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Revert "null move reorder" series
Does not seem to improve on the standard, latest results
from Joona after 2040 games are negative:
Orig - Mod: 454 - 424 - 1162
And is more or less the same I got few days ago.
So revert for now.
Verified same functionality of 595a90dfd
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
+50
-56
@@ -1281,21 +1281,57 @@ namespace {
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bool mateThreat = false;
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bool isCheck = pos.is_check();
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bool useNullMove = ( allowNullmove
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&& depth > OnePly
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&& !isCheck
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&& !value_is_mate(beta)
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&& ok_to_do_nullmove(pos)
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&& approximateEval >= beta - NullMoveMargin);
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// Null move search
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if ( allowNullmove
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&& depth > OnePly
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&& !isCheck
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&& !value_is_mate(beta)
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&& ok_to_do_nullmove(pos)
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&& approximateEval >= beta - NullMoveMargin)
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{
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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 >= 5 * 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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pos.undo_null_move();
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if (nullValue >= beta)
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{
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if (depth < 6 * OnePly)
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return beta;
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// Do zugzwang verification search
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Value v = search(pos, ss, beta, depth-5*OnePly, ply, false, threadID);
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if (v >= beta)
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return beta;
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} else {
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// The null move failed low, which means that we may be faced with
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// some kind of threat. If the previous move was reduced, check if
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// the move that refuted the null move was somehow connected to the
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// move which was reduced. If a connection is found, return a fail
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// low score (which will cause the reduced move to fail high in the
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// parent node, which will trigger a re-search with full depth).
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if (nullValue == value_mated_in(ply + 2))
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mateThreat = true;
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ss[ply].threatMove = ss[ply + 1].currentMove;
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if ( depth < ThreatDepth
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&& ss[ply - 1].reduction
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&& connected_moves(pos, ss[ply - 1].currentMove, ss[ply].threatMove))
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return beta - 1;
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}
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}
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// Null move search not allowed, try razoring
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if ( !useNullMove
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&& !value_is_mate(beta)
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&& depth < RazorDepth
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&& approximateEval < beta - RazorApprMargins[int(depth) - 2]
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&& ss[ply - 1].currentMove != MOVE_NULL
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&& ttMove == MOVE_NONE
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&& !pos.has_pawn_on_7th(pos.side_to_move()))
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else if ( !value_is_mate(beta)
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&& depth < RazorDepth
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&& approximateEval < beta - RazorApprMargins[int(depth) - 2]
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&& ss[ply - 1].currentMove != MOVE_NULL
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&& ttMove == MOVE_NONE
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&& !pos.has_pawn_on_7th(pos.side_to_move()))
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{
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Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
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if (v < beta - RazorMargins[int(depth) - 2])
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@@ -1312,7 +1348,7 @@ namespace {
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// Initialize a MovePicker object for the current position, and prepare
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// to search all moves.
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MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply], useNullMove);
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MovePicker mp = MovePicker(pos, ttMove, depth, H, &ss[ply]);
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Move move, movesSearched[256];
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int moveCount = 0;
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@@ -1328,48 +1364,6 @@ namespace {
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&& (move = mp.get_next_move()) != MOVE_NONE
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&& !thread_should_stop(threadID))
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{
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// Null move search
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if (move == MOVE_NULL)
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{
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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 >= 5 * 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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pos.undo_null_move();
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if (nullValue >= beta)
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{
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if (depth < 6 * OnePly)
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return beta;
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// Do zugzwang verification search
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Value v = search(pos, ss, beta, depth-5*OnePly, ply, false, threadID);
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if (v >= beta)
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return beta;
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} else {
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// The null move failed low, which means that we may be faced with
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// some kind of threat. If the previous move was reduced, check if
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// the move that refuted the null move was somehow connected to the
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// move which was reduced. If a connection is found, return a fail
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// low score (which will cause the reduced move to fail high in the
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// parent node, which will trigger a re-search with full depth).
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if (nullValue == value_mated_in(ply + 2))
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mateThreat = true;
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ss[ply].threatMove = ss[ply + 1].currentMove;
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if ( depth < ThreatDepth
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&& ss[ply - 1].reduction
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&& connected_moves(pos, ss[ply - 1].currentMove, ss[ply].threatMove))
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return beta - 1;
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}
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continue;
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}
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assert(move_is_ok(move));
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bool singleReply = (isCheck && mp.number_of_moves() == 1);
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