const int SkipPhase[] = { 0, 1, 0, 1, 2, 3, 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4, 5, 6, 7 };
// Razoring and futility margins
- const int RazorMargin = 600;
+ const int RazorMargin = 590;
Value futility_margin(Depth d) { return Value(150 * d / ONE_PLY); }
// Futility and reductions lookup tables, initialized at startup
// Step 7. Razoring (skipped when in check)
if ( !PvNode
- && depth < 4 * ONE_PLY
+ && depth < 3 * ONE_PLY
&& eval + RazorMargin <= alpha)
{
if (depth <= ONE_PLY)