template <NodeType PV>
inline Depth reduction(Depth d, int mn) { return (Depth) ReductionMatrix[PV][Min(d / 2, 63)][Min(mn, 63)]; }
- // Common adjustments
-
- // Search depth at iteration 1
- const Depth InitialDepth = ONE_PLY;
-
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
// before to search them.
template<> struct MovePickerExt<false, true> : public MovePicker {
- MovePickerExt(const Position& p, Move, Depth d, const History& h, SearchStack* ss, Value b)
- : MovePicker(p, Rml[0].pv[0], d, h, ss, b), firstCall(true) {
+ MovePickerExt(const Position& p, Move ttm, Depth d, const History& h, SearchStack* ss, Value b)
+ : MovePicker(p, ttm, d, h, ss, b), firstCall(true) {
Move move;
Value score = VALUE_ZERO;
cout << "info depth " << iteration << endl;
Rml.bestMoveChanges = researchCountFL = researchCountFH = 0;
- depth = (iteration - 2) * ONE_PLY + InitialDepth;
+ depth = (iteration - 1) * ONE_PLY;
// Calculate dynamic aspiration window based on previous iterations
if (MultiPV == 1 && iteration >= 6 && abs(bestValues[iteration - 1]) < VALUE_KNOWN_WIN)