if (get_option_value_string("Book File") != OpeningBook.file_name())
OpeningBook.open(get_option_value_string("Book File"));
- Move bookMove = OpeningBook.get_move(pos);
+ Move bookMove = OpeningBook.get_move(pos, get_option_value_bool("Best Book Move"));
if (bookMove != MOVE_NONE)
{
if (PonderSearch)
for (int j = 0; j < 64; j++) // j == moveNumber
{
// FIXME: test using log instead of BSR
- FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j;
+ FutilityMarginsMatrix[i][j] = (i < 2 ? 0 : 112 * bitScanReverse32(i * i / 2)) - 8 * j + 45;
}
// Init futility move count array
// Value based pruning
Depth predictedDepth = newDepth - nonpv_reduction(depth, moveCount); // We illogically ignore reduction condition depth >= 3*OnePly
futilityValueScaled = ss[ply].eval + futility_margin(predictedDepth, moveCount)
- + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
+ + H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < beta)
{
alpha = bestValue;
// If we are near beta then try to get a cutoff pushing checks a bit further
- bool deepChecks = depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8;
+ bool deepChecks = (depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8);
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,
// Detect blocking evasions that are candidate to be pruned
evasionPrunable = isCheck
- && bestValue != -VALUE_INFINITE
+ && bestValue > value_mated_in(PLY_MAX)
&& !pos.move_is_capture(move)
&& pos.type_of_piece_on(move_from(move)) != KING
&& !pos.can_castle(pos.side_to_move());
// Value based pruning
Depth predictedDepth = newDepth - nonpv_reduction(sp->depth, moveCount);
futilityValueScaled = ss[sp->ply].eval + futility_margin(predictedDepth, moveCount)
- + H.gain(pos.piece_on(move_from(move)), move_to(move)) + 45;
+ + H.gain(pos.piece_on(move_from(move)), move_to(move));
if (futilityValueScaled < sp->beta)
{
}
// Wait until the thread has finished launching and is gone to sleep
- while (threads[i].state != THREAD_SLEEPING);
+ while (threads[i].state != THREAD_SLEEPING) {}
}
}
SplitPoint* sp;
- for (sp = threads[threadID].splitPoint; sp && !sp->stopRequest; sp = sp->parent);
+ for (sp = threads[threadID].splitPoint; sp && !sp->stopRequest; sp = sp->parent) {}
return sp != NULL;
}