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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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@@ -57,7 +57,6 @@ struct SplitPoint {
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volatile Move bestMove;
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volatile int moveCount;
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volatile bool cutoff;
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volatile bool allSlavesRunning;
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};
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