}
// Step 9. ProbCut (is omitted in PV nodes)
- // If we have a good capture that raises the score well above beta and a reduced
- // search confirms the score then we can (almost) safely prune the previous move.
+ // If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
+ // and a reduced search returns a value much above beta, we can (almost) safely
+ // prune the previous move.
if ( !PvNode
&& depth >= RazorDepth + ONE_PLY
&& !inCheck
assert(rdepth >= ONE_PLY);
- MovePicker mp(pos, ttMove, H, Max(rbeta - refinedValue, VALUE_ZERO));
+ MovePicker mp(pos, ttMove, H, Position::see_value(pos.captured_piece_type()));
pinned = pos.pinned_pieces(pos.side_to_move());
while ((move = mp.get_next_move()) != MOVE_NONE)
bool doFullDepthSearch = true;
alpha = SpNode ? sp->alpha : alpha;
- if ( depth >= 3 * ONE_PLY
+ if ( depth > 3 * ONE_PLY
&& !captureOrPromotion
&& !dangerous
&& !move_is_castle(move)
else
ss->eval = bestValue = evaluate(pos, evalMargin);
- update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
-
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)
{