Add transposition table, iterative deepening, and repetition-aware search
- Refactor the search to negamax (single side-relative score + alpha/beta window) - Add a shared, process-wide transposition table: lock-free XOR-verified slots, persists across games, with depth-gated and difficulty-capped score reuse so a weak bot can't borrow a stronger game's deeper analysis - Drive the search with iterative deepening, seeding each depth's move ordering from the previous one - Seed prior-position history (Position::seed_history) over a new engine_best_move history parameter so the engine detects threefold/50-move draws the FEN can't carry Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
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Claude Opus 4.8
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@@ -47,6 +47,11 @@ public:
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void do_move(Move m);
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void undo_move(Move m);
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// Seed prior-position keys (oldest first, excluding the current position) so
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// is_draw() can see game history the FEN doesn't carry. Call once, right after
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// from_fen and before any do_move.
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void seed_history(const uint64_t* priorKeys, int count);
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// --- freebies ---
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uint64_t key() const { return zkey; }
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bool is_draw() const; // 50-move + threefold + insufficient material
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