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Retire "Active reparenting"
After 6K games at 60" + 0.1 on QUAD with 4 threads this implementation fails to show a measurable increase, result is well within error bar. Perhaps with 8 or more threads resut is better but we don't have the hardware to test. So retire for now and in case re-add in the future if it proves good on big machines. The only good news is that we don't have a regression and implementation is stable and bug-free, so could be reused somewhere in the future. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -319,7 +319,6 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
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sp->master = master;
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sp->cutoff = false;
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sp->slavesMask = 1ULL << master->idx;
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sp->allSlavesRunning = true;
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sp->depth = depth;
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sp->bestMove = *bestMove;
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sp->threatMove = threatMove;
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