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Inline extension()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 45 additions and 50 deletions
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@ -243,9 +243,6 @@ namespace {
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template <NodeType NT>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
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template <bool PvNode>
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Depth extension(const Position& pos, Move m, bool captureOrPromotion, bool moveIsCheck, bool* dangerous);
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bool check_is_dangerous(Position &pos, Move move, Value futilityBase, Value beta, Value *bValue);
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bool connected_moves(const Position& pos, Move m1, Move m2);
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Value value_to_tt(Value v, int ply);
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@ -285,6 +282,51 @@ namespace {
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return os;
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}
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// extension() decides whether a move should be searched with normal depth,
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// or with extended depth. Certain classes of moves (checking moves, in
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// particular) are searched with bigger depth than ordinary moves and in
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// any case are marked as 'dangerous'. Note that also if a move is not
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// extended, as example because the corresponding UCI option is set to zero,
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// the move is marked as 'dangerous' so, at least, we avoid to prune it.
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template <bool PvNode>
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FORCE_INLINE Depth extension(const Position& pos, Move m, bool captureOrPromotion,
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bool moveIsCheck, bool* dangerous) {
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assert(m != MOVE_NONE);
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Depth result = DEPTH_ZERO;
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*dangerous = moveIsCheck;
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if (moveIsCheck && pos.see_sign(m) >= 0)
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result += CheckExtension[PvNode];
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if (pos.type_of_piece_on(move_from(m)) == PAWN)
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{
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Color c = pos.side_to_move();
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if (relative_rank(c, move_to(m)) == RANK_7)
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{
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result += PawnPushTo7thExtension[PvNode];
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*dangerous = true;
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}
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if (pos.pawn_is_passed(c, move_to(m)))
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{
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result += PassedPawnExtension[PvNode];
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*dangerous = true;
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}
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}
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if ( captureOrPromotion
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&& pos.type_of_piece_on(move_to(m)) != PAWN
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&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
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- pos.midgame_value_of_piece_on(move_to(m)) == VALUE_ZERO)
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&& !move_is_special(m))
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{
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result += PawnEndgameExtension[PvNode];
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*dangerous = true;
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}
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return Min(result, ONE_PLY);
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}
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} // namespace
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@ -1605,53 +1647,6 @@ split_point_start: // At split points actual search starts from here
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}
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// extension() decides whether a move should be searched with normal depth,
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// or with extended depth. Certain classes of moves (checking moves, in
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// particular) are searched with bigger depth than ordinary moves and in
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// any case are marked as 'dangerous'. Note that also if a move is not
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// extended, as example because the corresponding UCI option is set to zero,
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// the move is marked as 'dangerous' so, at least, we avoid to prune it.
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template <bool PvNode>
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Depth extension(const Position& pos, Move m, bool captureOrPromotion,
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bool moveIsCheck, bool* dangerous) {
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assert(m != MOVE_NONE);
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Depth result = DEPTH_ZERO;
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*dangerous = moveIsCheck;
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if (moveIsCheck && pos.see_sign(m) >= 0)
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result += CheckExtension[PvNode];
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if (pos.type_of_piece_on(move_from(m)) == PAWN)
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{
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Color c = pos.side_to_move();
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if (relative_rank(c, move_to(m)) == RANK_7)
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{
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result += PawnPushTo7thExtension[PvNode];
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*dangerous = true;
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}
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if (pos.pawn_is_passed(c, move_to(m)))
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{
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result += PassedPawnExtension[PvNode];
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*dangerous = true;
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}
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}
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if ( captureOrPromotion
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&& pos.type_of_piece_on(move_to(m)) != PAWN
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&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
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- pos.midgame_value_of_piece_on(move_to(m)) == VALUE_ZERO)
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&& !move_is_special(m))
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{
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result += PawnEndgameExtension[PvNode];
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*dangerous = true;
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}
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return Min(result, ONE_PLY);
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}
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// connected_threat() tests whether it is safe to forward prune a move or if
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// is somehow connected to the threat move returned by null search.
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