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Add some commentary
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 7 additions and 1 deletions
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@ -162,7 +162,10 @@ namespace {
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// Step 6. Razoring
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// Maximum depth for razoring
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const Depth RazorDepth = 4 * OnePly;
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// Dynamic razoring margin based on depth
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inline Value razor_margin(Depth d) { return Value(0x200 + 0x10 * d); }
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// Step 8. Null move search with verification search
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@ -171,11 +174,12 @@ namespace {
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// evaluation of the position is more than NullMoveMargin below beta.
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const Value NullMoveMargin = Value(0x200);
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// Depth limit for use of dynamic threat detection when null move fails low
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// Maximum depth for use of dynamic threat detection when null move fails low
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const Depth ThreatDepth = 5 * OnePly;
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// Step 9. Internal iterative deepening
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// Minimum depth for use of internal iterative deepening
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const Depth IIDDepthAtPVNodes = 5 * OnePly;
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const Depth IIDDepthAtNonPVNodes = 8 * OnePly;
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@ -191,6 +195,7 @@ namespace {
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Depth CheckExtension[2], SingleEvasionExtension[2], PawnPushTo7thExtension[2];
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Depth PassedPawnExtension[2], PawnEndgameExtension[2], MateThreatExtension[2];
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// Minimum depth for use of singular extension
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const Depth SingularExtensionDepthAtPVNodes = 6 * OnePly;
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const Depth SingularExtensionDepthAtNonPVNodes = 8 * OnePly;
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@ -200,6 +205,7 @@ namespace {
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// Step 12. Futility pruning
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// Futility margin for quiescence search
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const Value FutilityMarginQS = Value(0x80);
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// Futility lookup tables (initialized at startup) and their getter functions
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