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Simplify captures ordering
A big simplification and removing of useless code. Finished at 50% both at short TC (with SPRT) than at long TC at fixed number of games: ELO: -0.14 +-3.4 (95%) LOS: 46.8% Total: 15206 W: 2836 L: 2842 D: 9528 bench: 5059948
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@@ -70,12 +70,11 @@ namespace {
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/// search captures, promotions and some checks) and about how important good
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/// move ordering is at the current node.
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h, Move* cm,
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Search::Stack* s, Value beta) : pos(p), history(h), depth(d) {
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MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats& h,
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Move* cm, Search::Stack* s) : pos(p), history(h), depth(d) {
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assert(d > DEPTH_ZERO);
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captureThreshold = 0;
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cur = end = moves;
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endBadCaptures = moves + MAX_MOVES - 1;
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countermoves = cm;
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@@ -85,18 +84,8 @@ MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const HistoryStats&
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stage = EVASION;
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else
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{
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stage = MAIN_SEARCH;
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// Consider sligtly negative captures as good if at low depth and far from beta
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if (ss->staticEval < beta - PawnValueMg && d < 3 * ONE_PLY)
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captureThreshold = -PawnValueMg;
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// Consider negative captures as good if still enough to reach beta
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else if (ss->staticEval > beta)
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captureThreshold = beta - ss->staticEval;
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}
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ttMove = (ttm && pos.is_pseudo_legal(ttm) ? ttm : MOVE_NONE);
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end += (ttMove != MOVE_NONE);
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}
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@@ -317,9 +306,7 @@ Move MovePicker::next_move<false>() {
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move = pick_best(cur++, end)->move;
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if (move != ttMove)
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{
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assert(captureThreshold <= 0); // Otherwise we cannot use see_sign()
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if (pos.see_sign(move) >= captureThreshold)
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if (pos.see_sign(move) >= 0)
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return move;
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// Losing capture, move it to the tail of the array
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