Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
bool isPvMove, inCheck, singularExtensionNode, givesCheck, captureOrPromotion, dangerous;
int moveCount = 0, playedMoveCount = 0;
- int threadID = pos.thread();
+ Thread& thread = Threads[pos.thread()];
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
ss->ply = (ss-1)->ply + 1;
// Used to send selDepth info to GUI
- if (PvNode && Threads[threadID].maxPly < ss->ply)
- Threads[threadID].maxPly = ss->ply;
+ if (PvNode && thread.maxPly < ss->ply)
+ thread.maxPly = ss->ply;
if (SpNode)
{
(ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO;
(ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE;
- if (threadID == 0 && ++NodesSincePoll > NodesBetweenPolls)
+ if (pos.thread() == 0 && ++NodesSincePoll > NodesBetweenPolls)
{
NodesSincePoll = 0;
poll(pos);
// Step 2. Check for aborted search and immediate draw
if (( StopRequest
- || Threads[threadID].cutoff_occurred()
|| pos.is_draw()
|| ss->ply > PLY_MAX) && !RootNode)
return VALUE_DRAW;
// At PV nodes we check for exact scores, while at non-PV nodes we check for
// a fail high/low. Biggest advantage at probing at PV nodes is to have a
// smooth experience in analysis mode.
- if ( !RootNode
- && tte
- && (PvNode ? tte->depth() >= depth && tte->type() == VALUE_TYPE_EXACT
- : ok_to_use_TT(tte, depth, beta, ss->ply)))
+ if (tte && (PvNode ? tte->depth() >= depth && tte->type() == VALUE_TYPE_EXACT
+ : ok_to_use_TT(tte, depth, beta, ss->ply)))
{
TT.refresh(tte);
ss->bestMove = ttMove; // Can be MOVE_NONE
// Loop through all pseudo-legal moves until no moves remain or a beta cutoff occurs
while ( bestValue < beta
&& (move = mp.get_next_move()) != MOVE_NONE
- && !Threads[threadID].cutoff_occurred())
+ && !thread.cutoff_occurred())
{
assert(move_is_ok(move));
alpha = sp->alpha;
}
- if (value > bestValue && !(SpNode && Threads[threadID].cutoff_occurred()))
+ if (value > bestValue && !(SpNode && thread.cutoff_occurred()))
{
bestValue = value;
&& !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
- && Threads.available_slave_exists(threadID)
+ && Threads.available_slave_exists(pos.thread())
&& !StopRequest
- && !Threads[threadID].cutoff_occurred())
+ && !thread.cutoff_occurred())
Threads.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
threatMove, moveCount, &mp, PvNode);
}
// Step 21. Update tables
// If the search is not aborted, update the transposition table,
// history counters, and killer moves.
- if (!SpNode && !StopRequest && !Threads[threadID].cutoff_occurred())
+ if (!SpNode && !StopRequest && !thread.cutoff_occurred())
{
move = bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove;
vt = bestValue <= oldAlpha ? VALUE_TYPE_UPPER
if (SpNode)
{
// Here we have the lock still grabbed
- sp->is_slave[threadID] = false;
+ sp->is_slave[pos.thread()] = false;
sp->nodes += pos.nodes_searched();
lock_release(&(sp->lock));
}