enum NodeType { Root, PV, NonPV, SplitPointRoot, SplitPointPV, SplitPointNonPV };
// Dynamic razoring margin based on depth
- inline Value razor_margin(Depth d) { return Value(512 + 16 * int(d)); }
+ inline Value razor_margin(Depth d) { return Value(512 + 16 * d); }
// Futility lookup tables (initialized at startup) and their access functions
int FutilityMoveCounts[2][32]; // [improving][depth]
inline Value futility_margin(Depth d) {
- return Value(100 * int(d));
+ return Value(100 * d);
}
// Reduction lookup tables (initialized at startup) and their access function
// Step 10. Internal iterative deepening (skipped when in check)
if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
&& !ttMove
- && (PvNode || ss->staticEval + Value(256) >= beta))
+ && (PvNode || ss->staticEval + 256 >= beta))
{
Depth d = depth - 2 * ONE_PLY - (PvNode ? DEPTH_ZERO : depth / 4);
if (predictedDepth < 7 * ONE_PLY)
{
futilityValue = ss->staticEval + futility_margin(predictedDepth)
- + Value(128) + Gains[pos.moved_piece(move)][to_sq(move)];
+ + 128 + Gains[pos.moved_piece(move)][to_sq(move)];
if (futilityValue <= alpha)
{
if (PvNode && bestValue > alpha)
alpha = bestValue;
- futilityBase = bestValue + Value(128);
+ futilityBase = bestValue + 128;
}
// Initialize a MovePicker object for the current position, and prepare