int FutilityMoveCounts[2][16]; // [improving][depth]
int Reductions[2][2][64][64]; // [pv][improving][depth][moveNumber]
- // Threshold used for countermoves based pruning
- const int CounterMovePruneThreshold = 0;
-
template <bool PvNode> Depth reduction(bool i, Depth d, int mn) {
return Reductions[PvNode][i][std::min(d / ONE_PLY, 63)][std::min(mn, 63)] * ONE_PLY;
}
TT.clear();
for (Thread* th : Threads)
- {
- th->counterMoves.fill(MOVE_NONE);
- th->mainHistory.fill(0);
-
- for (auto& to : th->contHistory)
- for (auto& h : to)
- h.fill(0);
-
- th->contHistory[NO_PIECE][0].fill(CounterMovePruneThreshold - 1);
- }
+ th->clear();
Threads.main()->callsCnt = 0;
Threads.main()->previousScore = VALUE_INFINITE;
namespace Search {
+/// Threshold used for countermoves based pruning
+const int CounterMovePruneThreshold = 0;
+
+
/// Stack struct keeps track of the information we need to remember from nodes
/// shallower and deeper in the tree during the search. Each search thread has
/// its own array of Stack objects, indexed by the current ply.
Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
wait_for_search_finished();
+ clear(); // Zero-init histories (based on std::array)
}
}
+/// Thread::clear() reset histories, usually before a new game
+
+void Thread::clear() {
+
+ counterMoves.fill(MOVE_NONE);
+ mainHistory.fill(0);
+
+ for (auto& to : contHistory)
+ for (auto& h : to)
+ h.fill(0);
+
+ contHistory[NO_PIECE][0].fill(Search::CounterMovePruneThreshold - 1);
+}
+
/// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
explicit Thread(size_t);
virtual ~Thread();
virtual void search();
+ void clear();
void idle_loop();
void start_searching();
void wait_for_search_finished();