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Allow to prune also first move
Tested togheter with previous patch; shows no regression and is a semplification. After 5817 games: Mod vs Orig 939 - 892 - 3986 ELO +2 (+- 5.1) Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 3 additions and 4 deletions
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@ -1045,12 +1045,12 @@ split_point_start: // At split points actual search starts from here
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&& !inCheck
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&& !dangerous
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&& move != ttMove
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&& !is_castle(move))
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&& !is_castle(move)
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&& (bestValue > VALUE_MATED_IN_PLY_MAX || bestValue == -VALUE_INFINITE))
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{
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// Move count based pruning
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if ( moveCount >= futility_move_count(depth)
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&& (!threatMove || !connected_threat(pos, move, threatMove))
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&& bestValue > VALUE_MATED_IN_PLY_MAX) // FIXME bestValue is racy
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&& (!threatMove || !connected_threat(pos, move, threatMove)))
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{
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if (SpNode)
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lock_grab(&(sp->lock));
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@ -1075,7 +1075,6 @@ split_point_start: // At split points actual search starts from here
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// Prune moves with negative SEE at low depths
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if ( predictedDepth < 2 * ONE_PLY
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&& bestValue > VALUE_MATED_IN_PLY_MAX
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&& pos.see_sign(move) < 0)
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{
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if (SpNode)
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