&& !ss->skipNullMove
&& depth < 4 * ONE_PLY
&& !inCheck
- && eval - FutilityMargins[depth][0] >= beta
+ && eval - futility_margin(depth, (ss-1)->futMc) >= beta
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& pos.non_pawn_material(pos.side_to_move()))
- return eval - FutilityMargins[depth][0];
+ return eval - futility_margin(depth, (ss-1)->futMc);
// Step 8. Null move search with verification search (is omitted in PV nodes)
if ( !PvNode
// Update current move (this must be done after singular extension search)
newDepth = depth - ONE_PLY + ext;
+ ss->futMc = 0;
+
// Step 13. Futility pruning (is omitted in PV nodes)
if ( !PvNode
&& !captureOrPromotion
&& !inCheck
&& !dangerous
- && move != ttMove
+ /* && move != ttMove Already implicit in the next condition */
&& bestValue > VALUE_MATED_IN_MAX_PLY)
{
// Move count based pruning
// Value based pruning
// We illogically ignore reduction condition depth >= 3*ONE_PLY for predicted depth,
// but fixing this made program slightly weaker.
+ ss->futMc = moveCount;
+
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];