fallingEval = std::max(0.5, std::min(1.5, fallingEval));
// If the bestMove is stable over several iterations, reduce time accordingly
- timeReduction = 1.0;
- for (int i : {3, 4, 5})
- if (lastBestMoveDepth * i < completedDepth)
- timeReduction *= 1.25;
+ timeReduction = lastBestMoveDepth + 10 * ONE_PLY < completedDepth ? 1.95 : 1.0;
// Use part of the gained time from a previous stable move for the current move
double bestMoveInstability = 1.0 + mainThread->bestMoveChanges;