// Razoring and futility margin based on depth
const int razor_margin[4] = { 483, 570, 603, 554 };
- Value futility_margin(Depth d) { return Value(200 * d); }
+ Value futility_margin(Depth d) { return Value(150 * d); }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
{
th->history.clear();
th->counterMoves.clear();
+ th->fromTo.clear();
}
Threads.main()->previousScore = VALUE_INFINITE;
// Futility pruning: parent node
if ( predictedDepth < 7 * ONE_PLY
- && ss->staticEval + futility_margin(predictedDepth) + 256 <= alpha)
+ && ss->staticEval + 256 + 200 * predictedDepth / ONE_PLY <= alpha)
continue;
// Prune moves with negative SEE at low depths and below a decreasing
Value val = thisThread->history[moved_piece][to_sq(move)]
+ (cmh ? (*cmh )[moved_piece][to_sq(move)] : VALUE_ZERO)
+ (fmh ? (*fmh )[moved_piece][to_sq(move)] : VALUE_ZERO)
- + (fmh2 ? (*fmh2)[moved_piece][to_sq(move)] : VALUE_ZERO);
+ + (fmh2 ? (*fmh2)[moved_piece][to_sq(move)] : VALUE_ZERO)
+ + thisThread->fromTo.get(~pos.side_to_move(), move);
// Increase reduction for cut nodes
if (cutNode)
ss->killers[1] = ss->killers[0];
ss->killers[0] = move;
}
-
+
+ Color c = pos.side_to_move();
Value bonus = Value((depth / ONE_PLY) * (depth / ONE_PLY) + 2 * depth / ONE_PLY - 2);
Square prevSq = to_sq((ss-1)->currentMove);
Thread* thisThread = pos.this_thread();
thisThread->history.update(pos.moved_piece(move), to_sq(move), bonus);
+ thisThread->fromTo.update(c, move, bonus);
if (cmh)
{
for (int i = 0; i < quietsCnt; ++i)
{
thisThread->history.update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);
+ thisThread->fromTo.update(c, quiets[i], -bonus);
if (cmh)
cmh->update(pos.moved_piece(quiets[i]), to_sq(quiets[i]), -bonus);