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Retire enoughMaterial + lower trapped rook threshold
Here speed up is the name of the game. Speed up is gained: - Removing the useless enoughMaterial code - Limiting trapped rook evaluation to where it counts Tested at long TC: LLR: 2.97 (-2.94,2.94) Total: 10061 W: 1948 L: 1790 D: 6323 bench: 4558173
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parent
bf90499fc3
commit
6960f41e03
2 changed files with 2 additions and 5 deletions
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@ -554,7 +554,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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if (ei.pi->semiopen(Us, file_of(s)))
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score += ei.pi->semiopen(Them, file_of(s)) ? RookOpenFile : RookSemiopenFile;
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if (mob > 6 || ei.pi->semiopen(Us, file_of(s)))
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if (mob > 3 || ei.pi->semiopen(Us, file_of(s)))
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continue;
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Square ksq = pos.king_square(Us);
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@ -1126,7 +1126,7 @@ moves_loop: // When in check and at SpNode search starts from here
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Key posKey;
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Move ttMove, move, bestMove;
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Value bestValue, value, ttValue, futilityValue, futilityBase, oldAlpha;
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bool givesCheck, enoughMaterial, evasionPrunable;
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bool givesCheck, evasionPrunable;
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Depth ttDepth;
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// To flag BOUND_EXACT a node with eval above alpha and no available moves
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@ -1168,7 +1168,6 @@ moves_loop: // When in check and at SpNode search starts from here
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{
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ss->staticEval = ss->evalMargin = VALUE_NONE;
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bestValue = futilityBase = -VALUE_INFINITE;
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enoughMaterial = false;
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}
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else
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{
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@ -1196,7 +1195,6 @@ moves_loop: // When in check and at SpNode search starts from here
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alpha = bestValue;
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futilityBase = ss->staticEval + ss->evalMargin + Value(128);
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMg;
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}
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// Initialize a MovePicker object for the current position, and prepare
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@ -1218,7 +1216,6 @@ moves_loop: // When in check and at SpNode search starts from here
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&& !InCheck
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&& !givesCheck
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&& move != ttMove
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&& enoughMaterial
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&& type_of(move) != PROMOTION
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&& !pos.is_passed_pawn_push(move))
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{
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