
Very unorthodox idea.

After 16000 games at 60"+0.05
ELO: 3.14 +-3.4 (95%) LOS: 96.6%
Total: 13407 W: 2278 L: 2157 D: 8972

bench: 4705335
2013-04-03 19:14:59 +02:00
Marco Costalba 7d42d02ec7 Set IID half way between d/2 and d-4
Master IID formula is depth / 2
Previous patch is depth - 4 * ONE_PLY

This one is the middle way:

(dept/2 + depth-4*ONE_PLY)/2  -> depth-2*ONE_PLY-depth/4

After 16000 games at 60+0.05 th 1
ELO: 4.08 +-3.1 (95%) LOS: 99.5%
Total: 16000 W: 2742 L: 2554 D: 10704

bench: 4781239
2013-03-30 22:26:30 +01:00
Marco Costalba c89274d8fb Merge branch 'master' into increase_iid 2013-03-29 22:50:04 +01:00
Marco Costalba f2638816bf Raise Min Split Depth
Raise the limit to 12 so to allow people to test
on many cores machines.

Suggested by Gary and Martin.

No functional change.
2013-03-25 20:04:49 +01:00
Marco Costalba 0b4ea54da9 Update bestValue when futility pruning (2)
Same idea of 5af8179647
in qsearch() but applied to search()

After 15500 games at 15+0.05
ELO: 4.48 +-3.4 (95%) LOS: 99.5%
Total: 15500 W: 3061 L: 2861 D: 9578

bench: 4985829
2013-03-24 23:32:21 +01:00
Joona Kiiski 09f1fdf52f Fix bogus mate scores in some positions
Always before pruning the move, it's important to check that:

bestValue > VALUE_MATED_IN_MAX_PLY

See example position:

8/2p1p3/P1NpP3/3k4/1P1BN3/2P1P3/2Q5/6K1 w - - 0 1
http://support.stockfishchess.org/discussions/problems/268-wrong-declaring-a-forced-mate-in-3-moves

This problem was present in 2.3.1, then it was fixed by my patch.

After 24000 games at 15+0.05
ELO: 2.40 +-4.4 (95%) LOS: 95.7%
Total: 24000 W: 4774 L: 4608 D: 14618

bench: 4465997
2013-03-23 21:28:51 +01:00
jundery d39b22927e Use ALL_PIECES value to reference attackedBy
No functional change
2013-03-23 12:17:12 +01:00
Marco Costalba 81e9cf043a Increase non-PV IID search depth
bench: 5146380
2013-03-22 20:57:31 +01:00
Marco Costalba 077e32efc9 Better document bitbase loop
Thanks to Lucas to spot the weak comment and
to Jundery to suggest a better one.

No functional change.
2013-03-19 19:08:41 +01:00
Gary Linscott 52f3e717fa Add KNPKB endgame
In a game vs Junior, SF had the option to trade into a winning
pawn endgame, and failed to do so. PGN at bottom.

This FEN was one key position: 8/2Nb1k2/6pp/4Pp2/5K1P/5PP1/8/8 w - - 5 62.

SF master chooses h5 here, with a fail high, which goes into the drawn KNPKB
ending. With the patch, SF correctly chooses Ke3, which maintains chances to win.

[Event "nTCEC - Stage 2a - Season 1"]
[Site "http://www.tcec-chess.net"]
[Date "2013.03.05"]
[Round "11.3"]
[White "Stockfish 210213"]
[Black "Junior 13.3"]
[Result "1/2-1/2"]
[Variant "normal"]

