the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
+
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
// capture, capturing a more valuable (but sufficiently defended) piece
- // first usually doesn't hurt. The opponent will have to recapture, and
+ // first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
// where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
- // the subtree size.
+ // the subtree size. Instead of calculating SEE here to filter out
+ // loosing captures, we delay the filtering in pick_move_from_list()
+ Move m;
+
for (int i = 0; i < numOfMoves; i++)
{
- int seeValue = pos.see(moves[i].move);
- if (seeValue >= 0)
- {
- if (move_promotion(moves[i].move))
- moves[i].score = QueenValueMidgame;
- else
- moves[i].score = int(pos.midgame_value_of_piece_on(move_to(moves[i].move)))
- -int(pos.type_of_piece_on(move_from(moves[i].move)));
- } else
- moves[i].score = seeValue;
+ m = moves[i].move;
+ if (move_promotion(m))
+ moves[i].score = QueenValueMidgame;
+ else
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(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
+ Move m;
+ int hs;
+
+ for (int i = 0; i < numOfMoves; i++)
+ {
+ m = moves[i].move;
+
+ if (m == killer1)
+ hs = HistoryMax + 2;
+ else if (m == killer2)
+ hs = HistoryMax + 1;
+ else
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
+
+ // Ensure moves in history are always sorted as first
+ if (hs > 0)
+ hs += 1000;
+
+ moves[i].score = hs + pos.mg_pst_delta(m);
}
}
while (movesPicked < numOfMoves)
{
- int bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
+ bestIndex = find_best_index();
+
+ if (bestIndex != -1) // Found a possibly good capture
{
- if (moves[i].score < 0)
+ move = moves[bestIndex].move;
+ int seeValue = pos.see(move);
+ if (seeValue < 0)
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
- badCaptures[numOfBadCaptures++] = moves[i];
- moves[i--] = moves[--numOfMoves];
- }
- else if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
+ moves[bestIndex].score = seeValue;
+ badCaptures[numOfBadCaptures++] = moves[bestIndex];
+ moves[bestIndex] = moves[--numOfMoves];
+ continue;
}
- }
- if (bestIndex != -1) // Found a good capture
- {
- move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller