const Value EasyMoveMargin = Value(0x200);
// Last seconds noise filtering (LSN)
- const bool UseLSNFiltering = true;
+ const bool UseLSNFiltering = false;
const int LSNTime = 4000; // In milliseconds
const Value LSNValue = value_from_centipawns(200);
bool loseOnTime = false;
{
assert(value_to_tt(nullValue, ply) == nullValue);
- TT.store(posKey, nullValue, VALUE_TYPE_LOWER, depth, MOVE_NONE);
+ TT.store(posKey, nullValue, VALUE_TYPE_NS_LO, depth, MOVE_NONE);
return nullValue;
}
} else {
alpha = bestValue;
// If we are near beta then try to get a cutoff pushing checks a bit further
- bool deepChecks = depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8;
+ bool deepChecks = (depth == -OnePly && staticValue >= beta - PawnValueMidgame / 8);
// Initialize a MovePicker object for the current position, and prepare
// to search the moves. Because the depth is <= 0 here, only captures,