// Razor and futility margins
const int RazorMargin1 = 590;
const int RazorMargin2 = 604;
- Value futility_margin(Depth d) { return Value(150 * d / ONE_PLY); }
+ Value futility_margin(Depth d, bool improving) {
+ return Value((175 - 50 * improving) * d / ONE_PLY);
+ }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
ss->staticEval, TT.generation());
}
+ improving = ss->staticEval >= (ss-2)->staticEval
+ /* || ss->staticEval == VALUE_NONE Already implicit in the previous condition */
+ ||(ss-2)->staticEval == VALUE_NONE;
+
if (skipEarlyPruning || !pos.non_pawn_material(pos.side_to_move()))
goto moves_loop;
// Step 8. Futility pruning: child node (skipped when in check)
if ( !rootNode
&& depth < 7 * ONE_PLY
- && eval - futility_margin(depth) >= beta
+ && eval - futility_margin(depth, improving) >= beta
&& eval < VALUE_KNOWN_WIN) // Do not return unproven wins
return eval;