Signed-off-by: Marco Costalba <mcostalba@gmail.com>
inline Depth pv_reduction(Depth d, int mn) { return (Depth) PVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
inline Depth nonpv_reduction(Depth d, int mn) { return (Depth) NonPVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
inline Depth pv_reduction(Depth d, int mn) { return (Depth) PVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
inline Depth nonpv_reduction(Depth d, int mn) { return (Depth) NonPVReductionMatrix[Min(d / 2, 63)][Min(mn, 63)]; }
+ // Step. Common adjustments
// Search depth at iteration 1
const Depth InitialDepth = OnePly;
// Search depth at iteration 1
const Depth InitialDepth = OnePly;
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);
- /// Variables initialized by UCI options
-
// Last seconds noise filtering (LSN)
const bool UseLSNFiltering = true;
const int LSNTime = 4000; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
bool loseOnTime = false;
// Last seconds noise filtering (LSN)
const bool UseLSNFiltering = true;
const int LSNTime = 4000; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
bool loseOnTime = false;
+
+ /// Global variables
+
// Iteration counters
int Iteration;
// Iteration counters
int Iteration;