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Properly handle odd depths in razor formula
A little bit more aggressive, but should be more in line with the depths logic. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 3 additions and 3 deletions
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@ -1242,14 +1242,14 @@ namespace {
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else if ( !value_is_mate(beta)
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else if ( !value_is_mate(beta)
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&& approximateEval < beta - RazorMargin
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&& approximateEval < beta - RazorMargin
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&& depth < RazorDepth
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&& depth < RazorDepth
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&& (RazorAtDepthOne || depth > OnePly)
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&& (RazorAtDepthOne || depth >= 2*OnePly)
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&& ttMove == MOVE_NONE
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&& ttMove == MOVE_NONE
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&& !pos.has_pawn_on_7th(pos.side_to_move()))
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&& !pos.has_pawn_on_7th(pos.side_to_move()))
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{
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{
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Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
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Value v = qsearch(pos, ss, beta-1, beta, Depth(0), ply, threadID);
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if ( (v < beta - RazorMargin - RazorMargin / 4)
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if ( (v < beta - RazorMargin - RazorMargin / 4)
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|| (depth <= 2*OnePly && v < beta - RazorMargin)
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|| (depth < 3*OnePly && v < beta - RazorMargin)
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|| (depth <= OnePly && v < beta - RazorMargin / 2))
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|| (depth < 2*OnePly && v < beta - RazorMargin / 2))
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return v;
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return v;
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}
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}
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