/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
- SearchStack* ss, Value beta) : pos(p), H(h), depth(d) {
+ Search::Stack* ss, Value beta) : pos(p), H(h), depth(d) {
captureThreshold = 0;
badCaptures = moves + MAX_MOVES;
killers[0].move = ss->killers[0];
killers[1].move = ss->killers[1];
- // Consider sligtly negative captures as good if at low
- // depth and far from beta.
+ // Consider sligtly negative captures as good if at low depth and far from beta
if (ss && ss->eval < beta - PawnValueMidgame && d < 3 * ONE_PLY)
captureThreshold = -PawnValueMidgame;
+ // Consider negative captures as good if still enough to reach beta
+ else if (ss && ss->eval > beta)
+ captureThreshold = beta - ss->eval;
+
phasePtr = MainSearchTable;
}
assert (!pos.in_check());
// In ProbCut we consider only captures better than parent's move
- captureThreshold = piece_value_midgame(Piece(parentCapture));
+ captureThreshold = PieceValueMidgame[Piece(parentCapture)];
phasePtr = ProbCutTable;
if ( ttm != MOVE_NONE
for (MoveStack* cur = moves; cur != lastMove; cur++)
{
m = cur->move;
- cur->score = piece_value_midgame(pos.piece_on(move_to(m)))
+ cur->score = PieceValueMidgame[pos.piece_on(move_to(m))]
- type_of(pos.piece_on(move_from(m)));
if (is_promotion(m))
- cur->score += piece_value_midgame(Piece(promotion_piece_type(m)));
+ cur->score += PieceValueMidgame[Piece(promotion_piece_type(m))];
}
}
if ((seeScore = pos.see_sign(m)) < 0)
cur->score = seeScore - History::MaxValue; // Be sure we are at the bottom
else if (pos.is_capture(m))
- cur->score = piece_value_midgame(pos.piece_on(move_to(m)))
+ cur->score = PieceValueMidgame[pos.piece_on(move_to(m))]
- type_of(pos.piece_on(move_from(m))) + History::MaxValue;
else
cur->score = H.value(pos.piece_on(move_from(m)), move_to(m));