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Futility pruning simplification
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1/ eval margin and gains removed:
16bit are now free on TT entries, due to the removal of eval margin. may be useful
in the future :) gains removed: use instead by Value(128). search() and qsearch()
are now consistent in this regard.

2/ futility_margin()
linear formula instead of complex (log(depth), movecount) formula.

3/ unify pre & post futility pruning
pre futility pruning used depth < 7 plies, while post futility pruning used
depth < 4 plies. Now it's always depth < 7.

Tested with fixed number of games both at short TC:
ELO: 0.82 +-2.1 (95%) LOS: 77.3%
Total: 40000 W: 7939 L: 7845 D: 24216

And long TC
ELO: 0.59 +-2.0 (95%) LOS: 71.9%
Total: 40000 W: 6876 L: 6808 D: 26316

bench 7243575
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lucasart authored and mcostalba committed Nov 9, 2013
1 parent 343544f commit eed508b
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Showing 7 changed files with 59 additions and 116 deletions.
38 changes: 11 additions & 27 deletions src/evaluate.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -229,7 +229,7 @@ namespace {

// Function prototypes
template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin);
Value do_evaluate(const Position& pos);

template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei);
Expand All @@ -238,7 +238,7 @@ namespace {
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility);

template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]);
Score evaluate_king(const Position& pos, const EvalInfo& ei);

template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei);
Expand All @@ -264,8 +264,8 @@ namespace Eval {
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.

Value evaluate(const Position& pos, Value& margin) {
return do_evaluate<false>(pos, margin);
Value evaluate(const Position& pos) {
return do_evaluate<false>(pos);
}


Expand Down Expand Up @@ -307,19 +307,14 @@ namespace Eval {
namespace {

template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin) {
Value do_evaluate(const Position& pos) {

assert(!pos.checkers());

EvalInfo ei;
Value margins[COLOR_NB];
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
Thread* th = pos.this_thread();

// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;

// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables) and adding
// Tempo bonus. Score is computed from the point of view of white.
Expand All @@ -332,10 +327,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
if (ei.mi->specialized_eval_exists())
{
margin = VALUE_ZERO;
return ei.mi->evaluate(pos);
}

// Probe the pawn hash table
ei.pi = Pawns::probe(pos, th->pawnsTable);
Expand All @@ -353,8 +345,8 @@ Value do_evaluate(const Position& pos, Value& margin) {

// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
score += evaluate_king<WHITE, Trace>(pos, ei, margins)
- evaluate_king<BLACK, Trace>(pos, ei, margins);
score += evaluate_king<WHITE, Trace>(pos, ei)
- evaluate_king<BLACK, Trace>(pos, ei);

// Evaluate tactical threats, we need full attack information including king
score += evaluate_threats<WHITE, Trace>(pos, ei)
Expand Down Expand Up @@ -401,7 +393,6 @@ Value do_evaluate(const Position& pos, Value& margin) {
sf = ScaleFactor(50);
}

margin = margins[pos.side_to_move()];
Value v = interpolate(score, ei.mi->game_phase(), sf);

// In case of tracing add all single evaluation contributions for both white and black
Expand All @@ -414,9 +405,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
Tracing::add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
Tracing::add(TOTAL, score);
Tracing::stream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
<< ", Black: " << to_cp(margins[BLACK])
<< "\nScaling: " << std::noshowpos
Tracing::stream << "\nScaling: " << std::noshowpos
<< std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
<< std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
<< std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
Expand Down Expand Up @@ -640,7 +629,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// evaluate_king() assigns bonuses and penalties to a king of a given color

template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
Score evaluate_king(const Position& pos, const EvalInfo& ei) {

const Color Them = (Us == WHITE ? BLACK : WHITE);

Expand Down Expand Up @@ -735,12 +724,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
attackUnits = std::min(99, std::max(0, attackUnits));

// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from evaluation. Set also margins[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
// array and subtract the score from evaluation.
score -= KingDanger[Us == Search::RootColor][attackUnits];
margins[Us] += mg_value(KingDanger[Us == Search::RootColor][attackUnits]);
}

if (Trace)
Expand Down Expand Up @@ -1024,8 +1009,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
stream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
std::memset(scores, 0, 2 * (TOTAL + 1) * sizeof(Score));

Value margin;
do_evaluate<true>(pos, margin);
do_evaluate<true>(pos);

std::string totals = stream.str();
stream.str("");
Expand Down
2 changes: 1 addition & 1 deletion src/evaluate.h
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,7 @@ class Position;
namespace Eval {

extern void init();
extern Value evaluate(const Position& pos, Value& margin);
extern Value evaluate(const Position& pos);
extern std::string trace(const Position& pos);

}
Expand Down
17 changes: 6 additions & 11 deletions src/movepick.h
Original file line number Diff line number Diff line change
Expand Up @@ -30,14 +30,13 @@


/// The Stats struct stores moves statistics. According to the template parameter
/// the class can store History, Gains and Countermoves. History records how often
/// the class can store History and Countermoves. History records how often
/// different moves have been successful or unsuccessful during the current search
/// and is used for reduction and move ordering decisions. Gains records the move's
/// best evaluation gain from one ply to the next and is used for pruning decisions.
/// and is used for reduction and move ordering decisions.
/// Countermoves store the move that refute a previous one. Entries are stored
/// according only to moving piece and destination square, hence two moves with
/// different origin but same destination and piece will be considered identical.
template<bool Gain, typename T>
template<typename T>
struct Stats {

static const Value Max = Value(2000);
Expand All @@ -56,20 +55,16 @@ struct Stats {

void update(Piece p, Square to, Value v) {

if (Gain)
table[p][to] = std::max(v, table[p][to] - 1);

else if (abs(table[p][to] + v) < Max)
if (abs(table[p][to] + v) < Max)
table[p][to] += v;
}

private:
T table[PIECE_NB][SQUARE_NB];
};

typedef Stats< true, Value> GainsStats;
typedef Stats<false, Value> HistoryStats;
typedef Stats<false, std::pair<Move, Move> > CountermovesStats;
typedef Stats<Value> HistoryStats;
typedef Stats<std::pair<Move, Move> > CountermovesStats;


/// MovePicker class is used to pick one pseudo legal move at a time from the
Expand Down
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