// History and stats update bonus, based on depth
int stat_bonus(Depth d) {
- return d > 14 ? 73 : 6 * d * d + 229 * d - 215;
+ return std::min((6 * d + 229) * d - 215 , 2000);
}
// Add a small random component to draw evaluations to avoid 3-fold blindness
PieceType captured = type_of(pos.piece_on(to_sq(bestMove)));
bonus1 = stat_bonus(depth + 1);
- bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
- : std::min(bonus1, stat_bonus(depth)); // smaller bonus
+ bonus2 = bestValue > beta + PawnValueMg ? bonus1 // larger bonus
+ : stat_bonus(depth); // smaller bonus
if (!pos.capture_or_promotion(bestMove))
{