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:
Lucas Braesch
2013-12-14 19:27:29 +08:00
committed by Marco Costalba
parent b96079f86b
commit f5727deee3
3 changed files with 8 additions and 123 deletions

View File

@@ -260,7 +260,7 @@ Thread* ThreadPool::available_slave(const Thread* master) const {
template <bool Fake>
void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Value* bestValue,
Move* bestMove, Depth depth, Move threatMove, int moveCount,
Move* bestMove, Depth depth, int moveCount,
MovePicker* movePicker, int nodeType, bool cutNode) {
assert(pos.pos_is_ok());
@@ -279,7 +279,6 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
sp.depth = depth;
sp.bestValue = *bestValue;
sp.bestMove = *bestMove;
sp.threatMove = threatMove;
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
@@ -350,8 +349,8 @@ void Thread::split(Position& pos, const Stack* ss, Value alpha, Value beta, Valu
}
// Explicit template instantiations
template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int, bool);
template void Thread::split<false>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
template void Thread::split< true>(Position&, const Stack*, Value, Value, Value*, Move*, Depth, int, MovePicker*, int, bool);
// wait_for_think_finished() waits for main thread to go to sleep then returns