1. d4 f5 2. g3 Nf6 3. Bg2 e6 4. c4 d5 5. Nh3 c6 6. O-O Bd6 7. Bf4 Be7 8. Nd2 O-O
9. Qb3 a5 10. Rfd1 Ne4 11. Be3 Nd7 12. Nf4 Ndf6 13. f3 a4 14. Qc2 Nxd2 15. Bxd2
dxc4 16. Qxc4 b5 17. Qc3 Qb6 18. Rac1 e5 19. Nd3 exd4 20. Qxc6 Qxc6 21. Rxc6
Bd7 22. Rcc1 Be6 23. Bb4 Rae8 24. Bxe7 Rxe7 25. Nb4 Bc4 26. Bf1 Rd7 27. Rd2 Re8
28. Rcd1 Rc7 29. Ra1 Rd8 30. Rc1 Rdd7 31. Rcd1 Re7 32. Ra1 Nd5 33. Nc2 Ne3
34. Nxd4 Bxa2 35. Nxb5 Rc5 36. Nd4 Bf7 37. Kf2 g6 38. Rd3 Nxf1 39. Kxf1 Rc4
40. b3 axb3 41. Nxb3 Kf8 42. Rd8+ Re8 43. Rxe8+ Bxe8 44. Kf2 Ke7 45. Ra7+ Bd7
46. Ke1 Rc3 47. Rb7 Rc2 48. Kd1 Rc4 49. Kd2 Kd6 50. Kd3 Rc7 51. Rxc7 Kxc7
52. Kd4 Kd6 53. Nc5 Bb5 54. e4 Be2 55. e5+ Ke7 56. Ke3 Bd1 57. Kf4 h6 58. h3
Kf7 59. h4 Bc2 60. Na6 Ba4 61. Nc7 Bd7 62. h5 g5+ 63. Ke3 Ba4 64. f4 Bd1
65. fxg5 hxg5 66. h6 Kg6 67. e6 f4+ 68. gxf4 gxf4+ 69. Kxf4 Bh5 70. Ke5 Kh7
71. Kf6 Kxh6 72. Na6 Bg4 73. e7 Bh5 74. Nc7 Bg6 75. Nd5 Be8 76. Ne3 Kh7 77. Nc4
Kh6 78. Nd2 Kh5 79. Nf3 Kg4 80. Nd4 Bh5 81. Ne6 Be8 82. Nc5 Kf3 83. Kf5 Ke3
84. Ke5 Ke2 85. Kf4 Kd2 86. Ne4+ Kd3 87. Ke5 Ke3 88. Nf6 Bf7 89. Nd5+ Kf3
90. Kf5 Ke2 91. Ke4 Be8 92. Nc3+ Kd2 93. Kd4 Kc2 94. Nd5 Kd1 95. Nf6 Bf7
96. Ne4 Be8 97. Ke3 Kc2 98. Nd6 Bd7 99. Kd4 Kd1 100. Kd3 Ba4 101. Nc4 Bb5
102. Kc3 Be8 103. Nb2+ Ke1 104. Kd3 Kf2 105. Nd1+ 1/2-1/2

No functional change (just because bench does not change)
2013-03-18 20:40:06 +01:00
Marco Costalba 0586b51f9c Further increase SEE prune depth
After 16000 games at 60+0.05
ELO: 2.89 +-5.4 (95%) LOS: 96.5%
Total: 16000 W: 2775 L: 2642 D: 10583

bench: 5442365
2013-03-16 11:20:03 +01:00
Marco Costalba d2eeef89aa Revert "Check for easy move just once"
This reverts commit a24da071f0

Seems a regression when tested against 2.3.1

With this patch, have after 20000 games at 60+0.05, we have

ELO: 13.42 +-4.8 (95%) LOS: 100.0%
Total: 20000 W: 3746 L: 2974 D: 13280

Instead with the patch reverted:

ELO: 16.62 +-4.8 (95%) LOS: 100.0%
Total: 20000 W: 3816 L: 2860 D: 13324

Although we are within error bounds here we take the conservative
approach of not introducing changes that are not proved stronger
It doesn't mean that the change shall be weaker, simply that we
don't want to take any risk.

No functional change.
2013-03-16 11:12:35 +01:00
RyanTaker 70d20326b0 Improved Readability of Material
This is a non-functional change that simply changes the look
of the code to help clarity.

