}
void MovePicker::score_noncaptures() {
- for(int i = 0; i < numOfMoves; i++) {
- Move m = moves[i].move;
- if(m == killer1)
- moves[i].score = HistoryMax + 2;
- else if(m == killer2)
- moves[i].score = HistoryMax + 1;
- else
- moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
+
+ bool all_zero = true;
+ for (int i = 0; i < numOfMoves; i++)
+ {
+ Move m = moves[i].move;
+ if (m == killer1)
+ {
+ moves[i].score = HistoryMax + 2;
+ all_zero = false;
+ }
+ else if (m == killer2)
+ {
+ moves[i].score = HistoryMax + 1;
+ all_zero = false;
+ }
+ else
+ {
+ moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
+ if (all_zero && moves[i].score != 0)
+ all_zero = false;
+ }
}
+ if (!all_zero)
+ return;
+
+ // If we don't have at least one history score then
+ // try to order using psq tables difference between
+ // from square and to square.
+ for (int i = 0; i < numOfMoves; i++)
+ moves[i].score = pos->mg_pst_delta(moves[i].move);
}
void MovePicker::score_evasions() {
Value eg_value() const;
Value non_pawn_material(Color c) const;
Phase game_phase() const;
+ Value mg_pst_delta(Move m) const;
// Game termination checks
bool is_mate();
return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
}
+inline Value Position::mg_pst_delta(Move m) const {
+ return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
+ -MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
+}
+
inline Value Position::eg_pst(Color c, PieceType pt, Square s) const {
return EgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
}