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DroidFish: Updated stockfish engine to development version 2017-09-06.
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@@ -2,7 +2,7 @@
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@@ -21,7 +21,6 @@
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#include <cassert>
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#include "movepick.h"
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#include "thread.h"
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namespace {
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@@ -34,27 +33,28 @@ namespace {
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QSEARCH_RECAPTURES, QRECAPTURES
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};
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// Our insertion sort, which is guaranteed to be stable, as it should be
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void insertion_sort(ExtMove* begin, ExtMove* end)
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{
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ExtMove tmp, *p, *q;
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// partial_insertion_sort() sorts moves in descending order up to and including
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// a given limit. The order of moves smaller than the limit is left unspecified.
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void partial_insertion_sort(ExtMove* begin, ExtMove* end, int limit) {
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for (p = begin + 1; p < end; ++p)
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{
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tmp = *p;
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for (q = p; q != begin && *(q-1) < tmp; --q)
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*q = *(q-1);
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*q = tmp;
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}
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for (ExtMove *sortedEnd = begin, *p = begin + 1; p < end; ++p)
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if (p->value >= limit)
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{
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ExtMove tmp = *p, *q;
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*p = *++sortedEnd;
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for (q = sortedEnd; q != begin && *(q - 1) < tmp; --q)
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*q = *(q - 1);
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*q = tmp;
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}
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}
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// pick_best() finds the best move in the range (begin, end) and moves it to
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// the front. It's faster than sorting all the moves in advance when there
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// are few moves, e.g., the possible captures.
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Move pick_best(ExtMove* begin, ExtMove* end)
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{
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std::swap(*begin, *std::max_element(begin, end));
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return *begin;
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Move pick_best(ExtMove* begin, ExtMove* end) {
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std::swap(*begin, *std::max_element(begin, end));
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return *begin;
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}
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} // namespace
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@@ -66,21 +66,22 @@ namespace {
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/// search captures, promotions, and some checks) and how important good move
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/// ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Search::Stack* s)
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: pos(p), ss(s), depth(d) {
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/// MovePicker constructor for the main search
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
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const PieceToHistory** ch, Move cm, Move* killers_p)
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: pos(p), mainHistory(mh), contHistory(ch), countermove(cm),
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killers{killers_p[0], killers_p[1]}, depth(d){
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assert(d > DEPTH_ZERO);
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Square prevSq = to_sq((ss-1)->currentMove);
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countermove = pos.this_thread()->counterMoves[pos.piece_on(prevSq)][prevSq];
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stage = pos.checkers() ? EVASION : MAIN_SEARCH;
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ttMove = ttm && pos.pseudo_legal(ttm) ? ttm : MOVE_NONE;
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stage += (ttMove == MOVE_NONE);
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}
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Square s)
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: pos(p) {
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/// MovePicker constructor for quiescence search
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh, Square s)
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: pos(p), mainHistory(mh) {
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assert(d <= DEPTH_ZERO);
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@@ -104,81 +105,57 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, Square s)
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stage += (ttMove == MOVE_NONE);
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}
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/// MovePicker constructor for ProbCut: we generate captures with SEE higher
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/// than or equal to the given threshold.
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MovePicker::MovePicker(const Position& p, Move ttm, Value th)
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: pos(p), threshold(th) {
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assert(!pos.checkers());
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stage = PROBCUT;
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// In ProbCut we generate captures with SEE higher than the given threshold
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ttMove = ttm
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&& pos.pseudo_legal(ttm)
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&& pos.capture(ttm)
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&& pos.see_ge(ttm, threshold + 1)? ttm : MOVE_NONE;
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&& pos.see_ge(ttm, threshold) ? ttm : MOVE_NONE;
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stage += (ttMove == MOVE_NONE);
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}
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/// score() assigns a numerical value to each move in a list, used for sorting.
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/// Captures are ordered by Most Valuable Victim (MVV), preferring captures
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/// near our home rank. Quiets are ordered using the histories.
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template<GenType Type>
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void MovePicker::score() {
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/// score() assigns a numerical value to each move in a move list. The moves with
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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, preferring
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// captures near our home rank. Surprisingly, this appears to perform slightly
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// better than SEE-based move ordering: exchanging big pieces before capturing
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// a hanging piece probably helps to reduce the subtree size.
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// In the main search we want to push captures with negative SEE values to the
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// badCaptures[] array, but instead of doing it now we delay until the move
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// has been picked up, saving some SEE calls in case we get a cutoff.
