Depth depthDiff = th->completedDepth - bestThread->completedDepth;
Value scoreDiff = th->rootMoves[0].score - bestThread->rootMoves[0].score;
- if (scoreDiff > 0 && depthDiff >= 0)
+ // Select the thread with the best score, always if it is a mate
+ if ( scoreDiff > 0
+ && (depthDiff >= 0 || th->rootMoves[0].score >= VALUE_MATE_IN_MAX_PLY))
bestThread = th;
}
}
// Sort the PV lines searched so far and update the GUI
std::stable_sort(rootMoves.begin(), rootMoves.begin() + PVIdx + 1);
- if (!mainThread)
- continue;
-
- if (Threads.stop || PVIdx + 1 == multiPV || Time.elapsed() > 3000)
+ if ( mainThread
+ && (Threads.stop || PVIdx + 1 == multiPV || Time.elapsed() > 3000))
sync_cout << UCI::pv(rootPos, rootDepth, alpha, beta) << sync_endl;
}
if (!Threads.stop)
completedDepth = rootDepth;
+ // Have we found a "mate in x"?
+ if ( Limits.mate
+ && bestValue >= VALUE_MATE_IN_MAX_PLY
+ && VALUE_MATE - bestValue <= 2 * Limits.mate)
+ Threads.stop = true;
+
if (!mainThread)
continue;
if (skill.enabled() && skill.time_to_pick(rootDepth))
skill.pick_best(multiPV);
- // Have we found a "mate in x"?
- if ( Limits.mate
- && bestValue >= VALUE_MATE_IN_MAX_PLY
- && VALUE_MATE - bestValue <= 2 * Limits.mate)
- Threads.stop = true;
-
// Do we have time for the next iteration? Can we stop searching now?
if (Limits.use_time_management())
{
}
// Reduced depth of the next LMR search
- int lmrDepth = std::max(newDepth - reduction<PvNode>(improving, depth, moveCount), DEPTH_ZERO) / ONE_PLY;
+ int mch = std::max(1, moveCount - (ss-1)->moveCount / 16);
+ int lmrDepth = std::max(newDepth - reduction<PvNode>(improving, depth, mch), DEPTH_ZERO) / ONE_PLY;
// Countermoves based pruning
if ( lmrDepth < 3
&& moveCount > 1
&& (!captureOrPromotion || moveCountPruning))
{
- Depth r = reduction<PvNode>(improving, depth, moveCount);
+ int mch = std::max(1, moveCount - (ss-1)->moveCount / 16);
+ Depth r = reduction<PvNode>(improving, depth, mch);
if (captureOrPromotion)
r -= r ? ONE_PLY : DEPTH_ZERO;
// to search the moves. Because the depth is <= 0 here, only captures,
// queen promotions and checks (only if depth >= DEPTH_QS_CHECKS) will
// be generated.
- const PieceToHistory* contHist[4] = {};
- MovePicker mp(pos, ttMove, depth, &pos.this_thread()->mainHistory, contHist, to_sq((ss-1)->currentMove));
+ MovePicker mp(pos, ttMove, depth, &pos.this_thread()->mainHistory, to_sq((ss-1)->currentMove));
// Loop through the moves until no moves remain or a beta cutoff occurs
while ((move = mp.next_move()) != MOVE_NONE)