template <NodeType PvNode>
Value search(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, bool allowNullmove, int threadID, Move excludedMove = MOVE_NONE);
+ template <NodeType PvNode>
+ Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous);
+
Value qsearch(Position& pos, SearchStack ss[], Value alpha, Value beta, Depth depth, int ply, int threadID);
void sp_search(SplitPoint* sp, int threadID);
void sp_search_pv(SplitPoint* sp, int threadID);
bool connected_moves(const Position& pos, Move m1, Move m2);
bool value_is_mate(Value value);
bool move_is_killer(Move m, const SearchStack& ss);
- Depth extension(const Position&, Move, bool, bool, bool, bool, bool, bool*);
bool ok_to_do_nullmove(const Position& pos);
bool ok_to_prune(const Position& pos, Move m, Move threat);
bool ok_to_use_TT(const TTEntry* tte, Depth depth, Value beta, int ply);
// Step 11. Decide the new search depth
depth = (Iteration - 2) * OnePly + InitialDepth;
- ext = extension(pos, move, true, captureOrPromotion, moveIsCheck, false, false, &dangerous);
+ ext = extension<PV>(pos, move, captureOrPromotion, moveIsCheck, false, false, &dangerous);
newDepth = depth + ext;
// Step 12. Futility pruning (omitted at root)
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
- ext = extension(pos, move, PvNode, captureOrPromotion, moveIsCheck, singleEvasion, mateThreat, &dangerous);
+ ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, singleEvasion, mateThreat, &dangerous);
// Singular extension search. We extend the TT move if its value is much better than
// its siblings. To verify this we do a reduced search on all the other moves but the
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
- ext = extension(pos, move, false, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
+ ext = extension<NonPV>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
newDepth = sp->depth - OnePly + ext;
// Update current move
captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 11. Decide the new search depth
- ext = extension(pos, move, true, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
+ ext = extension<PV>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
newDepth = sp->depth - OnePly + ext;
// Update current move
// any case are marked as 'dangerous'. Note that also if a move is not
// extended, as example because the corresponding UCI option is set to zero,
// the move is marked as 'dangerous' so, at least, we avoid to prune it.
-
- Depth extension(const Position& pos, Move m, bool pvNode, bool captureOrPromotion,
- bool moveIsCheck, bool singleEvasion, bool mateThreat, bool* dangerous) {
+ template <NodeType PvNode>
+ Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck,
+ bool singleEvasion, bool mateThreat, bool* dangerous) {
assert(m != MOVE_NONE);
if (*dangerous)
{
if (moveIsCheck)
- result += CheckExtension[pvNode];
+ result += CheckExtension[PvNode];
if (singleEvasion)
- result += SingleEvasionExtension[pvNode];
+ result += SingleEvasionExtension[PvNode];
if (mateThreat)
- result += MateThreatExtension[pvNode];
+ result += MateThreatExtension[PvNode];
}
if (pos.type_of_piece_on(move_from(m)) == PAWN)
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
{
- result += PawnPushTo7thExtension[pvNode];
+ result += PawnPushTo7thExtension[PvNode];
*dangerous = true;
}
if (pos.pawn_is_passed(c, move_to(m)))
{
- result += PassedPawnExtension[pvNode];
+ result += PassedPawnExtension[PvNode];
*dangerous = true;
}
}
&& !move_is_promotion(m)
&& !move_is_ep(m))
{
- result += PawnEndgameExtension[pvNode];
+ result += PawnEndgameExtension[PvNode];
*dangerous = true;
}
- if ( pvNode
+ if ( PvNode
&& captureOrPromotion
&& pos.type_of_piece_on(move_to(m)) != PAWN
&& pos.see_sign(m) >= 0)