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for (auto& m : *this)
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m.value = PieceValue[MG][pos.piece_on(to_sq(m))]
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- Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
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}
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template<>
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void MovePicker::score<QUIETS>() {
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const HistoryStats& history = pos.this_thread()->history;
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const FromToStats& fromTo = pos.this_thread()->fromTo;
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const CounterMoveStats* cm = (ss-1)->counterMoves;
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const CounterMoveStats* fm = (ss-2)->counterMoves;
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const CounterMoveStats* f2 = (ss-4)->counterMoves;
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Color c = pos.side_to_move();
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static_assert(Type == CAPTURES || Type == QUIETS || Type == EVASIONS, "Wrong type");
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for (auto& m : *this)
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m.value = history[pos.moved_piece(m)][to_sq(m)]
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+ (cm ? (*cm)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
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+ (fm ? (*fm)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
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+ (f2 ? (*f2)[pos.moved_piece(m)][to_sq(m)] : VALUE_ZERO)
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+ fromTo.get(c, m);
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}
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template<>
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void MovePicker::score<EVASIONS>() {
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// Try captures ordered by MVV/LVA, then non-captures ordered by history value
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const HistoryStats& history = pos.this_thread()->history;
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const FromToStats& fromTo = pos.this_thread()->fromTo;
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Color c = pos.side_to_move();
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for (auto& m : *this)
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if (pos.capture(m))
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if (Type == CAPTURES)
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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))) + HistoryStats::Max;
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else
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m.value = history[pos.moved_piece(m)][to_sq(m)] + fromTo.get(c, m);
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}
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- Value(200 * relative_rank(pos.side_to_move(), to_sq(m)));
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else if (Type == QUIETS)
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m.value = (*mainHistory)[pos.side_to_move()][from_to(m)]
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+ (*contHistory[0])[pos.moved_piece(m)][to_sq(m)]
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+ (*contHistory[1])[pos.moved_piece(m)][to_sq(m)]
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+ (*contHistory[3])[pos.moved_piece(m)][to_sq(m)];
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else // Type == EVASIONS
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{
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if (pos.capture(m))
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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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else
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m.value = (*mainHistory)[pos.side_to_move()][from_to(m)] - (1 << 28);
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}
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}
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/// next_move() is the most important method of the MovePicker class. It returns
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/// a new pseudo legal move every time it is called, until there are no more moves
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/// left. It picks the move with the biggest value from a list of generated moves
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/// taking care not to return the ttMove if it has already been searched.
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Move MovePicker::next_move() {
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Move MovePicker::next_move(bool skipQuiets) {
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Move move;
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@@ -194,6 +171,7 @@ Move MovePicker::next_move() {
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endMoves = generate<CAPTURES>(pos, cur);
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score<CAPTURES>();
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++stage;
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/* fallthrough */
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case GOOD_CAPTURES:
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while (cur < endMoves)
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@@ -201,7 +179,7 @@ Move MovePicker::next_move() {
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move = pick_best(cur++, endMoves);
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if (move != ttMove)
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{
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if (pos.see_ge(move, VALUE_ZERO))
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if (pos.see_ge(move))
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return move;
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// Losing capture, move it to the beginning of the array
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@@ -210,58 +188,59 @@ Move MovePicker::next_move() {
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}
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++stage;
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move = ss->killers[0]; // First killer move
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move = killers[0]; // First killer move
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if ( move != MOVE_NONE
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&& move != ttMove
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&& pos.pseudo_legal(move)
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&& !pos.capture(move))
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return move;
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/* fallthrough */
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case KILLERS:
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++stage;
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move = ss->killers[1]; // Second killer move
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move = killers[1]; // Second killer move
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if ( move != MOVE_NONE
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&& move != ttMove
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&& pos.pseudo_legal(move)
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&& !pos.capture(move))
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return move;
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/* fallthrough */
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case COUNTERMOVE:
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++stage;
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move = countermove;
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if ( move != MOVE_NONE
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&& move != ttMove
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&& move != ss->killers[0]
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&& move != ss->killers[1]
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&& move != killers[0]
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&& move != killers[1]
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&& pos.pseudo_legal(move)
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&& !pos.capture(move))
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return move;
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/* fallthrough */
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case QUIET_INIT:
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cur = endBadCaptures;
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endMoves = generate<QUIETS>(pos, cur);
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score<QUIETS>();
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if (depth < 3 * ONE_PLY)
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{
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ExtMove* goodQuiet = std::partition(cur, endMoves, [](const ExtMove& m)
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{ return m.value > VALUE_ZERO; });
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insertion_sort(cur, goodQuiet);
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} else
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insertion_sort(cur, endMoves);
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partial_insertion_sort(cur, endMoves, -4000 * depth / ONE_PLY);
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++stage;
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/* fallthrough */
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case QUIET:
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while (cur < endMoves)
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while ( cur < endMoves
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&& (!skipQuiets || cur->value >= VALUE_ZERO))
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{
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move = *cur++;
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if ( move != ttMove
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&& move != ss->killers[0]
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&& move != ss->killers[1]
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&& move != killers[0]
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&& move != killers[1]
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&& move != countermove)
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return move;
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}
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++stage;
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cur = moves; // Point to beginning of bad captures
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/* fallthrough */
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case BAD_CAPTURES:
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if (cur < endBadCaptures)
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@@ -273,6 +252,7 @@ Move MovePicker::next_move() {
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endMoves = generate<EVASIONS>(pos, cur);
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score<EVASIONS>();
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++stage;
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/* fallthrough */
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case ALL_EVASIONS:
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while (cur < endMoves)
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@@ -288,13 +268,14 @@ Move MovePicker::next_move() {
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endMoves = generate<CAPTURES>(pos, cur);
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score<CAPTURES>();
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++stage;
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/* fallthrough */
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case PROBCUT_CAPTURES:
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while (cur < endMoves)
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{
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move = pick_best(cur++, endMoves);
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if ( move != ttMove
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&& pos.see_ge(move, threshold + 1))
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&& pos.see_ge(move, threshold))
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return move;
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}
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break;
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@@ -304,6 +285,7 @@ Move MovePicker::next_move() {
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endMoves = generate<CAPTURES>(pos, cur);
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score<CAPTURES>();
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++stage;
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/* fallthrough */
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case QCAPTURES_1: case QCAPTURES_2:
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while (cur < endMoves)
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@@ -317,6 +299,7 @@ Move MovePicker::next_move() {
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cur = moves;
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endMoves = generate<QUIET_CHECKS>(pos, cur);
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++stage;
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/* fallthrough */
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case QCHECKS:
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while (cur < endMoves)
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@@ -332,6 +315,7 @@ Move MovePicker::next_move() {
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endMoves = generate<CAPTURES>(pos, cur);
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score<CAPTURES>();
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++stage;
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/* fallthrough */
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case QRECAPTURES:
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while (cur < endMoves)
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