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Better document what we skip when in check
No functional change.
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1 changed files with 4 additions and 4 deletions
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@ -623,7 +623,7 @@ namespace {
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Gains.update(pos.piece_on(to), to, -(ss-1)->staticEval - ss->staticEval);
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}
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// Step 6. Razoring (is omitted in PV nodes)
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// Step 6. Razoring (skipped when in check)
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if ( !PvNode
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&& depth < 4 * ONE_PLY
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&& eval + razor_margin(depth) < beta
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@ -639,7 +639,7 @@ namespace {
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return v;
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}
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// Step 7. Static null move pruning (is omitted in PV nodes)
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// Step 7. Static null move pruning (skipped when in check)
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// We're betting that the opponent doesn't have a move that will reduce
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// the score by more than futility_margin(depth) if we do a null move.
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if ( !PvNode
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@ -710,7 +710,7 @@ namespace {
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}
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}
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// Step 9. ProbCut (is omitted in PV nodes)
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// Step 9. ProbCut (skipped when in check)
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// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
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// and a reduced search returns a value much above beta, we can (almost) safely
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// prune the previous move.
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@ -741,7 +741,7 @@ namespace {
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}
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}
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// Step 10. Internal iterative deepening
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// Step 10. Internal iterative deepening (skipped when in check)
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if ( depth >= (PvNode ? 5 * ONE_PLY : 8 * ONE_PLY)
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&& ttMove == MOVE_NONE
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&& (PvNode || ss->staticEval + Value(256) >= beta))
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