/// find_best_index() loops across the moves and returns index of
-/// the highest scored one. There is also a second version that
-/// lowers the priority of moves that attack the same square,
-/// so that if the best move that attack a square fails the next
-/// move picked attacks a different square if any, not the same one.
+/// the highest scored one.
-int MovePicker::find_best_index() {
+int MovePicker::find_best_index() const {
assert(movesPicked < numOfMoves);
- int bestIndex = movesPicked, bestScore = moves[movesPicked].score;
+ int bestIndex = movesPicked;
+ int bestScore = moves[movesPicked].score;
for (int i = movesPicked + 1; i < numOfMoves; i++)
if (moves[i].score > bestScore)
return bestIndex;
}
-int MovePicker::find_best_index(Bitboard* squares, int values[]) {
-
- assert(movesPicked < numOfMoves);
-
- int hs;
- Move m;
- Square to;
- int bestScore = -10000000, bestIndex = -1;
-
- for (int i = movesPicked; i < numOfMoves; i++)
- {
- m = moves[i].move;
- to = move_to(m);
-
- if (!bit_is_set(*squares, to))
- {
- // Init at first use
- set_bit(squares, to);
- values[to] = 0;
- }
-
- hs = moves[i].score - values[to];
- if (hs > bestScore)
- {
- bestIndex = i;
- bestScore = hs;
- }
- }
-
- if (bestIndex != -1)
- {
- // Raise value of the picked square, so next attack
- // to the same square will get low priority.
- to = move_to(moves[bestIndex].move);
- values[to] += 0xB00;
- }
- return bestIndex;
-}
-
/// MovePicker::pick_move_from_list() picks the move with the biggest score
/// from a list of generated moves (moves[] or badCaptures[], depending on
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
-
}