std::vector<RootMove> RootMoves;
Position RootPos;
Color RootColor;
- Time::point SearchTime, IterationTime;
+ Time::point SearchTime;
StateStackPtr SetupStates;
}
sync_cout << uci_pv(pos, depth, alpha, beta) << sync_endl;
}
- IterationTime = Time::now() - SearchTime;
+ Time::point iterationTime = Time::now() - SearchTime;
// If skill levels are enabled and time is up, pick a sub-optimal best move
if (skill.enabled() && skill.time_to_pick(depth))
// Stop the search if only one legal move is available or all
// of the available time has been used.
if ( RootMoves.size() == 1
- || IterationTime > TimeMgr.available_time() )
+ || iterationTime > TimeMgr.available_time() )
stop = true;
if (stop)
}
}
- // Step 9. Multi-Cut (skipped when in check)
+ // Step 9. ProbCut (skipped when in check)
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
|| pos.advanced_pawn_push(move);
// Step 12. Extend checks
- if (givesCheck && pos.see_sign(move) >= 0)
+ if (givesCheck && pos.see_sign(move) >= VALUE_ZERO)
ext = ONE_PLY;
// Singular extension search. If all moves but one fail low on a search of
}
// Prune moves with negative SEE at low depths
- if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < 0)
+ if (predictedDepth < 4 * ONE_PLY && pos.see_sign(move) < VALUE_ZERO)
{
if (SpNode)
splitPoint->mutex.lock();
continue;
}
- if (futilityBase < beta && pos.see(move) <= 0)
+ if (futilityBase < beta && pos.see(move) <= VALUE_ZERO)
{
bestValue = std::max(bestValue, futilityBase);
continue;
&& (!InCheck || evasionPrunable)
&& move != ttMove
&& type_of(move) != PROMOTION
- && pos.see_sign(move) < 0)
+ && pos.see_sign(move) < VALUE_ZERO)
continue;
// Check for legality just before making the move
Time::point elapsed = Time::now() - SearchTime;
bool stillAtFirstMove = Signals.firstRootMove
&& !Signals.failedLowAtRoot
- && elapsed > TimeMgr.available_time()
- && elapsed > IterationTime * 1.4;
+ && elapsed > TimeMgr.available_time() * 75 / 100;
bool noMoreTime = elapsed > TimeMgr.maximum_time() - 2 * TimerThread::Resolution
|| stillAtFirstMove;