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https://github.com/sockspls/badfish
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Unify sp_search() and search() step 3
Remove old sp_search() code. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 2 additions and 161 deletions
163
src/search.cpp
163
src/search.cpp
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@ -292,9 +292,6 @@ namespace {
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return search<PvNode, false>(pos, ss, alpha, beta, depth, ply);
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return search<PvNode, false>(pos, ss, alpha, beta, depth, ply);
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}
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}
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template <NodeType PvNode>
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void sp_search(Position& pos, SearchStack* ss, Value dumy, Value beta, Depth depth, int ply);
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template <NodeType PvNode>
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template <NodeType PvNode>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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@ -1185,6 +1182,7 @@ namespace {
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split_start:
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split_start:
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// Initialize a MovePicker object for the current position
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// Initialize a MovePicker object for the current position
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// FIXME currently MovePicker() c'tor is needless called also in SplitPoint
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MovePicker mpBase = MovePicker(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
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MovePicker mpBase = MovePicker(pos, ttMove, depth, H, ss, (PvNode ? -VALUE_INFINITE : beta));
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MovePicker& mp = SplitPoint ? *ss->sp->mp : mpBase;
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MovePicker& mp = SplitPoint ? *ss->sp->mp : mpBase;
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CheckInfo ci(pos);
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CheckInfo ci(pos);
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@ -1288,7 +1286,7 @@ split_start:
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{
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{
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lock_grab(&(ss->sp->lock));
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lock_grab(&(ss->sp->lock));
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if (futilityValueScaled > ss->sp->bestValue)
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if (futilityValueScaled > ss->sp->bestValue)
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ss->sp->bestValue = futilityValueScaled;
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ss->sp->bestValue = bestValue = futilityValueScaled;
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}
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}
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else if (futilityValueScaled > bestValue)
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else if (futilityValueScaled > bestValue)
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bestValue = futilityValueScaled;
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bestValue = futilityValueScaled;
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@ -1638,163 +1636,6 @@ split_start:
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search<PvNode, true>(pos, ss, sp->alpha, sp->beta, sp->depth, sp->ply);
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search<PvNode, true>(pos, ss, sp->alpha, sp->beta, sp->depth, sp->ply);
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}
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}
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template <NodeType PvNode>
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void sp_search(Position& pos, SearchStack* ss, Value, Value beta, Depth depth, int ply) {
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StateInfo st;
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Move move;
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Depth ext, newDepth;
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Value value;
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Value futilityValueScaled; // NonPV specific
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bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
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int moveCount;
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value = -VALUE_INFINITE;
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SplitPoint* sp = ss->sp;
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Move threatMove = sp->threatMove;
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MovePicker& mp = *sp->mp;
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int threadID = pos.thread();
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CheckInfo ci(pos);
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isCheck = pos.is_check();
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// Step 10. Loop through moves
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// Loop through all legal moves until no moves remain or a beta cutoff occurs
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lock_grab(&(sp->lock));
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while ( sp->bestValue < beta
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&& (move = mp.get_next_move()) != MOVE_NONE
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&& !ThreadsMgr.thread_should_stop(threadID))
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{
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moveCount = ++sp->moveCount;
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lock_release(&(sp->lock));
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assert(move_is_ok(move));
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moveIsCheck = pos.move_is_check(move, ci);
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captureOrPromotion = pos.move_is_capture_or_promotion(move);
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// Step 11. Decide the new search depth
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ext = extension<PvNode>(pos, move, captureOrPromotion, moveIsCheck, false, sp->mateThreat, &dangerous);
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newDepth = depth - ONE_PLY + ext;
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// Update current move
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ss->currentMove = move;
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// Step 12. Futility pruning (is omitted in PV nodes)
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if ( !PvNode
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&& !captureOrPromotion
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&& !isCheck
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&& !dangerous
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&& !move_is_castle(move))
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{
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// Move count based pruning
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if ( moveCount >= futility_move_count(depth)
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&& !(threatMove && connected_threat(pos, move, threatMove))
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&& sp->bestValue > value_mated_in(PLY_MAX))
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{
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lock_grab(&(sp->lock));
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continue;
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}
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// Value based pruning
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Depth predictedDepth = newDepth - reduction<NonPV>(depth, moveCount);
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futilityValueScaled = ss->eval + futility_margin(predictedDepth, moveCount)
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+ H.gain(pos.piece_on(move_from(move)), move_to(move));
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if (futilityValueScaled < beta)
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{
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lock_grab(&(sp->lock));
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if (futilityValueScaled > sp->bestValue)
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sp->bestValue = futilityValueScaled;
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continue;
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}
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}
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// Step 13. Make the move
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pos.do_move(move, st, ci, moveIsCheck);
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// Step 14. Reduced search
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// If the move fails high will be re-searched at full depth.
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bool doFullDepthSearch = true;
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if ( !captureOrPromotion
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&& !dangerous
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&& !move_is_castle(move)
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&& !move_is_killer(move, ss))
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{
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ss->reduction = reduction<PvNode>(depth, moveCount);
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if (ss->reduction)
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{
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Value localAlpha = sp->alpha;
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Depth d = newDepth - ss->reduction;
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value = d < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, DEPTH_ZERO, ply+1)
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, ply+1);
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doFullDepthSearch = (value > localAlpha);
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}
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// The move failed high, but if reduction is very big we could
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// face a false positive, retry with a less aggressive reduction,
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// if the move fails high again then go with full depth search.
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if (doFullDepthSearch && ss->reduction > 2 * ONE_PLY)
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{
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assert(newDepth - ONE_PLY >= ONE_PLY);
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ss->reduction = ONE_PLY;
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Value localAlpha = sp->alpha;
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value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, ply+1);
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doFullDepthSearch = (value > localAlpha);
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}
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ss->reduction = DEPTH_ZERO; // Restore original reduction
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}
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// Step 15. Full depth search
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if (doFullDepthSearch)
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{
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Value localAlpha = sp->alpha;
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value = newDepth < ONE_PLY ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, DEPTH_ZERO, ply+1)
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, ply+1);
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// Step extra. pv search (only in PV nodes)
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// Search only for possible new PV nodes, if instead value >= beta then
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// parent node fails low with value <= alpha and tries another move.
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if (PvNode && value > localAlpha && value < beta)
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value = newDepth < ONE_PLY ? -qsearch<PV>(pos, ss+1, -beta, -sp->alpha, DEPTH_ZERO, ply+1)
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: - search<PV>(pos, ss+1, -beta, -sp->alpha, newDepth, ply+1);
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}
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// Step 16. Undo move
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pos.undo_move(move);
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assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
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// Step 17. Check for new best move
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lock_grab(&(sp->lock));
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if (value > sp->bestValue && !ThreadsMgr.thread_should_stop(threadID))
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{
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sp->bestValue = value;
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if (value > sp->alpha)
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{
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if (!PvNode || value >= beta)
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sp->stopRequest = true;
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if (PvNode && value < beta) // We want always sp->alpha < beta
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sp->alpha = value;
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sp->parentSstack->bestMove = ss->bestMove = move;
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}
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}
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}
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/* Here we have the lock still grabbed */
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sp->slaves[threadID] = 0;
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lock_release(&(sp->lock));
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}
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// connected_moves() tests whether two moves are 'connected' in the sense
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// connected_moves() tests whether two moves are 'connected' in the sense
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// that the first move somehow made the second move possible (for instance
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// that the first move somehow made the second move possible (for instance
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