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Shortcut futility pruning in qsearch

If we have pruned one capture due to its final value
we can prune also following ones because captures are
MVV ordered.

Also avoid a compare when not in PV because in that
case is always false.

No functional change.
This commit is contained in:
Marco Costalba 2010-06-03 12:10:12 +02:00
parent ab127028ed
commit 5f3c660d5d

View file

@ -1467,12 +1467,13 @@ namespace {
EvalInfo ei;
StateInfo st;
Move ttMove, move;
Value staticValue, bestValue, value, futilityBase, futilityValue;
Value staticValue, bestValue, value, futilityBase;
bool isCheck, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte = NULL;
int moveCount = 0;
int ply = pos.ply();
Value oldAlpha = alpha;
Value futilityValue = VALUE_INFINITE;
TM.incrementNodeCounter(pos.thread());
ss->init(ply);
@ -1524,7 +1525,7 @@ namespace {
return bestValue;
}
if (bestValue > alpha)
if (PvNode && bestValue > alpha)
alpha = bestValue;
// If we are near beta then try to get a cutoff pushing checks a bit further
@ -1560,6 +1561,11 @@ namespace {
&& !move_is_promotion(move)
&& !pos.move_is_passed_pawn_push(move))
{
// Can only decrease from previous move because of
// MVV ordering so we don't need to recheck.
if (futilityValue < alpha)
continue;
futilityValue = futilityBase
+ pos.endgame_value_of_piece_on(move_to(move))
+ (move_is_ep(move) ? PawnValueEndgame : Value(0));