diff --git a/src/search.cpp b/src/search.cpp index c15cd753..b79fa6be 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -1160,7 +1160,6 @@ moves_loop: // When in check, search starts from here // re-searched at full depth. if ( depth >= 3 && moveCount > 1 + 2 * rootNode + 2 * (PvNode && abs(bestValue) < 2) - && (!rootNode || thisThread->best_move_count(move) == 0) && ( !captureOrPromotion || moveCountPruning || ss->staticEval + PieceValue[EG][pos.captured_piece()] <= alpha diff --git a/src/thread.cpp b/src/thread.cpp index 1aa66a81..b46fce5e 100644 --- a/src/thread.cpp +++ b/src/thread.cpp @@ -51,17 +51,6 @@ Thread::~Thread() { } -/// Thread::bestMoveCount(Move move) return best move counter for the given root move - -int Thread::best_move_count(Move move) const { - - auto rm = std::find(rootMoves.begin() + pvIdx, - rootMoves.begin() + pvLast, move); - - return rm != rootMoves.begin() + pvLast ? rm->bestMoveCount : 0; -} - - /// Thread::clear() reset histories, usually before a new game void Thread::clear() { diff --git a/src/thread.h b/src/thread.h index 042bc2e9..34b99015 100644 --- a/src/thread.h +++ b/src/thread.h @@ -54,7 +54,6 @@ public: void idle_loop(); void start_searching(); void wait_for_search_finished(); - int best_move_count(Move move) const; Pawns::Table pawnsTable; Material::Table materialTable;