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Optimize order of a few conditions in search
Also fix size of KingDanger array to reduce memory footprint. Small speed up of around 0.5% No functional change.
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2 changed files with 5 additions and 5 deletions
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@ -210,7 +210,7 @@ namespace {
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// in KingDanger[]. Various little "meta-bonuses" measuring the strength
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// in KingDanger[]. Various little "meta-bonuses" measuring the strength
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// of the enemy attack are added up into an integer, which is used as an
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// of the enemy attack are added up into an integer, which is used as an
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// index to KingDanger[].
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// index to KingDanger[].
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Score KingDanger[512];
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Score KingDanger[400];
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
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@ -725,8 +725,8 @@ namespace {
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// Step 6. Razoring (skipped when in check)
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// Step 6. Razoring (skipped when in check)
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if ( !PvNode
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if ( !PvNode
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&& depth < 4 * ONE_PLY
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&& depth < 4 * ONE_PLY
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&& eval + razor_margin[depth / ONE_PLY] <= alpha
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&& ttMove == MOVE_NONE
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&& ttMove == MOVE_NONE)
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&& eval + razor_margin[depth / ONE_PLY] <= alpha)
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{
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{
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if ( depth <= ONE_PLY
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if ( depth <= ONE_PLY
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&& eval + razor_margin[3 * ONE_PLY] <= alpha)
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&& eval + razor_margin[3 * ONE_PLY] <= alpha)
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@ -924,8 +924,8 @@ moves_loop: // When in check search starts from here
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&& !captureOrPromotion
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&& !captureOrPromotion
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&& !inCheck
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&& !inCheck
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&& !givesCheck
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&& !givesCheck
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&& !pos.advanced_pawn_push(move)
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&& bestValue > VALUE_MATED_IN_MAX_PLY
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&& bestValue > VALUE_MATED_IN_MAX_PLY)
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&& !pos.advanced_pawn_push(move))
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{
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{
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// Move count based pruning
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// Move count based pruning
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if (moveCountPruning)
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if (moveCountPruning)
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