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Revert threat move ordering

Does not seem to improve anything.

Anyhow idea is nice, maybe we still have to find
correct recipe.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-11-26 11:22:30 +01:00
parent 20a2ca366f
commit cff3a6d33e
2 changed files with 1 additions and 7 deletions

View file

@ -72,7 +72,6 @@ MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
killer2 = ss.killers[1];
threatMove = ss.threatMove;
depth = d;
movesPicked = 0;
numOfMoves = 0;
@ -271,11 +270,6 @@ void MovePicker::score_noncaptures() {
else
hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
// If the null move was refuted by a capture then give a
// bonus if we move away the captured piece.
if (threatMove != MOVE_NONE && move_from(m) == move_to(threatMove))
hs *= 3;
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;

View file

@ -83,7 +83,7 @@ private:
int find_best_index(Bitboard* squares, int values[]);
const Position& pos;
Move ttMove, mateKiller, killer1, killer2, threatMove;
Move ttMove, mateKiller, killer1, killer2;
Bitboard pinned, dc;
MoveStack moves[256], badCaptures[64];
bool pvNode;