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Use refinedValue in ProbCut condition
After 12613 games at 20"+0.1 on QUAD Mod vs Orig 1870 - 1863 - 8880 ELO +0 (+- 3.3) So no performance change but it is a code semplification and also is more easy to understand. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -903,9 +903,8 @@ namespace {
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}
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// Step 9. ProbCut (is omitted in PV nodes)
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// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
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// and a reduced search returns a value much above beta, we can (almost) safely
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// prune the previous move.
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// If we have a good capture that raises the score well above beta and a reduced
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// search confirms the score then we can (almost) safely prune the previous move.
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if ( !PvNode
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&& depth >= RazorDepth + ONE_PLY
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&& !inCheck
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@@ -918,7 +917,7 @@ namespace {
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assert(rdepth >= ONE_PLY);
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MovePicker mp(pos, ttMove, H, Position::see_value(pos.captured_piece_type()));
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MovePicker mp(pos, ttMove, H, Max(rbeta - refinedValue, VALUE_ZERO));
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pinned = pos.pinned_pieces(pos.side_to_move());
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while ((move = mp.get_next_move()) != MOVE_NONE)
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