mirror of
https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
Revert "Use ply counter in Position object"
Search ply and game ply are rwo different things ! Revert bogus commit. No functional change on bench, but it changes in real games when engine sends all the moves up to current one. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
e9eea87341
commit
a8b9c11f56
5 changed files with 59 additions and 64 deletions
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@ -703,7 +703,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// pointer to point to the new, ready to be updated, state.
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struct ReducedStateInfo {
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Key pawnKey, materialKey;
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int castleRights, rule50, ply, pliesFromNull;
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int castleRights, rule50, gamePly, pliesFromNull;
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Square epSquare;
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Score value;
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Value npMaterial[2];
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@ -715,7 +715,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->ply++] = key;
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history[st->gamePly++] = key;
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// Update side to move
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key ^= zobSideToMove;
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@ -1243,7 +1243,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->ply++] = st->key;
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history[st->gamePly++] = st->key;
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// Update the necessary information
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if (st->epSquare != SQ_NONE)
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@ -1278,7 +1278,7 @@ void Position::undo_null_move() {
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// Update the necessary information
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sideToMove = opposite_color(sideToMove);
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st->rule50--;
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st->ply--;
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st->gamePly--;
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}
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@ -1481,15 +1481,15 @@ void Position::clear() {
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}
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/// Position::reset_ply() simply sets ply to 0. It is used from the
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/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
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/// UCI interface code, whenever a non-reversible move is made in a
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/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
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/// for the program to handle games of arbitrary length, as long as the GUI
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/// handles draws by the 50 move rule correctly.
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void Position::reset_ply() {
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void Position::reset_game_ply() {
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st->ply = 0;
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st->gamePly = 0;
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}
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@ -1666,11 +1666,9 @@ bool Position::is_draw() const {
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if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
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return true;
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assert(st->ply >= st->rule50);
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// Draw by repetition?
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for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2)
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if (history[st->ply - i] == st->key)
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for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
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if (history[st->gamePly - i] == st->key)
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return true;
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return false;
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@ -100,7 +100,7 @@ enum Phase {
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struct StateInfo {
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Key pawnKey, materialKey;
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int castleRights, rule50, ply, pliesFromNull;
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int castleRights, rule50, gamePly, pliesFromNull;
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Square epSquare;
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Score value;
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Value npMaterial[2];
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@ -274,10 +274,11 @@ public:
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bool opposite_colored_bishops() const;
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bool has_pawn_on_7th(Color c) const;
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// Game ply information
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// Current thread ID searching on the position
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int thread() const;
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int ply() const;
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void reset_ply();
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// Reset the gamePly variable to 0
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void reset_game_ply();
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// Position consistency check, for debugging
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bool is_ok(int* failedStep = NULL) const;
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@ -566,8 +567,4 @@ inline int Position::thread() const {
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return threadID;
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}
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inline int Position::ply() const {
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return st->ply;
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}
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#endif // !defined(POSITION_H_INCLUDED)
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@ -89,7 +89,7 @@ namespace {
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void idle_loop(int threadID, SplitPoint* sp);
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template <bool Fake>
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void split(const Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue,
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void split(const Position& pos, SearchStack* ss, int ply, Value* alpha, const Value beta, Value* bestValue,
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Depth depth, bool mateThreat, int* moveCount, MovePicker* mp, bool pvNode);
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private:
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@ -285,10 +285,10 @@ namespace {
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Value root_search(Position& pos, SearchStack* ss, RootMoveList& rml, Value* alphaPtr, Value* betaPtr);
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template <NodeType PvNode>
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Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
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Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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template <NodeType PvNode>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth);
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply);
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template <NodeType PvNode>
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void sp_search(SplitPoint* sp, int threadID);
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@ -635,7 +635,6 @@ namespace {
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H.clear();
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init_ss_array(ss, PLY_MAX_PLUS_2);
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ValueByIteration[1] = rml.get_move_score(0);
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p.reset_ply();
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Iteration = 1;
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// Is one move significantly better than others after initial scoring ?
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@ -876,7 +875,7 @@ namespace {
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alpha = -VALUE_INFINITE;
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// Full depth PV search, done on first move or after a fail high
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value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth);
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value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
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}
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else
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{
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@ -895,7 +894,7 @@ namespace {
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assert(newDepth-ss->reduction >= OnePly);
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// Reduced depth non-pv search using alpha as upperbound
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
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doFullDepthSearch = (value > alpha);
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}
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@ -907,7 +906,7 @@ namespace {
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assert(newDepth - OnePly >= OnePly);
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ss->reduction = OnePly;
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, 1);
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doFullDepthSearch = (value > alpha);
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}
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ss->reduction = Depth(0); // Restore original reduction
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@ -917,12 +916,12 @@ namespace {
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if (doFullDepthSearch)
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{
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// Full depth non-pv search using alpha as upperbound
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth, 1);
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// If we are above alpha then research at same depth but as PV
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// to get a correct score or eventually a fail high above beta.
