-
- for (int i = 0; i < numOfMoves; i++)
- {
- Move m = moves[i].move;
- if (m == killer1)
- moves[i].score = HistoryMax + 2;
- else if (m == killer2)
- moves[i].score = HistoryMax + 1;
- else
- moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+ // First score by history, when no history is available then use
+ // piece/square tables values. This seems to be better then a
+ // random choice when we don't have an history for any move.
+ Move m;\r
+ int hs;\r
+\r
+ for (int i = 0; i < numOfMoves; i++)\r
+ {\r
+ m = moves[i].move;\r
+\r
+ if (m == killer1)\r
+ hs = HistoryMax + 2;\r
+ else if (m == killer2)\r
+ hs = HistoryMax + 1;\r
+ else\r
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);\r
+\r
+ // Ensure moves in history are always sorted as first\r
+ if (hs > 0)\r
+ hs += 1000;\r
+\r
+ moves[i].score = hs + pos.mg_pst_delta(m);\r