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>
This commit is contained in:
Marco Costalba
2011-06-08 18:03:26 +01:00
parent 3dfff5bdae
commit e0215f3222
4 changed files with 6 additions and 12 deletions

View File

@@ -903,9 +903,8 @@ namespace {
}
// Step 9. ProbCut (is omitted in PV nodes)
// If we have a very good capture (i.e. SEE > seeValues[captured_piece_type])
// and a reduced search returns a value much above beta, we can (almost) safely
// prune the previous move.
// If we have a good capture that raises the score well above beta and a reduced
// search confirms the score then we can (almost) safely prune the previous move.
if ( !PvNode
&& depth >= RazorDepth + ONE_PLY
&& !inCheck
@@ -918,7 +917,7 @@ namespace {
assert(rdepth >= ONE_PLY);
MovePicker mp(pos, ttMove, H, Position::see_value(pos.captured_piece_type()));
MovePicker mp(pos, ttMove, H, Max(rbeta - refinedValue, VALUE_ZERO));
pinned = pos.pinned_pieces(pos.side_to_move());
while ((move = mp.get_next_move()) != MOVE_NONE)