Thread* bestThread = this;
if ( !this->easyMovePlayed
&& Options["MultiPV"] == 1
+ && !Limits.depth
&& !Skill(Options["Skill Level"]).enabled()
&& rootMoves[0].pv[0] != MOVE_NONE)
{
multiPV = std::min(multiPV, rootMoves.size());
// Iterative deepening loop until requested to stop or the target depth is reached.
- while (++rootDepth < DEPTH_MAX && !Signals.stop && (!Limits.depth || rootDepth <= Limits.depth))
+ while (++rootDepth < DEPTH_MAX && !Signals.stop && (!Limits.depth || Threads.main()->rootDepth <= Limits.depth))
{
// Set up the new depths for the helper threads skipping on average every
// 2nd ply (using a half-density matrix).
Depth r = reduction<PvNode>(improving, depth, moveCount);
Value hValue = thisThread->history[pos.piece_on(to_sq(move))][to_sq(move)];
Value cmhValue = cmh[pos.piece_on(to_sq(move))][to_sq(move)];
-
+
const CounterMoveStats* fm = (ss - 2)->counterMoves;
const CounterMoveStats* fm2 = (ss - 4)->counterMoves;
Value fmValue = (fm ? (*fm)[pos.piece_on(to_sq(move))][to_sq(move)] : VALUE_ZERO);