template<>
void MovePicker::score<CAPTURES>() {
// Winning and equal captures in the main search are ordered by MVV, preferring
- // captures near our home rank. Suprisingly, this appears to perform slightly
+ // captures near our home rank. Surprisingly, this appears to perform slightly
// better than SEE based move ordering: exchanging big pieces before capturing
// a hanging piece probably helps to reduce the subtree size.
// In main search we want to push captures with negative SEE values to the
for (auto& m : *this)
m.value = history[pos.moved_piece(m)][to_sq(m)]
- + cmh[pos.moved_piece(m)][to_sq(m)] * 3;
+ + cmh[pos.moved_piece(m)][to_sq(m)];
}
template<>
/// a new pseudo legal move every time it is called, until there are no more moves
/// left. It picks the move with the biggest value from a list of generated moves
/// taking care not to return the ttMove if it has already been searched.
-template<>
-Move MovePicker::next_move<false>() {
+
+Move MovePicker::next_move() {
Move move;
}
}
}
-
-
-/// Version of next_move() to use at split point nodes where the move is grabbed
-/// from the split point's shared MovePicker object. This function is not thread
-/// safe so must be lock protected by the caller.
-template<>
-Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }