// Use static evaluation difference to improve quiet move ordering
if (is_ok((ss-1)->currentMove) && !(ss-1)->inCheck && !priorCapture)
{
- int bonus = std::clamp(-depth * 4 * int((ss-1)->staticEval + ss->staticEval), -1000, 1000);
+ int bonus = std::clamp(-16 * int((ss-1)->staticEval + ss->staticEval), -2000, 2000);
thisThread->mainHistory[~us][from_to((ss-1)->currentMove)] << bonus;
}
&& history < -3000 * depth + 3000)
continue;
- history += thisThread->mainHistory[us][from_to(move)];
+ history += thisThread->mainHistory[us][from_to(move)];
// Futility pruning: parent node (~5 Elo)
if ( !ss->inCheck