ss->staticEval = eval = evaluate(pos);
// Save static evaluation into transposition table
- if(!excludedMove)
- tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
+ if (!excludedMove)
+ tte->save(posKey, VALUE_NONE, ss->ttPv, BOUND_NONE, DEPTH_NONE, MOVE_NONE, eval);
}
// Use static evaluation difference to improve quiet move ordering
&& (ss-1)->statScore < 23767
&& eval >= beta
&& eval >= ss->staticEval
- && ss->staticEval >= beta - 20 * depth - improvement / 15 + 168 * ss->ttPv + 177
+ && ss->staticEval >= beta - 20 * depth - improvement / 15 + 177
&& !excludedMove
&& pos.non_pawn_material(us)
&& (ss->ply >= thisThread->nmpMinPly || us != thisThread->nmpColor))
// In general we want to cap the LMR depth search at newDepth. But if reductions
// are really negative and movecount is low, we allow this move to be searched
// deeper than the first move (this may lead to hidden double extensions).
- int deeper = r >= -1 ? 0
- : moveCount <= 3 && r <= -3 ? 2
- : moveCount <= 5 ? 1
- : PvNode && depth > 6 ? 1
- : 0;
+ int deeper = r >= -1 ? 0
+ : moveCount <= 3 ? 2
+ : moveCount <= 5 ? 1
+ : PvNode && depth > 6 ? 1
+ : 0;
Depth d = std::clamp(newDepth - r, 1, newDepth + deeper);