X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovepick.cpp;h=187a3c513e0275a112c377919a40d62cbdebf586;hp=c71572e7cf86bead8aa853dd16db512ab329e55d;hb=a28c17ecb60918bae546ea6aa5b596b7a56d603e;hpb=d087b0a34a6aaa0fc31d2fa256b02861d0351256 diff --git a/src/movepick.cpp b/src/movepick.cpp index c71572e7..187a3c51 100644 --- a/src/movepick.cpp +++ b/src/movepick.cpp @@ -206,22 +206,27 @@ void MovePicker::score_captures() { // Suprisingly, this appears to perform slightly better than SEE based // move ordering. The reason is probably that in a position with a winning // capture, capturing a more valuable (but sufficiently defended) piece - // first usually doesn't hurt. The opponent will have to recapture, and + // first usually doesn't hurt. The opponent will have to recapture, and // the hanging piece will still be hanging (except in the unusual cases // where it is possible to recapture with the hanging piece). Exchanging // big pieces before capturing a hanging piece probably helps to reduce - // the subtree size. Instead of calculating SEE here to filter out - // loosing captures, we delay the filtering in pick_move_from_list() + // the subtree size. Move m; + int seeValue; for (int i = 0; i < numOfMoves; i++) { m = moves[i].move; - if (move_promotion(m)) - moves[i].score = QueenValueMidgame; - else - moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) - -int(pos.type_of_piece_on(move_from(m))); + seeValue = pos.see(m); + if (seeValue >= 0) + { + if (move_promotion(m)) + moves[i].score = QueenValueMidgame; + else + moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m))) + -int(pos.type_of_piece_on(move_from(m))); + } else + moves[i].score = seeValue; } } @@ -320,21 +325,26 @@ Move MovePicker::pick_move_from_list() { while (movesPicked < numOfMoves) { - bestIndex = find_best_index(); - - if (bestIndex != -1) // Found a possibly good capture + int bestScore = -10000000; + bestIndex = -1; + for (int i = movesPicked; i < numOfMoves; i++) { - move = moves[bestIndex].move; - int seeValue = pos.see(move); - if (seeValue < 0) + if (moves[i].score < 0) { // Losing capture, move it to the badCaptures[] array assert(numOfBadCaptures < 63); - moves[bestIndex].score = seeValue; - badCaptures[numOfBadCaptures++] = moves[bestIndex]; - moves[bestIndex] = moves[--numOfMoves]; - continue; + badCaptures[numOfBadCaptures++] = moves[i]; + moves[i--] = moves[--numOfMoves]; + } + else if (moves[i].score > bestScore) + { + bestIndex = i; + bestScore = moves[i].score; } + } + if (bestIndex != -1) // Found a good capture + { + move = moves[bestIndex].move; moves[bestIndex] = moves[movesPicked++]; if ( move != ttMove && move != mateKiller