enum NodeType { Root, PV, NonPV };
// Razoring and futility margin based on depth
- inline Value razor_margin(Depth d) { return Value(512 + 32 * d); }
- inline Value futility_margin(Depth d) { return Value(200 * d); }
+ Value razor_margin(Depth d) { return Value(512 + 32 * d); }
+ Value futility_margin(Depth d) { return Value(200 * d); }
// Futility and reductions lookup tables, initialized at startup
int FutilityMoveCounts[2][16]; // [improving][depth]
Depth Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
- template <bool PvNode> inline Depth reduction(bool i, Depth d, int mn) {
+ template <bool PvNode> Depth reduction(bool i, Depth d, int mn) {
return Reductions[PvNode][i][std::min(d, 63 * ONE_PLY)][std::min(mn, 63)];
}
}
+/// Search::reset() clears all search memory, to restore a deterministic state
+
+void Search::reset () {
+
+ TT.clear();
+ History.clear();
+ CounterMovesHistory.clear();
+ Gains.clear();
+ Countermoves.clear();
+}
+
+
/// Search::perft() is our utility to verify move generation. All the leaf nodes
/// up to the given depth are generated and counted and the sum returned.
template<bool Root>
beta = VALUE_INFINITE;
TT.new_search();
- History.clear();
- CounterMovesHistory.clear();
- Gains.clear();
- Countermoves.clear();
size_t multiPV = Options["MultiPV"];
Skill skill(Options["Skill Level"]);
ss->reduction = reduction<PvNode>(improving, depth, moveCount);
if ( (!PvNode && cutNode)
- || History[pos.piece_on(to_sq(move))][to_sq(move)] < VALUE_ZERO
- || ( History[pos.piece_on(to_sq(move))][to_sq(move)]
- + CounterMovesHistory[pos.piece_on(prevMoveSq)][prevMoveSq]
- [pos.piece_on(to_sq(move))][to_sq(move)] < VALUE_ZERO))
+ || ( History[pos.piece_on(to_sq(move))][to_sq(move)] < VALUE_ZERO
+ && CounterMovesHistory[pos.piece_on(prevMoveSq)][prevMoveSq]
+ [pos.piece_on(to_sq(move))][to_sq(move)] <= VALUE_ZERO))
ss->reduction += ONE_PLY;
if (move == countermove)