namespace {
enum Stages {
- MAIN_SEARCH, GOOD_CAPTURES, KILLERS, GOOD_QUIETS, BAD_QUIETS, BAD_CAPTURES,
+ MAIN_SEARCH, GOOD_CAPTURES, KILLERS, QUIET, BAD_CAPTURES,
EVASION, ALL_EVASIONS,
QSEARCH_WITH_CHECKS, QCAPTURES_1, CHECKS,
QSEARCH_WITHOUT_CHECKS, QCAPTURES_2,
void MovePicker::score<QUIETS>() {
const HistoryStats& history = pos.this_thread()->history;
+ const FromToStats& fromTo = pos.this_thread()->fromTo;
const CounterMoveStats* cm = (ss-1)->counterMoves;
const CounterMoveStats* fm = (ss-2)->counterMoves;
const CounterMoveStats* f2 = (ss-4)->counterMoves;
+ Color c = pos.side_to_move();
+
for (auto& m : *this)
m.value = history[pos.moved_piece(m)][to_sq(m)]
+ (cm ? (*cm)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
+ (fm ? (*fm)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
- + (f2 ? (*f2)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO);
+ + (f2 ? (*f2)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
+ + fromTo.get(c, m);
}
template<>
// by history value, then bad captures and quiet moves with a negative SEE ordered
// by SEE value.
const HistoryStats& history = pos.this_thread()->history;
+ const FromToStats& fromTo = pos.this_thread()->fromTo;
+ Color c = pos.side_to_move();
Value see;
for (auto& m : *this)
m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
- Value(type_of(pos.moved_piece(m))) + HistoryStats::Max;
else
- m.value = history[pos.moved_piece(m)][to_sq(m)];
+ m.value = history[pos.moved_piece(m)][to_sq(m)] + fromTo.get(c, m);
}
endMoves = cur + 2 + (countermove != killers[0] && countermove != killers[1]);
break;
- case GOOD_QUIETS:
- endQuiets = endMoves = generate<QUIETS>(pos, moves);
+ case QUIET:
+ endMoves = generate<QUIETS>(pos, moves);
score<QUIETS>();
- endMoves = std::partition(cur, endMoves, [](const ExtMove& m) { return m.value > VALUE_ZERO; });
- insertion_sort(cur, endMoves);
- break;
-
- case BAD_QUIETS:
- cur = endMoves;
- endMoves = endQuiets;
- if (depth >= 3 * ONE_PLY)
+ if (depth < 3 * ONE_PLY)
+ {
+ ExtMove* goodQuiet = std::partition(cur, endMoves, [](const ExtMove& m)
+ { return m.value > VALUE_ZERO; });
+ insertion_sort(cur, goodQuiet);
+ } else
insertion_sort(cur, endMoves);
break;
return move;
break;
- case GOOD_QUIETS: case BAD_QUIETS:
+ case QUIET:
move = *cur++;
if ( move != ttMove
&& move != killers[0]