void update_continuation_histories(Stack* ss, Piece pc, Square to, int bonus);
void update_quiet_stats(const Position& pos, Stack* ss, Move move, int bonus);
void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
- Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth);
+ Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth, bool pastPV);
// perft() is our utility to verify move generation. All the leaf nodes up
// to the given depth are generated and counted, and the sum is returned.
if (ttValue >= beta)
{
if (!pos.capture_or_promotion(ttMove))
- update_quiet_stats(pos, ss, ttMove, stat_bonus(depth));
+ update_quiet_stats(pos, ss, ttMove, stat_bonus(depth + (!PvNode && ttPv)));
// Extra penalty for early quiet moves of the previous ply
if ((ss-1)->moveCount <= 2 && !priorCapture)
// Penalty for a quiet ttMove that fails low
else if (!pos.capture_or_promotion(ttMove))
{
- int penalty = -stat_bonus(depth);
+ int penalty = -stat_bonus(depth + (!PvNode && ttPv));
thisThread->mainHistory[us][from_to(ttMove)] << penalty;
update_continuation_histories(ss, pos.moved_piece(ttMove), to_sq(ttMove), penalty);
}
&& (ss-1)->statScore < 23397
&& eval >= beta
&& eval >= ss->staticEval
- && ss->staticEval >= beta - 32 * depth + 292 - improving * 30
+ && ss->staticEval >= beta - 32 * depth - 30 * improving + 120 * ttPv + 292
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
continue;
}
else if (!pos.see_ge(move, Value(-194) * depth)) // (~25 Elo)
- continue;
+ {
+ if (captureOrPromotion && captureCount < 32)
+ capturesSearched[captureCount++] = move;
+ continue;
+ }
}
// Step 14. Extensions (~75 Elo)
else if (bestMove)
update_all_stats(pos, ss, bestMove, bestValue, beta, prevSq,
- quietsSearched, quietCount, capturesSearched, captureCount, depth);
+ quietsSearched, quietCount, capturesSearched, captureCount, depth, (!PvNode && ttPv));
// Bonus for prior countermove that caused the fail low
else if ( (depth >= 3 || PvNode)
// update_all_stats() updates stats at the end of search() when a bestMove is found
void update_all_stats(const Position& pos, Stack* ss, Move bestMove, Value bestValue, Value beta, Square prevSq,
- Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth) {
+ Move* quietsSearched, int quietCount, Move* capturesSearched, int captureCount, Depth depth, bool pastPV) {
int bonus1, bonus2;
Color us = pos.side_to_move();
PieceType captured = type_of(pos.piece_on(to_sq(bestMove)));
bonus1 = stat_bonus(depth + 1);
- bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
- : stat_bonus(depth); // smaller bonus
+ bonus2 = pastPV || bestValue > beta + PawnValueMg ? bonus1 // larger bonus
+ : stat_bonus(depth); // smaller bonus
if (!pos.capture_or_promotion(bestMove))
{