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Replace MVV/LVA by MVV for good captures
Passed STC LLR: 3.71 (-2.94,2.94) [-3.00,1.00] Total: 64363 W: 12299 L: 12214 D: 39850 and LTC LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 69976 W: 11056 L: 11011 D: 47909 Bench: 8012532 Resolves #340
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1 changed files with 3 additions and 11 deletions
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@ -134,10 +134,10 @@ MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h, const
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/// highest values will be picked first.
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template<>
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void MovePicker::score<CAPTURES>() {
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// Winning and equal captures in the main search are ordered by MVV/LVA.
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// Winning and equal captures in the main search are ordered by MVV.
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// Suprisingly, this appears to perform slightly better than SEE based
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// move ordering. The reason is probably that in a position with a winning
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// capture, capturing a more valuable (but sufficiently defended) piece
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// capture, capturing a valuable (but sufficiently defended) piece
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// first usually doesn't hurt. The opponent will have to recapture, and
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// the hanging piece will still be hanging (except in the unusual cases
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// where it is possible to recapture with the hanging piece). Exchanging
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@ -148,15 +148,7 @@ void MovePicker::score<CAPTURES>() {
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// has been picked up in pick_move_from_list(). This way we save some SEE
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// calls in case we get a cutoff.
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for (auto& m : *this)
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if (type_of(m) == ENPASSANT)
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m.value = PieceValue[MG][PAWN] - Value(PAWN);
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else if (type_of(m) == PROMOTION)
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m.value = PieceValue[MG][pos.piece_on(to_sq(m))] - Value(PAWN)
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+ PieceValue[MG][promotion_type(m)] - PieceValue[MG][PAWN];
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else
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m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(type_of(pos.moved_piece(m)));
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m.value = Value(int(pos.piece_on(to_sq(m))));
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}
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template<>
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