TranspositionTable TT; // Our global transposition table
+/// TTEntry::save saves a TTEntry
+void TTEntry::save(Key k, Value v, Bound b, Depth d, Move m, Value ev) {
+
+ assert(d / ONE_PLY * ONE_PLY == d);
+
+ // Preserve any existing move for the same position
+ if (m || (k >> 48) != key16)
+ move16 = (uint16_t)m;
+
+ // Overwrite less valuable entries
+ if ( (k >> 48) != key16
+ || d / ONE_PLY > depth8 - 4
+ || b == BOUND_EXACT)
+ {
+ key16 = (uint16_t)(k >> 48);
+ value16 = (int16_t)v;
+ eval16 = (int16_t)ev;
+ genBound8 = (uint8_t)(TT.generation8 | b);
+ depth8 = (int8_t)(d / ONE_PLY);
+ }
+}
+
/// TranspositionTable::resize() sets the size of the transposition table,
/// measured in megabytes. Transposition table consists of a power of 2 number
threads.push_back(std::thread([this, idx]() {
// Thread binding gives faster search on systems with a first-touch policy
- if (Options["Threads"] >= 8)
+ if (Options["Threads"] > 8)
WinProcGroup::bindThisThread(idx);
// Each thread will zero its part of the hash table
for (int i = 0; i < ClusterSize; ++i)
if (!tte[i].key16 || tte[i].key16 == key16)
{
- if ((tte[i].genBound8 & 0xFC) != generation8 && tte[i].key16)
- tte[i].genBound8 = uint8_t(generation8 | tte[i].bound()); // Refresh
+ tte[i].genBound8 = uint8_t(generation8 | tte[i].bound()); // Refresh
return found = (bool)tte[i].key16, &tte[i];
}