// Step 6. Razoring
+ // Maximum depth for razoring
const Depth RazorDepth = 4 * OnePly;
+
+ // Dynamic razoring margin based on depth
inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * d); }
// Step 8. Null move search with verification search
// evaluation of the position is more than NullMoveMargin below beta.
const Value NullMoveMargin = Value(0x200);
- // Depth limit for use of dynamic threat detection when null move fails low
+ // Maximum depth for use of dynamic threat detection when null move fails low
const Depth ThreatDepth = 5 * OnePly;
// Step 9. Internal iterative deepening
+ // Minimum depth for use of internal iterative deepening
const Depth IIDDepthAtPVNodes = 5 * OnePly;
const Depth IIDDepthAtNonPVNodes = 8 * OnePly;
Depth CheckExtension[2], SingleEvasionExtension[2], PawnPushTo7thExtension[2];
Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
+ // Minimum depth for use of singular extension
const Depth SingularExtensionDepthAtPVNodes = 6 * OnePly;
const Depth SingularExtensionDepthAtNonPVNodes = 8 * OnePly;
// Step 12. Futility pruning
+ // Futility margin for quiescence search
const Value FutilityMarginQS = Value(0x80);
// Futility lookup tables (initialized at startup) and their getter functions
if (ActiveThreads == 1)
return;
- for (int i = 1; i < ActiveThreads; i++)
- assert(threads[i].state == THREAD_SLEEPING);
-
#if !defined(_MSC_VER)
pthread_mutex_lock(&WaitLock);
pthread_cond_broadcast(&WaitCond);