// 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
- // first usually doesn't hurt. The opponent will have to recapture, and
+ // 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
// big pieces before capturing a hanging piece probably helps to reduce
- // the subtree size.
+ // the subtree size. Instead of calculating SEE here to filter out
+ // loosing captures, we delay the filtering in pick_move_from_list()
Move m;
- int seeValue;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
- seeValue = pos.see(m);
- if (seeValue >= 0)
- {
- if (move_promotion(m))
- moves[i].score = QueenValueMidgame;
- else
- moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
- -int(pos.type_of_piece_on(move_from(m)));
- } else
- moves[i].score = seeValue;
+ if (move_promotion(m))
+ moves[i].score = QueenValueMidgame;
+ else
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
}
}
}
}
-void MovePicker::score_evasions() {
-
- for (int i = 0; i < numOfMoves; i++)
- {
- Move m = moves[i].move;
- if (m == ttMove)
- moves[i].score = 2*HistoryMax;
- else if (!pos.square_is_empty(move_to(m)))
- {
- int seeScore = pos.see(m);
- moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
- } else
- moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
- }
- // FIXME try psqt also here
+void MovePicker::score_evasions() {\r
+\r
+ Move m;\r
+ int hs;\r
+\r
+ // Use MVV/LVA ordering\r
+ for (int i = 0; i < numOfMoves; i++)\r
+ {\r
+ m = moves[i].move;\r
+\r
+ if (m == ttMove)\r
+ hs = 2*HistoryMax;\r
+ else if (!pos.square_is_empty(move_to(m)))\r
+ hs = int(pos.midgame_value_of_piece_on(move_to(m)))\r
+ -int(pos.type_of_piece_on(move_from(m))) + HistoryMax;\r
+ else\r
+ hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);\r
+\r
+ moves[i].score = hs;\r
+ }\r
}
void MovePicker::score_qcaptures() {
while (movesPicked < numOfMoves)
{
- int bestScore = -10000000;
- bestIndex = -1;
- for (int i = movesPicked; i < numOfMoves; i++)
+ bestIndex = find_best_index();
+
+ if (bestIndex != -1) // Found a possibly good capture
{
- if (moves[i].score < 0)
+ move = moves[bestIndex].move;
+ int seeValue = pos.see(move);
+ if (seeValue < 0)
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
- badCaptures[numOfBadCaptures++] = moves[i];
- moves[i--] = moves[--numOfMoves];
+ moves[bestIndex].score = seeValue;
+ badCaptures[numOfBadCaptures++] = moves[bestIndex];
+ moves[bestIndex] = moves[--numOfMoves];
+ continue;
}
- else if (moves[i].score > bestScore)
- {
- bestIndex = i;
- bestScore = moves[i].score;
- }
- }
- if (bestIndex != -1) // Found a good capture
- {
- move = moves[bestIndex].move;
moves[bestIndex] = moves[movesPicked++];
if ( move != ttMove
&& move != mateKiller