Minor game refactoring
Stop iterative deepening if there's the only move available
Stop iterative deepening if the move is obvious and we've searched deep enough
Reset engine's parameters after each test
Root search tweaks
Added expect.Ne(...) for not equal tests
Make sure en-passant captures are only applicable to pawns
Track first root move and search volatility
Format milliseconds
More robust time management
Minor tweak
King cover penalty adjustments
int64 vs int in test
Fixed pinned en-passant capture
Bitmask most-significant bit
Updated pawn evaluation tests
Failing low fix
In check/give check test
Couple of convenience methods for a move
Futility pruning in quiescence search