int depth, prevBestMoveChanges;
Value bestValue, alpha, beta, delta;
- memset(ss-1, 0, 4 * sizeof(Stack));
+ std::memset(ss-1, 0, 4 * sizeof(Stack));
(ss-1)->currentMove = MOVE_NULL; // Hack to skip update gains
depth = BestMoveChanges = 0;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
- moveCount = quietCount = 0;
inCheck = pos.checkers();
if (SpNode)
goto moves_loop;
}
+ moveCount = quietCount = 0;
bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
Gains.update(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
}
- // Step 6. Razoring (is omitted in PV nodes)
+ // Step 6. Razoring (skipped when in check)
if ( !PvNode
&& depth < 4 * ONE_PLY
&& eval + razor_margin(depth) < beta
return v;
}
- // Step 7. Static null move pruning (is omitted in PV nodes)
+ // Step 7. Static null move pruning (skipped when in check)
// We're betting that the opponent doesn't have a move that will reduce
// the score by more than futility_margin(depth) if we do a null move.
if ( !PvNode
}
}
- // Step 9. ProbCut (is omitted in PV nodes)
+ // Step 9. ProbCut (skipped when in check)
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
}
}
- // Step 10. Internal iterative deepening
+ // Step 10. Internal iterative deepening (skipped when in check)
if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
&& ttMove == MOVE_NONE
&& (PvNode || ss->staticEval + Value(256) >= beta))
Key posKey;
Move ttMove, move, bestMove;
Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
- bool givesCheck, enoughMaterial, evasionPrunable;
+ bool givesCheck, evasionPrunable;
Depth ttDepth;
// To flag BOUND_EXACT a node with eval above alpha and no available moves
{
ss->staticEval = ss->evalMargin = VALUE_NONE;
bestValue = futilityBase = -VALUE_INFINITE;
- enoughMaterial = false;
}
else
{
alpha = bestValue;
futilityBase = ss->staticEval + ss->evalMargin + Value(128);
- enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
}
// Initialize a MovePicker object for the current position, and prepare
&& !InCheck
&& !givesCheck
&& move != ttMove
- && enoughMaterial
&& type_of(move) != PROMOTION
&& !pos.is_passed_pawn_push(move))
{
}
// Detect non-capture evasions that are candidate to be pruned
- evasionPrunable = !PvNode
- && InCheck
+ evasionPrunable = InCheck
&& bestValue > VALUE_MATED_IN_MAX_PLY
&& !pos.is_capture(move)
&& !pos.can_castle(pos.side_to_move());
| (attacks_bb<BISHOP>(m2to, occ) & pos.pieces(color_of(pc), QUEEN, BISHOP));
// Verify attackers are triggered by our move and not already existing
- if (xray && (xray ^ (xray & pos.attacks_from<QUEEN>(m2to))))
+ if (unlikely(xray) && (xray & ~pos.attacks_from<QUEEN>(m2to)))
return true;
}
Threads.mutex.lock();
assert(searching);
+ assert(activeSplitPoint);
SplitPoint* sp = activeSplitPoint;
Threads.mutex.unlock();
Stack stack[MAX_PLY_PLUS_2], *ss = stack+1; // To allow referencing (ss-1)
Position pos(*sp->pos, this);
- memcpy(ss-1, sp->ss-1, 4 * sizeof(Stack));
+ std::memcpy(ss-1, sp->ss-1, 4 * sizeof(Stack));
ss->splitPoint = sp;
sp->mutex.lock();