/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
static PolyglotBook book; // Defined static to initialize the PRNG only once
RootColor = RootPos.side_to_move();
- TimeMgr.init(Limits, RootPos.startpos_ply_counter(), RootColor);
+ TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
if (RootMoves.empty())
{
// we want to keep the same order for all the moves but the new
// PV that goes to the front. Note that in case of MultiPV search
// the already searched PV lines are preserved.
- sort<RootMove>(RootMoves.begin() + PVIdx, RootMoves.end());
+ std::stable_sort(RootMoves.begin() + PVIdx, RootMoves.end());
// Write PV back to transposition table in case the relevant
// entries have been overwritten during the search.
}
// Sort the PV lines searched so far and update the GUI
- sort<RootMove>(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
+ std::stable_sort(RootMoves.begin(), RootMoves.begin() + PVIdx + 1);
if (PVIdx + 1 == PVSize || Time::now() - SearchTime > 3000)
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
newDepth = depth - ONE_PLY + ext;
// Step 13. Futility pruning (is omitted in PV nodes)
- if ( !PvNode
- && !captureOrPromotion
+ if ( !captureOrPromotion
&& !inCheck
&& !dangerous
- && move != ttMove
- && (bestValue > VALUE_MATED_IN_MAX_PLY || ( bestValue == -VALUE_INFINITE
- && alpha > VALUE_MATED_IN_MAX_PLY)))
+ && move != ttMove)
{
// Move count based pruning
- if ( depth < 16 * ONE_PLY
+ if ( !PvNode
+ && depth < 16 * ONE_PLY
&& moveCount >= FutilityMoveCounts[depth]
&& (!threatMove || !refutes(pos, move, threatMove)))
{
futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];
- if (futilityValue < beta)
+ if (!PvNode && futilityValue < beta)
{
if (SpNode)
sp->mutex.lock();
{
ss->reduction = reduction<PvNode>(depth, moveCount);
Depth d = std::max(newDepth - ss->reduction, ONE_PLY);
- alpha = SpNode ? sp->alpha : alpha;
+ if (SpNode)
+ alpha = sp->alpha;
value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
// Step 16. Full depth search, when LMR is skipped or fails high
if (doFullDepthSearch)
{
- alpha = SpNode ? sp->alpha : alpha;
+ if (SpNode)
+ alpha = sp->alpha;
+
value = newDepth < ONE_PLY ?
givesCheck ? -qsearch<NonPV, true>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)
: -qsearch<NonPV, false>(pos, ss+1, -(alpha+1), -alpha, DEPTH_ZERO)