summary |
shortlog |
log |
commit | commitdiff |
tree
raw |
patch |
inline | side by side (from parent 1:
3698d9a)
Here the rational seems to be that if after one try easy
move detection fails then the easy move is not so easy :-)
After 15563 games at 60+0.05
ELO: 3.04 +-5.5 (95%) LOS: 97.0%
Total: 15563 W: 2664 L: 2528 D: 10371
No functional change.
Stack ss[MAX_PLY_PLUS_2];
int depth, prevBestMoveChanges;
Value bestValue, alpha, beta, delta;
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;
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
// Stop search early if one move seems to be much better than others
if ( depth >= 12
&& !stop
&& PVSize == 1
&& ( RootMoves.size() == 1
|| Time::now() - SearchTime > (TimeMgr.available_time() * 20) / 100))
{
&& PVSize == 1
&& ( RootMoves.size() == 1
|| Time::now() - SearchTime > (TimeMgr.available_time() * 20) / 100))
{
Value rBeta = bestValue - 2 * PawnValueMg;
(ss+1)->excludedMove = RootMoves[0].pv[0];
(ss+1)->skipNullMove = true;
Value rBeta = bestValue - 2 * PawnValueMg;
(ss+1)->excludedMove = RootMoves[0].pv[0];
(ss+1)->skipNullMove = true;