Stack ss[MAX_PLY_PLUS_2];
int depth, prevBestMoveChanges;
Value bestValue, alpha, beta, delta;
+ bool triedEasyMove = false;
memset(ss, 0, 4 * sizeof(Stack));
depth = BestMoveChanges = 0;
// Stop search early if one move seems to be much better than others
if ( depth >= 12
&& !stop
+ && !triedEasyMove
&& PVSize == 1
&& ( RootMoves.size() == 1
|| Time::now() - SearchTime > (TimeMgr.available_time() * 20) / 100))
{
+ triedEasyMove = true;
Value rBeta = bestValue - 2 * PawnValueMg;
(ss+1)->excludedMove = RootMoves[0].pv[0];
(ss+1)->skipNullMove = true;
newDepth = depth - ONE_PLY + ext;
// Step 13. Futility pruning (is omitted in PV nodes)
- if ( !captureOrPromotion
+ if ( !PvNode
+ && !captureOrPromotion
&& !inCheck
&& !dangerous
&& move != ttMove)
{
// Move count based pruning
- if ( !PvNode
- && depth < 16 * ONE_PLY
+ if ( depth < 16 * ONE_PLY
&& moveCount >= FutilityMoveCounts[depth]
&& (!threatMove || !refutes(pos, move, threatMove)))
{
futilityValue = ss->staticEval + ss->evalMargin + futility_margin(predictedDepth, moveCount)
+ Gain[pos.piece_moved(move)][to_sq(move)];
- if (!PvNode && futilityValue < beta)
+ if (futilityValue < beta)
{
if (SpNode)
splitPoint->mutex.lock();
}
// Prune moves with negative SEE at low depths
- if ( predictedDepth < 2 * ONE_PLY
+ if ( predictedDepth < 3 * ONE_PLY
&& pos.see_sign(move) < 0)
{
if (SpNode)