/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h, const Refutations& r,
Search::Stack* s, Value beta) : pos(p), Hist(h), depth(d) {
assert(d > DEPTH_ZERO);
killers[0].move = ss->killers[0];
killers[1].move = ss->killers[1];
+ Square prevSq = to_sq((ss-1)->currentMove);
+ killers[2].move = r[pos.piece_on(prevSq)][prevSq];
// Consider sligtly negative captures as good if at low depth and far from beta
if (ss && ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY)
case KILLERS_S1:
cur = killers;
- end = cur + 2;
+ end = cur + 3;
return;
case QUIETS_1_S1:
move = (cur++)->move;
if ( move != ttMove
&& move != killers[0].move
- && move != killers[1].move)
+ && move != killers[1].move
+ && move != killers[2].move)
return move;
break;
/// from the split point's shared MovePicker object. This function is not thread
/// safe so must be lock protected by the caller.
template<>
-Move MovePicker::next_move<true>() { return ss->sp->movePicker->next_move<false>(); }
+Move MovePicker::next_move<true>() { return ss->splitPoint->movePicker->next_move<false>(); }