// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
- return std::min((9 * d + 270) * d - 311 , 2145);
+ return std::min((8 * d + 240) * d - 276 , 1907);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
&& history < -3875 * (depth - 1))
continue;
- history += thisThread->mainHistory[us][from_to(move)];
+ history += 2 * thisThread->mainHistory[us][from_to(move)];
// Futility pruning: parent node (~9 Elo)
if ( !ss->inCheck
if ((ss+1)->cutoffCnt > 3 && !PvNode)
r++;
- ss->statScore = thisThread->mainHistory[us][from_to(move)]
+ ss->statScore = 2 * thisThread->mainHistory[us][from_to(move)]
+ (*contHist[0])[movedPiece][to_sq(move)]
+ (*contHist[1])[movedPiece][to_sq(move)]
+ (*contHist[3])[movedPiece][to_sq(move)]