const bool UseLSNFiltering = true;
const int LSNTime = 4000; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
- bool looseOnTime = false;
+ bool loseOnTime = false;
// Extensions. Array index 0 is used at non-PV nodes, index 1 at PV nodes.
// There is heavy SMP read access on these arrays
if (button_was_pressed("Clear Hash"))
{
TT.clear();
- looseOnTime = false; // reset at the beginning of a new game
+ loseOnTime = false; // reset at the beginning of a new game
}
bool PonderingEnabled = get_option_value_bool("Ponder");
// We're ready to start thinking. Call the iterative deepening loop function
//
// FIXME we really need to cleanup all this LSN ugliness
- if (!looseOnTime)
+ if (!loseOnTime)
{
Value v = id_loop(pos, searchMoves);
- looseOnTime = ( UseLSNFiltering
+ loseOnTime = ( UseLSNFiltering
&& myTime < LSNTime
&& myIncrement == 0
&& v < -LSNValue);
}
else
{
- looseOnTime = false; // reset for next match
+ loseOnTime = false; // reset for next match
while (SearchStartTime + myTime + 1000 > get_system_time())
; // wait here
id_loop(pos, searchMoves); // to fail gracefully
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
- if ( depth >= 2*OnePly
+ if ( depth >= 3*OnePly
&& moveCount >= LMRNonPVMoves
&& !dangerous
&& !moveIsCapture
else if (tte && tte->type() == VALUE_TYPE_EVAL)
{
// Use the cached evaluation score if possible
- assert(tte->value() == evaluate(pos, ei, threadID));
assert(ei.futilityMargin == Value(0));
staticValue = tte->value();