No functional change.
2013-03-15 09:14:00 +01:00
jundery ccf4ec6768 Do more work between prefetch and querying transposition table
More time to load the cache line before access

No functional change.
2013-03-12 19:58:32 +01:00
Gary Linscott a24da071f0 Check for easy move just once
Here the rational seems to be that if after one try easy
move detection fails then the easy move is not so easy :-)

After 15563 games at 60+0.05
ELO: 3.04 +-5.5 (95%) LOS: 97.0%
Total: 15563 W: 2664 L: 2528 D: 10371

No functional change.
2013-03-11 22:23:19 +01:00
Gary Linscott 3698d9aa55 Be more aggressive on trying to finish iterations
Increase MaxRatio to use more time when in trouble.

After 16000 games at 60+0.05
ELO: 4.89 +-5.4 (95%) LOS: 99.9%
Total: 16000 W: 2700 L: 2475 D: 10825

No functional change.
2013-03-11 19:07:55 +01:00
Marco Costalba 10429dd616 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: 4968764
2013-03-04 09:41:56 +01:00
Marco Costalba db322e6a63 Revert "Store moves sent with "position" UCI command"
This reverts commit 0d68b523a3.

After easy move semplification this machinery is not
needed anymore (because of we don't need to know if a
root move is a recapture)

No functional change.
2013-03-04 09:29:46 +01:00
Marco Costalba 45dba12c5b Simplify "easy move" detection
Detect a move as easy only if it is the only one ;-)
or if is much better than remaining ones after we
have spent 20% of search time.

Tests are ongoing, but it seems this semplification
stands. Anyhow it is experimental for now and could
be reverted/improved with further work Gary is
testing right now.

No functional change.
2013-03-04 09:27:00 +01:00
Marco Costalba ccad601389 Avoid locking/unlocking in a tight loop
After previous patch if split point master is
waiting for job and "Use Sleeping Threads" is
false (our condition for official releases) then
it will lock/unlock splitPoint mutex in a super
tight loop badly affecting performance.

Rewrite the code to lock only when we are about
to finish. Note that race condition on slavesMask
is anyhow fixed.

No functional change.
2013-03-04 09:07:48 +01:00
jundery d165d5af91 Fix race condition where idle_loop() gets called from Split()
SplitPoint member slavesMask wasn't read under lock

No functional change.
2013-03-04 08:52:24 +01:00
jhellis3 3ce43c20de Stop search if only 1 legal move
There is no point searching a move that is forced.
It wastes time while allowing computer opponents to
fill hash with 100% accuracy.

[edit: Condition moved together with "easy move" ones]

Bench identical: 4922272
2013-03-04 08:30:55 +01:00
Marco Costalba def50020ad Fix easy re-capture case
We detect an easy move as a recapture with an
high margin on the second best move.

Unfortunatly the recapture detection is broken
becuase we identify as a recapture any move that
follows an opponent's previous capture !

This patch fix the logic to correctly detect a
real re-capture.

No functional change.
2013-03-02 13:20:40 +01:00
Marco Costalba 0d68b523a3 Store moves sent with "position" UCI command
Store all the game moves until current position.

This will be used by next patch.

No functional change.
2013-03-02 13:08:50 +01:00
Marco Costalba 0e1ad3ad33 Rename sp to splitPoint
Still keep 'sp' name when used as local
variable with limited scope.

From Jundery.

No functional change.
2013-03-01 09:44:19 +01:00
jundery 0fc9a01933 Remove strange use of the ternary operator
Note that we read shared data without lock
protection, so code is theoretically prone to
torn reads. But, first splitPoint pointer
never changes, and alpha is of integer type so
it is read in a single DWORD access.

No functional change.
2013-03-01 08:05:47 +01:00
jundery 68d1bebd8e Split() clean up locking
Only unlock and relock when idle_loop() is actually called

No functional change
2013-03-01 07:57:18 +01:00
Marco Costalba 57b6df4874 Merge Lucas's "SEE pruning at PV nodes"
bench: 4922272
2013-02-27 08:14:00 +01:00
Marco Costalba bc38efd128 Remove pruning condition on alpha
Further simplifying on Lucas's idea, seems reliable
in tests:

ELO: 2.15 +-7 (95%) LOS: 84.9%
Total: 9999 W: 1831 L: 1769 D: 6399
2013-02-27 08:07:26 +01:00