assert(PvNode || (alpha == beta - 1));
assert(depth > DEPTH_ZERO);
+ Move quietsSearched[64];
StateInfo st;
const TTEntry *tte;
SplitPoint* splitPoint;
Value bestValue, value, ttValue, eval, nullValue, futilityValue;
bool inCheck, givesCheck, pvMove, singularExtensionNode, improving;
bool captureOrPromotion, dangerous, doFullDepthSearch;
- int moveCount;
+ int moveCount, quietCount;
// Step 1. Initialize node
Thread* thisThread = pos.this_thread();
goto moves_loop;
}
- moveCount = 0;
+ moveCount = quietCount = 0;
bestValue = -VALUE_INFINITE;
ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE;
ss->ply = (ss-1)->ply + 1;
givesCheck = pos.gives_check(move, ci);
dangerous = givesCheck
|| pos.passed_pawn_push(move)
- || type_of(move) == CASTLE;
+ || type_of(move) == CASTLING;
// Step 12. Extend checks
if (givesCheck && pos.see_sign(move) >= 0)
pvMove = PvNode && moveCount == 1;
ss->currentMove = move;
+ if (!SpNode && !captureOrPromotion && quietCount < 64)
+ quietsSearched[quietCount++] = move;
// Step 14. Make the move
pos.do_move(move, st, ci, givesCheck);
// played non-capture moves.
Value bonus = Value(int(depth) * int(depth));
History.update(pos.moved_piece(bestMove), to_sq(bestMove), bonus);
-
- if (bestMove != ttMove)
- for (const ExtMove* em = mp.stage_moves(); em->move != bestMove; ++em)
- History.update(pos.moved_piece(em->move), to_sq(em->move), -bonus);
+ for (int i = 0; i < quietCount - 1; ++i)
+ {
+ Move m = quietsSearched[i];
+ History.update(pos.moved_piece(m), to_sq(m), -bonus);
+ }
if (is_ok((ss-1)->currentMove))
Countermoves.update(pos.piece_on(prevMoveSq), prevMoveSq, bestMove);
assert(is_ok(first));
assert(is_ok(second));
assert(color_of(pos.piece_on(from_sq(second))) == ~pos.side_to_move());
- assert(type_of(first) == CASTLE || color_of(pos.piece_on(to_sq(first))) == ~pos.side_to_move());
+ assert(type_of(first) == CASTLING || color_of(pos.piece_on(to_sq(first))) == ~pos.side_to_move());
Square m1from = from_sq(first);
Square m2from = from_sq(second);
return true;
// Second's destination is defended by the first move's piece
- Bitboard m1att = pos.attacks_from(pos.piece_on(m1to), m1to, pos.pieces() ^ m2from);
+ Bitboard m1att = attacks_bb(pos.piece_on(m1to), m1to, pos.pieces() ^ m2from);
if (m1att & m2to)
return true;
Piece pc = pos.piece_on(m1from);
// The moved piece attacks the square 'tto' ?
- if (pos.attacks_from(pc, m1to, occ) & m2to)
+ if (attacks_bb(pc, m1to, occ) & m2to)
return true;
// Scan for possible X-ray attackers behind the moved piece