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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>
This commit is contained in:
Marco Costalba 2008-12-06 12:22:56 +01:00
parent 6f946f823c
commit db1b0bfa1d

View file

@ -228,29 +228,18 @@ void MovePicker::score_captures() {
// to the badCaptures[] array.
Move m;
int seeValue;
Square from, to;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
from = move_from(m);
to = move_to(m);
bool hxl = ( int(pos.midgame_value_of_piece_on(from))
-int(pos.midgame_value_of_piece_on(to)) > 0)
|| pos.type_of_piece_on(from) == KING;
// Avoid calling see() for LxH and equal captures because
// SEE is always >= 0 and we order for MVV/LVA anyway.
seeValue = (hxl ? pos.see(m) : 0);
seeValue = pos.see(m);
if (seeValue >= 0)
{
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(to))
-int(pos.type_of_piece_on(from));
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
-int(pos.type_of_piece_on(move_from(m)));
}
else
{