// Update current move
movesSearched[moveCount++] = ss[ply].currentMove = move;
+ // Futility pruning for captures
+ // FIXME: test disabling 'Futility pruning for captures'
+ // FIXME: test with 'newDepth < RazorDepth'
+ Color them = opposite_color(pos.side_to_move());
+
+ if ( !isCheck
+ && newDepth < SelectiveDepth
+ && !dangerous
+ && pos.move_is_capture(move)
+ && !pos.move_is_check(move, ci)
+ && !move_is_promotion(move)
+ && move != ttMove
+ && !move_is_ep(move)
+ && (pos.type_of_piece_on(move_to(move)) != PAWN || !pos.pawn_is_passed(them, move_to(move)))) // Do not prune passed pawn captures
+ {
+ int preFutilityValueMargin = 0;
+
+ if (newDepth >= OnePly)
+ preFutilityValueMargin = 112 * bitScanReverse32(int(newDepth) * int(newDepth) / 2);
+
+ Value futilityCaptureValue = ss[ply].eval + pos.endgame_value_of_piece_on(move_to(move)) + preFutilityValueMargin + ei.futilityMargin + 90;
+
+ if (futilityCaptureValue < beta)
+ {
+ if (futilityCaptureValue > bestValue)
+ bestValue = futilityCaptureValue;
+ continue;
+ }
+ }
+
// Futility pruning
if ( !isCheck
&& !dangerous
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if (thread_should_stop(threadID))
+ {
+ lock_grab(&(sp->lock));
break;
+ }
// New best move?
if (value > sp->bestValue) // Less then 2% of cases
assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
if (thread_should_stop(threadID))
+ {
+ lock_grab(&(sp->lock));
break;
+ }
// New best move?
if (value > sp->bestValue) // Less then 2% of cases