Thread::search(); // Let's start searching!
}
- // When playing in 'nodes as time' mode, subtract the searched nodes from
- // the available ones before exiting.
- if (Limits.npmsec)
- Time.availableNodes += Limits.inc[us] - Threads.nodes_searched();
-
// When we reach the maximum depth, we can arrive here without a raise of
// Threads.stop. However, if we are pondering or in an infinite search,
// the UCI protocol states that we shouldn't print the best move before the
if (th != this)
th->wait_for_search_finished();
+ // When playing in 'nodes as time' mode, subtract the searched nodes from
+ // the available ones before exiting.
+ if (Limits.npmsec)
+ Time.availableNodes += Limits.inc[us] - Threads.nodes_searched();
+
// Check if there are threads with a better score than main thread
Thread* bestThread = this;
if ( !this->easyMovePlayed
- 4000;
// Decrease/increase reduction by comparing opponent's stat score
- if (ss->statScore > 0 && (ss-1)->statScore < 0)
+ if (ss->statScore >= 0 && (ss-1)->statScore < 0)
r -= ONE_PLY;
- else if (ss->statScore < 0 && (ss-1)->statScore > 0)
+ else if ((ss-1)->statScore >= 0 && ss->statScore < 0)
r += ONE_PLY;
// Decrease/increase reduction for moves with a good/bad history