Depth depth, int ply, int threadID);
void sp_search(SplitPoint *sp, int threadID);
void sp_search_pv(SplitPoint *sp, int threadID);
- void init_search_stack(SearchStack ss);
+ void init_search_stack(SearchStack& ss);
void init_search_stack(SearchStack ss[]);
void init_node(const Position &pos, SearchStack ss[], int ply, int threadID);
void update_pv(SearchStack ss[], int ply);
TimeAdvantage = myTime - oppTime;
if (!movesToGo) // Sudden death time control
- {
+ {
if (increment)
{
MaxSearchTime = myTime / 30 + myIncrement;
if (Problem && StopOnPonderhit)
StopOnPonderhit = false;
- }
+ }
else
{
value = -search(pos, ss, -alpha, newDepth, 1, true, 0);
if (ok_to_history(pos, m)) // Only non capture moves are considered
{
update_history(pos, m, depth, movesSearched, moveCount);
- update_killers(m, ss[ply]);
+ update_killers(m, ss[ply]);
}
TT.store(pos, value_to_tt(bestValue, ply), depth, m, VALUE_TYPE_LOWER);
}
// Don't search captures and checks with negative SEE values
if ( !isCheck
&& !move_promotion(move)
- && !pvNode
&& (pos.midgame_value_of_piece_on(move_from(move)) >
pos.midgame_value_of_piece_on(move_to(move)))
&& pos.see(move) < 0)
// init_search_stack() initializes a search stack at the beginning of a
// new search from the root.
- void init_search_stack(SearchStack ss) {
+ void init_search_stack(SearchStack& ss) {
ss.pv[0] = MOVE_NONE;
ss.pv[1] = MOVE_NONE;
ss.threatMove = MOVE_NONE;
ss.reduction = Depth(0);
for (int j = 0; j < KILLER_MAX; j++)
- ss.killers[j] = MOVE_NONE;
+ ss.killers[j] = MOVE_NONE;
}
void init_search_stack(SearchStack ss[]) {
// killer moves of that ply.
bool move_is_killer(Move m, const SearchStack& ss) {
-
+
const Move* k = ss.killers;
for (int i = 0; i < KILLER_MAX; i++, k++)
if (*k == m)
- pos.midgame_value_of_piece_on(move_to(m)) == Value(0))
&& !move_promotion(m))
result += PawnEndgameExtension[pvNode];
-
+
if ( pvNode
&& pos.move_is_capture(m)
&& pos.type_of_piece_on(move_to(m)) != PAWN
return;
for (int i = KILLER_MAX - 1; i > 0; i--)
- ss.killers[i] = ss.killers[i - 1];
-
- ss.killers[0] = m;
+ ss.killers[i] = ss.killers[i - 1];
+
+ ss.killers[0] = m;
}
// fail_high_ply_1() checks if some thread is currently resolving a fail