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if (value > alpha)
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value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth);
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value = -search<PV>(pos, ss+1, -beta, -alpha, newDepth, 1);
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}
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}
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@ -1045,12 +1044,12 @@ namespace {
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// search<>() is the main search function for both PV and non-PV nodes
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template <NodeType PvNode>
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Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
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Value search(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
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assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
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assert(beta > alpha && beta <= VALUE_INFINITE);
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assert(PvNode || alpha == beta - 1);
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assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
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assert(ply > 0 && ply < PLY_MAX);
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assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
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Move movesSearched[256];
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@ -1066,7 +1065,6 @@ namespace {
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bool mateThreat = false;
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int moveCount = 0;
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int threadID = pos.thread();
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int ply = pos.ply();
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refinedValue = bestValue = value = -VALUE_INFINITE;
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oldAlpha = alpha;
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@ -1153,7 +1151,7 @@ namespace {
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TT.store(posKey, ss->eval, VALUE_TYPE_EXACT, Depth(-127*OnePly), MOVE_NONE, ss->eval, ei.kingDanger[pos.side_to_move()]);
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Value rbeta = beta - razor_margin(depth);
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Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0));
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Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, Depth(0), ply);
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if (v < rbeta)
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// Logically we should return (v + razor_margin(depth)), but
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// surprisingly this did slightly weaker in tests.
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@ -1196,8 +1194,8 @@ namespace {
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pos.do_null_move(st);
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(ss+1)->skipNullMove = true;
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nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0))
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: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly);
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nullValue = depth-R*OnePly < OnePly ? -qsearch<NonPV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -beta, -alpha, depth-R*OnePly, ply+1);
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(ss+1)->skipNullMove = false;
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pos.undo_null_move();
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@ -1212,7 +1210,7 @@ namespace {
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return nullValue;
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ss->skipNullMove = true;
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Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly);
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Value v = search<NonPV>(pos, ss, alpha, beta, depth-5*OnePly, ply);
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ss->skipNullMove = false;
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if (v >= beta)
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@ -1245,7 +1243,7 @@ namespace {
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Depth d = (PvNode ? depth - 2 * OnePly : depth / 2);
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ss->skipNullMove = true;
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search<PvNode>(pos, ss, alpha, beta, d);
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search<PvNode>(pos, ss, alpha, beta, d, ply);
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ss->skipNullMove = false;
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ttMove = ss->pv[0];
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@ -1297,10 +1295,9 @@ namespace {
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Value b = ttValue - SingularExtensionMargin;
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ss->excludedMove = move;
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ss->skipNullMove = true;
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Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2);
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Value v = search<NonPV>(pos, ss, b - 1, b, depth / 2, ply);
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ss->skipNullMove = false;
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ss->excludedMove = MOVE_NONE;
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if (v < ttValue - SingularExtensionMargin)
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ext = OnePly;
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}
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@ -1346,8 +1343,8 @@ namespace {
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// Step extra. pv search (only in PV nodes)
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// The first move in list is the expected PV
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if (PvNode && moveCount == 1)
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0))
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
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else
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{
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// Step 14. Reduced depth search
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@ -1364,8 +1361,8 @@ namespace {
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if (ss->reduction)
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{
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Depth d = newDepth - ss->reduction;
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value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0))
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d);
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value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, d, ply+1);
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doFullDepthSearch = (value > alpha);
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}
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@ -1378,7 +1375,7 @@ namespace {
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assert(newDepth - OnePly >= OnePly);
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ss->reduction = OnePly;
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction);
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value = -search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth-ss->reduction, ply+1);
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doFullDepthSearch = (value > alpha);
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}
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ss->reduction = Depth(0); // Restore original reduction
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@ -1387,15 +1384,15 @@ namespace {
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// Step 15. Full depth search
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if (doFullDepthSearch)
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{
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value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0))
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, newDepth);
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value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(alpha+1), -alpha, Depth(0), ply+1)
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: - search<NonPV>(pos, ss+1, -(alpha+1), -alpha, 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 > alpha && value < beta)
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0))
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth);
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -beta, -alpha, Depth(0), ply+1)
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: - search<PV>(pos, ss+1, -beta, -alpha, newDepth, ply+1);
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}
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}
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@ -1428,7 +1425,7 @@ namespace {
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&& !AbortSearch
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&& !TM.thread_should_stop(threadID)
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&& Iteration <= 99)
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TM.split<FakeSplit>(pos, ss, &alpha, beta, &bestValue, depth,
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TM.split<FakeSplit>(pos, ss, ply, &alpha, beta, &bestValue, depth,
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mateThreat, &moveCount, &mp, PvNode);
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}
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@ -1473,13 +1470,13 @@ namespace {
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// less than OnePly).
