&& moveCount >= FutilityMoveCounts[improving][depth])
continue;
+ // History Score Pruning
+ if ( depth <= 3 * ONE_PLY
+ && thisThread->History[pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO
+ && CounterMovesHistory[pos.piece_on(prevMoveSq)][prevMoveSq]
+ [pos.moved_piece(move)][to_sq(move)] < VALUE_ZERO)
+ continue;
+
predictedDepth = newDepth - reduction<PvNode>(improving, depth, moveCount);
// Futility pruning: parent node