// happen in Chess960 games.
const Score TrappedBishopA1H1 = make_score(50, 50);
- // The SpaceMask[Color] contains the area of the board which is considered
- // by the space evaluation. In the middle game, each side is given a bonus
+ // SpaceMask[Color] contains the area of the board which is considered
+ // by the space evaluation. In the middlegame, each side is given a bonus
// based on how many squares inside this area are safe and available for
// friendly minor pieces.
const Bitboard SpaceMask[] = {
};
// King danger constants and variables. The king danger scores are taken
- // from the KingDanger[]. Various little "meta-bonuses" measuring
- // the strength of the enemy attack are added up into an integer, which
- // is used as an index to KingDanger[].
+ // from KingDanger[]. Various little "meta-bonuses" measuring the strength
+ // of the enemy attack are added up into an integer, which is used as an
+ // index to KingDanger[].
//
// KingAttackWeights[PieceType] contains king attack weights by piece type
const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
namespace Eval {
/// evaluate() is the main evaluation function. It always computes two
- /// values, an endgame score and a middle game score, and interpolates
+ /// values, an endgame score and a middlegame score, and interpolates
/// between them based on the remaining material.
Value evaluate(const Position& pos) {
score += evaluate_unstoppable_pawns(pos, WHITE, ei)
- evaluate_unstoppable_pawns(pos, BLACK, ei);
- // Evaluate space for both sides, only in middle-game.
+ // Evaluate space for both sides, only in middlegame
if (ei.mi->space_weight())
{
int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
score += apply_weight(s * ei.mi->space_weight(), Weights[Space]);
}
- // Scale winning side if position is more drawish that what it appears
+ // Scale winning side if position is more drawish than it appears
ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
: ei.mi->scale_factor(pos, BLACK);
&& sf == SCALE_FACTOR_NORMAL)
{
// Ignoring any pawns, do both sides only have a single bishop and no
- // other pieces ?
+ // other pieces?
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
{
Value bonus = Outpost[Piece == BISHOP][relative_square(Us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
- // no minor piece which can exchange the outpost piece.
+ // no minor piece which can trade with the outpost piece.
if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
if ( !pos.pieces(Them, KNIGHT)
if (Trace)
Tracing::scores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]);
- // Add the scores to the middle game and endgame eval
+ // Add the scores to the middlegame and endgame eval
return apply_weight(score, Weights[PassedPawns]);
}
}
- // interpolate() interpolates between a middle game and an endgame score,
+ // interpolate() interpolates between a middlegame and an endgame score,
// based on game phase. It also scales the return value by a ScaleFactor array.
Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {