Color RootColor;
Time::point SearchTime;
StateStackPtr SetupStates;
- Value Contempt[2]; // [bestValue > VALUE_DRAW]
}
using std::string;
RootColor = RootPos.side_to_move();
TimeMgr.init(Limits, RootPos.game_ply(), RootColor);
- DrawValue[0] = DrawValue[1] = VALUE_DRAW;
- Contempt[0] = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
- Contempt[1] = (Options["Contempt Factor"] + 12) * PawnValueEg / 100;
+ int cf = Options["Contempt Factor"] * PawnValueEg / 100; // From centipawns
+ DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
+ DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
if (RootMoves.empty())
{
{
bestValue = search<Root>(pos, ss, alpha, beta, depth * ONE_PLY, false);
- DrawValue[ RootColor] = VALUE_DRAW - Contempt[bestValue > VALUE_DRAW];
- DrawValue[~RootColor] = VALUE_DRAW + Contempt[bestValue > VALUE_DRAW];
-
// Bring the best move to the front. It is critical that sorting
// is done with a stable algorithm because all the values but the
// first and eventually the new best one are set to -VALUE_INFINITE
// value of the search cannot be trusted, and we return immediately without
// updating best move, PV and TT.
if (Signals.stop || thisThread->cutoff_occurred())
- return VALUE_DRAW;
+ return VALUE_ZERO;
if (RootNode)
{
thisThread->split<FakeSplit>(pos, ss, alpha, beta, &bestValue, &bestMove,
depth, moveCount, &mp, NT, cutNode);
+
+ if (Signals.stop || thisThread->cutoff_occurred())
+ return VALUE_ZERO;
+
if (bestValue >= beta)
break;
}