}
}
+ // Step 10. If the position doesn't a have ttMove, decrease depth by 2
+ // (or by 4 if the TT entry for the current position was hit and the stored depth is greater than or equal to the current depth).
+ // Use qsearch if depth is equal or below zero (~9 Elo)
+ if ( PvNode
+ && !ttMove)
+ depth -= 2 + 2 * (ss->ttHit && tte->depth() >= depth);
+
+ if (depth <= 0)
+ return qsearch<PV>(pos, ss, alpha, beta);
+
+ if ( cutNode
+ && depth >= 8
+ && !ttMove)
+ depth -= 2;
+
probCutBeta = beta + 168 - 61 * improving;
- // Step 10. ProbCut (~10 Elo)
+ // Step 11. ProbCut (~10 Elo)
// If we have a good enough capture (or queen promotion) and a reduced search returns a value
// much above beta, we can (almost) safely prune the previous move.
if ( !PvNode
Eval::NNUE::hint_common_parent_position(pos);
}
- // Step 11. If the position is not in TT, decrease depth by 2 (or by 4 if the TT entry for the current position was hit and the stored depth is greater than or equal to the current depth).
- // Use qsearch if depth is equal or below zero (~9 Elo)
- if ( PvNode
- && !ttMove)
- depth -= 2 + 2 * (ss->ttHit && tte->depth() >= depth);
-
- if (depth <= 0)
- return qsearch<PV>(pos, ss, alpha, beta);
-
- if ( cutNode
- && depth >= 8
- && !ttMove)
- depth -= 2;
-
moves_loop: // When in check, search starts here
// Step 12. A small Probcut idea, when we are in check (~4 Elo)