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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
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src/search.cpp

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -852,14 +852,14 @@ namespace {
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newDepth = depth - ONE_PLY + ext;
853853

854854
// Step 13. Futility pruning (is omitted in PV nodes)
855-
if ( !captureOrPromotion
855+
if ( !PvNode
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&& !captureOrPromotion
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&& !inCheck
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&& !dangerous
858859
&& move != ttMove)
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{
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// Move count based pruning
861-
if ( !PvNode
862-
&& depth < 16 * ONE_PLY
862+
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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{
@@ -876,7 +876,7 @@ namespace {
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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)];
878878

879-
if (!PvNode && futilityValue < beta)
879+
if (futilityValue < beta)
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{
881881
if (SpNode)
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splitPoint->mutex.lock();
@@ -885,7 +885,7 @@ namespace {
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}
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// Prune moves with negative SEE at low depths
888-
if ( predictedDepth < 2 * ONE_PLY
888+
if ( predictedDepth < 3 * ONE_PLY
889889
&& pos.see_sign(move) < 0)
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{
891891
if (SpNode)

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