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Simplify away non-normal moves in SEE
credit goes to @mstembera for suggesting this approach. SEE now deals with castling, promotion and en passant in a similar way. passed STC LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 32902 W: 6079 L: 5979 D: 20844 passed LTC LLR: 3.92 (-2.94,2.94) [-3.00,1.00] Total: 110698 W: 14198 L: 14145 D: 82355 Bench: 5713905
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1 changed files with 4 additions and 14 deletions
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@ -993,10 +993,8 @@ bool Position::see_ge(Move m, Value threshold) const {
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assert(is_ok(m));
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assert(is_ok(m));
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// Castling moves are implemented as king capturing the rook so cannot be
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// Only deal with normal moves, assume others pass a simple see
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// handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
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if (type_of(m) != NORMAL)
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// correct unless in the rare case the rook ends up under attack.
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if (type_of(m) == CASTLING)
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return VALUE_ZERO >= threshold;
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return VALUE_ZERO >= threshold;
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Square from = from_sq(m), to = to_sq(m);
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Square from = from_sq(m), to = to_sq(m);
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@ -1005,16 +1003,8 @@ bool Position::see_ge(Move m, Value threshold) const {
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Value balance; // Values of the pieces taken by us minus opponent's ones
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Value balance; // Values of the pieces taken by us minus opponent's ones
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Bitboard occupied, stmAttackers;
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Bitboard occupied, stmAttackers;
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if (type_of(m) == ENPASSANT)
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balance = PieceValue[MG][piece_on(to)];
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{
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occupied = 0;
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occupied = SquareBB[to - pawn_push(~stm)]; // Remove the captured pawn
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balance = PieceValue[MG][PAWN];
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}
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else
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{
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balance = PieceValue[MG][piece_on(to)];
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occupied = 0;
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}
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if (balance < threshold)
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if (balance < threshold)
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return false;
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return false;
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