ttMove = ttm;
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
- killer2 = ss.killers[0];
+ killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
// With EvalInfo we are able to know how many captures are possible before
- // generating them. So avoid generating them in case we know are zero.
+ // generating them. So avoid generating in case we know are zero.
Color us = pos.side_to_move();
Color them = opposite_color(us);
- bool noAttacks = ei && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0;
- bool noCaptures = noAttacks && (pos.ep_square() == SQ_NONE) && !pos.has_pawn_on_7th(us);
+ bool noCaptures = ei
+ && (ei->attackedBy[us][0] & pos.pieces_of_color(them)) == 0
+ && !ei->mi->specialized_eval_exists()
+ && (pos.ep_square() == SQ_NONE)
+ && !pos.has_pawn_on_7th(us);
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
else
phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
-
dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(p.side_to_move());
else
hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
- // Ensure moves in history are always sorted as first
+ // Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;
+ // pst based scoring
moves[i].score = hs + pos.mg_pst_delta(m);
}
}
} else
moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
}
- // FIXME try psqt also here
}
void MovePicker::score_qcaptures() {
}
-/// find_best_index() loops across the moves and returns index of\r
-/// the highest scored one. There is also a second version that\r
-/// lowers the priority of moves that attack the same square,\r
-/// so that if the best move that attack a square fails the next\r
+/// 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.
int MovePicker::find_best_index() {
return bestIndex;
}
-int MovePicker::find_best_index(Bitboard* squares, int values[]) {\r
-\r
- int hs;\r
- Move m;\r
- Square to;\r
- int bestScore = -10000000, bestIndex = -1;\r
-\r
- for (int i = movesPicked; i < numOfMoves; i++)\r
- {\r
- m = moves[i].move;\r
- to = move_to(m);\r
- \r
- if (!bit_is_set(*squares, to))\r
- {\r
- // Init at first use\r
- set_bit(squares, to);\r
- values[to] = 0;\r
- }\r
-\r
- hs = moves[i].score - values[to];\r
- if (hs > bestScore)\r
- {\r
- bestIndex = i;\r
- bestScore = hs;\r
- }\r
- }\r
-\r
- if (bestIndex != -1)\r
- {\r
- // Raise value of the picked square, so next attack\r
- // to the same square will get low priority.\r
- to = move_to(moves[bestIndex].move);\r
- values[to] += 0xB00;\r
- }\r
- return bestIndex;\r
+int MovePicker::find_best_index(Bitboard* squares, int values[]) {
+
+ 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;
}