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Revert see() shortcut for LxH and equal captures
It happens that more then 70% of cases are HxL, where we call see() anyway. The mesured saving of calling see is about 0,5% of total time, but considering the added burden in score_captures() the saving is only 0,35% locally and due to more difficult inlining of the function it ends up that we have no advantage at all, possibly a small slow down! So revert. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 3 additions and 14 deletions
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@ -228,29 +228,18 @@ void MovePicker::score_captures() {
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// to the badCaptures[] array.
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Move m;
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int seeValue;
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Square from, to;
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for (int i = 0; i < numOfMoves; i++)
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{
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m = moves[i].move;
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from = move_from(m);
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to = move_to(m);
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bool hxl = ( int(pos.midgame_value_of_piece_on(from))
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-int(pos.midgame_value_of_piece_on(to)) > 0)
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|| pos.type_of_piece_on(from) == KING;
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// Avoid calling see() for LxH and equal captures because
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// SEE is always >= 0 and we order for MVV/LVA anyway.
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seeValue = (hxl ? pos.see(m) : 0);
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seeValue = pos.see(m);
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if (seeValue >= 0)
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{
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if (move_promotion(m))
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moves[i].score = QueenValueMidgame;
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else
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moves[i].score = int(pos.midgame_value_of_piece_on(to))
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-int(pos.type_of_piece_on(from));
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moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
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-int(pos.type_of_piece_on(move_from(m)));
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}
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else
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{
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