// pick_best() finds the best move in the range (begin, end) and moves it to
// the front. It's faster than sorting all the moves in advance when there
// are few moves e.g. the possible captures.
- inline Move pick_best(ExtMove* begin, ExtMove* end)
+ Move pick_best(ExtMove* begin, ExtMove* end)
{
std::swap(*begin, *std::max_element(begin, end));
return *begin;
/// ordering is at the current node.
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, const CounterMovesHistoryStats& cmh,
- Move* cm, Move* fm, Search::Stack* s) : pos(p), history(h), counterMovesHistory(cmh), depth(d) {
+ Move cm, Search::Stack* s) : pos(p), history(h), counterMovesHistory(cmh), depth(d) {
assert(d > DEPTH_ZERO);
endBadCaptures = moves + MAX_MOVES - 1;
- countermoves = cm;
- followupmoves = fm;
+ countermove = cm;
ss = s;
if (pos.checkers())
/// highest values will be picked first.
template<>
void MovePicker::score<CAPTURES>() {
- // Winning and equal captures in the main search are ordered by MVV/LVA.
+ // Winning and equal captures in the main search are ordered by MVV.
// Suprisingly, this appears to perform slightly better than SEE based
// move ordering. The reason is probably that in a position with a winning
- // capture, capturing a more valuable (but sufficiently defended) piece
+ // capture, capturing a valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
// where it is possible to recapture with the hanging piece). Exchanging
// badCaptures[] array, but instead of doing it now we delay until the move
// has been picked up in pick_move_from_list(). This way we save some SEE
// calls in case we get a cutoff.
- for (auto& m : *this)
- if (type_of(m) == ENPASSANT)
- m.value = PieceValue[MG][PAWN] - Value(PAWN);
-
- else if (type_of(m) == PROMOTION)
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(PAWN)
- + PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
- else
- m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- - Value(type_of(pos.moved_piece(m)));
+ for (auto& m : *this){
+ m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - 200*relative_rank(pos.side_to_move(), to_sq(m));
+ }
}
template<>
for (auto& m : *this)
m.value = history[pos.moved_piece(m)][to_sq(m)]
- + cmh[pos.moved_piece(m)][to_sq(m)];
+ + cmh[pos.moved_piece(m)][to_sq(m)] * 3;
}
template<>
killers[0] = ss->killers[0];
killers[1] = ss->killers[1];
- killers[2].move = killers[3].move = MOVE_NONE;
- killers[4].move = killers[5].move = MOVE_NONE;
-
- // In SMP case countermoves[] and followupmoves[] could have duplicated entries
- // in rare cases (less than 1 out of a million). This is harmless.
-
- // Be sure countermoves and followupmoves are different from killers
- for (int i = 0; i < 2; ++i)
- if ( countermoves[i] != killers[0]
- && countermoves[i] != killers[1])
- *endMoves++ = countermoves[i];
-
- for (int i = 0; i < 2; ++i)
- if ( followupmoves[i] != killers[0]
- && followupmoves[i] != killers[1]
- && followupmoves[i] != killers[2]
- && followupmoves[i] != killers[3])
- *endMoves++ = followupmoves[i];
+ killers[2].move = MOVE_NONE;
+
+ // Be sure countermoves are different from killers
+ if ( countermove != killers[0]
+ && countermove != killers[1])
+ *endMoves++ = countermove;
break;
case QUIETS_1_S1:
if ( move != ttMove
&& move != killers[0]
&& move != killers[1]
- && move != killers[2]
- && move != killers[3]
- && move != killers[4]
- && move != killers[5])
+ && move != killers[2])
return move;
break;