// Remaining depth: 1 ply 1.5 ply 2 ply 2.5 ply 3 ply 3.5 ply
const Value RazorApprMargins[6] = { Value(0x520), Value(0x300), Value(0x300), Value(0x300), Value(0x300), Value(0x300) };
- // The main transposition table
- TranspositionTable TT;
-
/// Variables initialized by UCI options
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
- TT.prefetch(pos.get_key());
if (moveCount == 1) // The first move in list is the PV
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
StateInfo st;
pos.do_null_move(st);
- TT.prefetch(pos.get_key());
-
int R = (depth >= 5 * OnePly ? 4 : 3); // Null move dynamic reduction
Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
- TT.prefetch(pos.get_key());
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
// Make and search the move.
StateInfo st;
pos.do_move(move, st, dcCandidates);
- TT.prefetch(pos.get_key());
Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
pos.undo_move(move);
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Generate all legal moves
- int lm_count = generate_legal_moves(pos, mlist);
+ MoveStack* last = generate_legal_moves(pos, mlist);
// Add each move to the moves[] array
- for (int i = 0; i < lm_count; i++)
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
bool includeMove = includeAllMoves;
for (int k = 0; !includeMove && searchMoves[k] != MOVE_NONE; k++)
- includeMove = (searchMoves[k] == mlist[i].move);
+ includeMove = (searchMoves[k] == cur->move);
if (!includeMove)
continue;
StateInfo st;
SearchStack ss[PLY_MAX_PLUS_2];
- moves[count].move = mlist[i].move;
+ moves[count].move = cur->move;
pos.do_move(moves[count].move, st);
moves[count].score = -qsearch(pos, ss, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1, 0);
pos.undo_move(moves[count].move);
if (pos.type_of_piece_on(move_from(m)) == PAWN)
{
- if (pos.move_is_pawn_push_to_7th(m))
+ Color c = pos.side_to_move();
+ if (relative_rank(c, move_to(m)) == RANK_7)
{
result += PawnPushTo7thExtension[pvNode];
*dangerous = true;
}
- if (pos.move_is_passed_pawn_push(m))
+ if (pos.pawn_is_passed(c, move_to(m)))
{
result += PassedPawnExtension[pvNode];
*dangerous = true;