enum NodeType { Root, PV, NonPV };
// Razoring and futility margin based on depth
- inline Value razor_margin(Depth d) { return Value(512 + 32 * d); }
- inline Value futility_margin(Depth d) { return Value(200 * d); }
+ Value razor_margin(Depth d) { return Value(512 + 32 * d); }
+ Value futility_margin(Depth d) { return Value(200 * d); }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
Depth Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
- template <bool PvNode> inline Depth reduction(bool i, Depth d, int mn) {
+ template <bool PvNode> Depth reduction(bool i, Depth d, int mn) {
return Reductions[PvNode][i][std::min(d, 63 * ONE_PLY)][std::min(mn, 63)];
}