namespace {
- // Maximum number of allowed moves per position
- const int MOVES_MAX = 256;
-
// Types
enum NodeType { NonPV, PV };
// Init futility move count array
for (d = 0; d < 32; d++)
- FutilityMoveCountArray[d] = 3 + (1 << (3 * d / 8));
+ FutilityMoveCountArray[d] = int(3.001 + 0.25 * pow(d, 2.0));
}
// Add some extra time if the best move has changed during the last two iterations
if (Iteration > 5 && Iteration <= 50)
- TimeMgr.pv_unstability(BestMoveChangesByIteration[Iteration],
+ TimeMgr.pv_instability(BestMoveChangesByIteration[Iteration],
BestMoveChangesByIteration[Iteration-1]);
// Stop search if most of MaxSearchTime is consumed at the end of the
// Step 2. Check for aborted search and immediate draw
if (AbortSearch || ThreadsMgr.thread_should_stop(threadID))
- return VALUE_ZERO;
+ return VALUE_DRAW;
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;
assert(tte->static_value() != VALUE_NONE);
evalMargin = tte->static_value_margin();
- bestValue = tte->static_value();
+ ss->eval = bestValue = tte->static_value();
}
else
- bestValue = evaluate(pos, evalMargin);
+ ss->eval = bestValue = evaluate(pos, evalMargin);
- ss->eval = bestValue;
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
// Stand pat. Return immediately if static value is at least beta
deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
// Futility pruning parameters, not needed when in check
- futilityBase = bestValue + FutilityMarginQS + evalMargin;
+ futilityBase = ss->eval + evalMargin + FutilityMarginQS;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
}
}
}
- // Detect blocking evasions that are candidate to be pruned
+ // Detect non-capture evasions that are candidate to be pruned
evasionPrunable = isCheck
&& bestValue > value_mated_in(PLY_MAX)
&& !pos.move_is_capture(move)