assert(PvNode || (alpha == beta - 1));
assert(depth > DEPTH_ZERO);
+ Move quietsSearched[64];
StateInfo st;
const TTEntry *tte;
SplitPoint* splitPoint;
Value bestValue, value, ttValue, eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode, improving;
bool captureOrPromotion, dangerous, doFullDepthSearch;
- int moveCount;
+ int moveCount, quietCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
inCheck = pos.checkers();
+ excludedMove = ss->excludedMove;
if (SpNode)
{
threatMove = splitPoint->threatMove;
bestValue = splitPoint->bestValue;
tte = NULL;
- ttMove = excludedMove = MOVE_NONE;
+ ttMove = MOVE_NONE;
ttValue = VALUE_NONE;
assert(splitPoint->bestValue > -VALUE_INFINITE && splitPoint->moveCount > 0);
goto moves_loop;
}
- moveCount = 0;
+ moveCount = quietCount = 0;
bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
// Step 4. Transposition table lookup
// We don't want the score of a partial search to overwrite a previous full search
// TT value, so we use a different position key in case of an excluded move.
- excludedMove = ss->excludedMove;
posKey = excludedMove ? pos.exclusion_key() : pos.key();
tte = TT.probe(posKey);
ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
pvMove = PvNode && moveCount == 1;
ss->currentMove = move;
+ if (!SpNode && !captureOrPromotion && quietCount < 64)
+ quietsSearched[quietCount++] = move;
// Step 14. Make the move
pos.do_move(move, st, ci, givesCheck);
// played non-capture moves.
Value bonus = Value(int(depth) * int(depth));
History.update(pos.moved_piece(bestMove), to_sq(bestMove), bonus);
-
- for (const ExtMove* em = mp.quiet_moves(); em && em->move != bestMove; ++em)
- History.update(pos.moved_piece(em->move), to_sq(em->move), -bonus);
+ for (int i = 0; i < quietCount - 1; ++i)
+ {
+ Move m = quietsSearched[i];
+ History.update(pos.moved_piece(m), to_sq(m), -bonus);
+ }
if (is_ok((ss-1)->currentMove))
Countermoves.update(pos.piece_on(prevMoveSq), prevMoveSq, bestMove);