double BestMoveChanges;
Value DrawValue[COLOR_NB];
HistoryStats History;
+ GainsStats Gains;
CountermovesStats Countermoves;
template <NodeType NT>
Value bestValue, alpha, beta, delta;
std::memset(ss-2, 0, 5 * sizeof(Stack));
+ (ss-1)->currentMove = MOVE_NULL; // Hack to skip update gains
depth = 0;
BestMoveChanges = 0;
TT.new_search();
History.clear();
+ Gains.clear();
Countermoves.clear();
PVSize = Options["MultiPV"];
RootMoves[i].prevScore = RootMoves[i].score;
// MultiPV loop. We perform a full root search for each PV line
- for (PVIdx = 0; PVIdx < PVSize; ++PVIdx)
+ for (PVIdx = 0; PVIdx < PVSize && !Signals.stop; ++PVIdx)
{
// Reset aspiration window starting size
if (depth >= 5)
for (size_t i = 0; i <= PVIdx; ++i)
RootMoves[i].insert_pv_in_tt(pos);
- // If search has been stopped return immediately. Sorting and
+ // If search has been stopped break immediately. Sorting and
// writing PV back to TT is safe becuase RootMoves is still
// valid, although refers to previous iteration.
if (Signals.stop)
- return;
+ break;
// When failing high/low give some update (without cluttering
// the UI) before to research.
Signals.stop = true;
// Do we have time for the next iteration? Can we stop searching now?
- if (Limits.use_time_management() && !Signals.stopOnPonderhit)
+ if (Limits.use_time_management() && !Signals.stop && !Signals.stopOnPonderhit)
{
bool stop = false; // Local variable, not the volatile Signals.stop
SplitPoint* splitPoint;
Key posKey;
Move ttMove, move, excludedMove, bestMove, threatMove;
- Depth ext, newDepth;
- Value bestValue, value, ttValue;
- Value eval, nullValue;
+ Depth ext, newDepth, predictedDepth;
+ Value bestValue, value, ttValue, eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode, improving;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount, quietCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
inCheck = pos.checkers();
+ excludedMove = ss->excludedMove;
if (SpNode)
{
threatMove = splitPoint->threatMove;
bestValue = splitPoint->bestValue;
tte = NULL;
- ttMove = excludedMove = MOVE_NONE;
+ ttMove = MOVE_NONE;
ttValue = VALUE_NONE;
assert(splitPoint->bestValue > -VALUE_INFINITE && splitPoint->moveCount > 0);
// Step 4. Transposition table lookup
// We don't want the score of a partial search to overwrite a previous full search
// TT value, so we use a different position key in case of an excluded move.
- excludedMove = ss->excludedMove;
posKey = excludedMove ? pos.exclusion_key() : pos.key();
tte = TT.probe(posKey);
ttMove = RootNode ? RootMoves[PVIdx].pv[0] : tte ? tte->move() : MOVE_NONE;
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->staticEval);
}
+ if ( !pos.captured_piece_type()
+ && ss->staticEval != VALUE_NONE
+ && (ss-1)->staticEval != VALUE_NONE
+ && (move = (ss-1)->currentMove) != MOVE_NULL
+ && type_of(move) == NORMAL)
+ {
+ Square to = to_sq(move);
+ Gains.update(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
+ }
+
// Step 6. Razoring (skipped when in check)
if ( !PvNode
&& depth < 4 * ONE_PLY
continue;
}
- Depth predictedDepth = newDepth - reduction<PvNode>(improving, depth, moveCount);
+ predictedDepth = newDepth - reduction<PvNode>(improving, depth, moveCount);
// Futility pruning: parent node
if (predictedDepth < 7 * ONE_PLY)
{
- Value futilityValue = ss->staticEval + futility_margin(predictedDepth) + Value(128);
+ futilityValue = ss->staticEval + futility_margin(predictedDepth)
+ + Value(128) + Gains[pos.moved_piece(move)][to_sq(move)];
if (futilityValue <= alpha)
{
}
// Prune moves with negative SEE at low depths
- if ( predictedDepth < 4 * ONE_PLY
- && pos.see_sign(move) < 0)
+ if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < 0)
{
if (SpNode)
splitPoint->mutex.lock();
// Check for legality only before to do the move
if (!RootNode && !SpNode && !pos.legal(move, ci.pinned))
{
- --moveCount;
+ moveCount--;
continue;
}
// We exclude the trivial case where a sliding piece does in two moves what
// it could do in one move: eg. Ra1a2, Ra2a3.
if ( m2to == m1from
- || (m1to == m2from && !squares_aligned(m1from, m2from, m2to)))
+ || (m1to == m2from && !aligned(m1from, m2from, m2to)))
return true;
// Second one moves through the square vacated by first one