Value gain(Piece p, Square to) const;
void update_gain(Piece p, Square to, Value delta);
+ static const int MaxValue = (1 << 29); // To avoid an overflow
+
private:
Value history[16][64]; // [piece][to_square]
Value maxGains[16][64]; // [piece][to_square]
}
inline void History::update(Piece p, Square to, Value bonus) {
- history[p][to] += bonus;
+ if (abs(history[p][to]) < MaxValue) history[p][to] += bonus;
}
inline Value History::gain(Piece p, Square to) const {
}
inline void History::update_gain(Piece p, Square to, Value gain) {
-
- if (gain >= maxGains[p][to])
- maxGains[p][to] = gain;
- else
- maxGains[p][to]--;
+ maxGains[p][to] = (gain >= maxGains[p][to] ? gain : maxGains[p][to] - 1);
}
#endif // !defined(HISTORY_H_INCLUDED)
{
m = cur->move;
if ((seeScore = pos.see_sign(m)) < 0)
- cur->score = seeScore - (1 << 29); // Be sure are at the bottom
+ cur->score = seeScore - History::MaxValue; // Be sure we are at the bottom
else if (pos.move_is_capture(m))
cur->score = pos.midgame_value_of_piece_on(move_to(m))
- - pos.type_of_piece_on(move_from(m)) + (1 << 29);
+ - pos.type_of_piece_on(move_from(m)) + History::MaxValue;
else
cur->score = H.value(pos.piece_on(move_from(m)), move_to(m));
}