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MovePicker: retire per square MVV/LVA ordering
Is not used anyway and in case we need it again we can resurrect from git archives. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -300,16 +300,14 @@ void MovePicker::score_qcaptures() {
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/// find_best_index() loops across the moves and returns index of
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/// the highest scored one. There is also a second version that
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/// lowers the priority of moves that attack the same square,
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/// so that if the best move that attack a square fails the next
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/// move picked attacks a different square if any, not the same one.
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/// the highest scored one.
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int MovePicker::find_best_index() {
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int MovePicker::find_best_index() const {
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assert(movesPicked < numOfMoves);
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int bestIndex = movesPicked, bestScore = moves[movesPicked].score;
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int bestIndex = movesPicked;
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int bestScore = moves[movesPicked].score;
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for (int i = movesPicked + 1; i < numOfMoves; i++)
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if (moves[i].score > bestScore)
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@@ -320,45 +318,6 @@ int MovePicker::find_best_index() {
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return bestIndex;
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}
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int MovePicker::find_best_index(Bitboard* squares, int values[]) {
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assert(movesPicked < numOfMoves);
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int hs;
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Move m;
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Square to;
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int bestScore = -10000000, bestIndex = -1;
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for (int i = movesPicked; i < numOfMoves; i++)
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{
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m = moves[i].move;
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to = move_to(m);
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if (!bit_is_set(*squares, to))
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{
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// Init at first use
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set_bit(squares, to);
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values[to] = 0;
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}
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hs = moves[i].score - values[to];
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if (hs > bestScore)
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{
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bestIndex = i;
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bestScore = hs;
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}
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}
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if (bestIndex != -1)
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{
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// Raise value of the picked square, so next attack
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// to the same square will get low priority.
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to = move_to(moves[bestIndex].move);
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values[to] += 0xB00;
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}
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return bestIndex;
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}
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/// MovePicker::pick_move_from_list() picks the move with the biggest score
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/// from a list of generated moves (moves[] or badCaptures[], depending on
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@@ -510,5 +469,4 @@ void MovePicker::init_phase_table() {
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PhaseTable[i++] = PH_TT_MOVE;
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PhaseTable[i++] = PH_QCAPTURES;
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PhaseTable[i++] = PH_STOP;
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}
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