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synced 2025-12-20 09:06:45 +08:00
Remove threat move stuff
A great simplification that shows no regression and it seems even a bit scalable. Tested with fixed number of games: Short TC ELO: 0.60 +-2.1 (95%) LOS: 71.1% Total: 39554 W: 7477 L: 7409 D: 24668 Long TC ELO: 2.97 +-2.0 (95%) LOS: 99.8% Total: 36424 W: 5894 L: 5583 D: 24947 bench: 8184352
This commit is contained in:
committed by
Marco Costalba
parent
b96079f86b
commit
f5727deee3
@@ -260,7 +260,7 @@ Thread* ThreadPool::available_slave(const Thread* master) const {
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template <bool Fake>
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void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
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Move* bestMove, Depth depth, Move threatMove, int moveCount,
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Move* bestMove, Depth depth, int moveCount,
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MovePicker* movePicker, int nodeType, bool cutNode) {
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assert(pos.pos_is_ok());
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@@ -279,7 +279,6 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
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sp.depth = depth;
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sp.bestValue = *bestValue;
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sp.bestMove = *bestMove;
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sp.threatMove = threatMove;
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sp.alpha = alpha;
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sp.beta = beta;
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sp.nodeType = nodeType;
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@@ -350,8 +349,8 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
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}
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// Explicit template instantiations
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template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
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template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
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// wait_for_think_finished() waits for main thread to go to sleep then returns
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