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template <NodeType PvNode>
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth) {
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Value qsearch(Position& pos, SearchStack* ss, Value alpha, Value beta, Depth depth, int ply) {
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assert(alpha >= -VALUE_INFINITE && alpha <= VALUE_INFINITE);
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assert(beta >= -VALUE_INFINITE && beta <= VALUE_INFINITE);
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assert(PvNode || alpha == beta - 1);
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assert(depth <= 0);
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assert(pos.ply() > 0 && pos.ply() < PLY_MAX);
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assert(ply > 0 && ply < PLY_MAX);
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assert(pos.thread() >= 0 && pos.thread() < TM.active_threads());
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EvalInfo ei;
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@ -1489,7 +1486,6 @@ namespace {
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bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
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const TTEntry* tte;
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Value oldAlpha = alpha;
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int ply = pos.ply();
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TM.incrementNodeCounter(pos.thread());
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ss->pv[0] = ss->pv[1] = ss->currentMove = MOVE_NONE;
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@ -1607,7 +1603,7 @@ namespace {
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// Make and search the move
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pos.do_move(move, st, ci, moveIsCheck);
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value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly);
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value = -qsearch<PvNode>(pos, ss+1, -beta, -alpha, depth-OnePly, ply+1);
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pos.undo_move(move);
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assert(value > -VALUE_INFINITE && value < VALUE_INFINITE);
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@ -1750,8 +1746,9 @@ namespace {
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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 < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0))
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d);
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value = d < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, d, sp->ply+1);
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doFullDepthSearch = (value > localAlpha);
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}
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@ -1764,7 +1761,7 @@ namespace {
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ss->reduction = OnePly;
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Value localAlpha = sp->alpha;
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value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction);
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value = -search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth-ss->reduction, sp->ply+1);
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doFullDepthSearch = (value > localAlpha);
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}
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ss->reduction = Depth(0); // Restore original reduction
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@ -1774,15 +1771,15 @@ namespace {
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if (doFullDepthSearch)
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{
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Value localAlpha = sp->alpha;
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value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0))
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth);
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value = newDepth < OnePly ? -qsearch<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, Depth(0), sp->ply+1)
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: - search<NonPV>(pos, ss+1, -(localAlpha+1), -localAlpha, newDepth, sp->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 < sp->beta)
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0))
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: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth);
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value = newDepth < OnePly ? -qsearch<PV>(pos, ss+1, -sp->beta, -sp->alpha, Depth(0), sp->ply+1)
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: - search<PV>(pos, ss+1, -sp->beta, -sp->alpha, newDepth, sp->ply+1);
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}
|
||||
|
||||
// Step 16. Undo move
|
||||
|
@ -2627,10 +2624,11 @@ namespace {
|
|||
// split() returns.
|
||||
|
||||
template <bool Fake>
|
||||
void ThreadsManager::split(const Position& p, SearchStack* ss, Value* alpha, const Value beta,
|
||||
Value* bestValue, Depth depth, bool mateThreat, int* moveCount,
|
||||
MovePicker* mp, bool pvNode) {
|
||||
void ThreadsManager::split(const Position& p, SearchStack* ss, int ply, Value* alpha,
|
||||
const Value beta, Value* bestValue, Depth depth, bool mateThreat,
|
||||
int* moveCount, MovePicker* mp, bool pvNode) {
|
||||
assert(p.is_ok());
|
||||
assert(ply > 0 && ply < PLY_MAX);
|
||||
assert(*bestValue >= -VALUE_INFINITE);
|
||||
assert(*bestValue <= *alpha);
|
||||
assert(*alpha < beta);
|
||||
|
@ -2658,6 +2656,7 @@ namespace {
|
|||
// Initialize the split point object
|
||||
splitPoint->parent = threads[master].splitPoint;
|
||||
splitPoint->stopRequest = false;
|
||||
splitPoint->ply = ply;
|
||||
splitPoint->depth = depth;
|
||||
splitPoint->mateThreat = mateThreat;
|
||||
splitPoint->alpha = *alpha;
|
||||
|
@ -2792,7 +2791,7 @@ namespace {
|
|||
init_ss_array(ss, PLY_MAX_PLUS_2);
|
||||
pos.do_move(cur->move, st);
|
||||
moves[count].move = cur->move;
|
||||
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0));
|
||||
moves[count].score = -qsearch<PV>(pos, ss+1, -VALUE_INFINITE, VALUE_INFINITE, Depth(0), 1);
|
||||
moves[count].pv[0] = cur->move;
|
||||
moves[count].pv[1] = MOVE_NONE;
|
||||
pos.undo_move(cur->move);
|
||||
|
|
|
@ -54,6 +54,7 @@ struct SplitPoint {
|
|||
Depth depth;
|
||||
bool pvNode, mateThreat;
|
||||
Value beta;
|
||||
int ply;
|
||||
SearchStack sstack[MAX_THREADS][PLY_MAX_PLUS_2];
|
||||
|
||||
// Const pointers to shared data
|
||||
|
|
|
@ -206,7 +206,7 @@ namespace {
|
|||
move = move_from_string(RootPosition, token);
|
||||
RootPosition.do_move(move, st);
|
||||
if (RootPosition.rule_50_counter() == 0)
|
||||
RootPosition.reset_ply();
|
||||
RootPosition.reset_game_ply();
|
||||
}
|
||||
// Our StateInfo st is about going out of scope so copy
|
||||
// its content inside RootPosition before they disappear.
|
||||
|
|
Loading…
Add table
Reference in a new issue