/// contents to make intelligent search decisions.
///
/// At the moment, this is not utilized very much: The only part of the
-/// EvalInfo object which is used by the search is futilityMargin.
+/// EvalInfo object which is used by the search is margin.
class Position;
struct EvalInfo {
- // Middle game and endgame evaluations
+ // Middle and end game position's static evaluations
Score value;
+ // margin[color] stores the evaluation margins we should consider for
+ // the given position. This is a kind of uncertainty estimation and
+ // typically is used by the search for pruning decisions.
+ Value margin[2];
+
// Pointers to material and pawn hash table entries
MaterialInfo* mi;
PawnInfo* pi;
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
Bitboard attackedBy[2][8];
- Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
- Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
// kingZone[color] is the zone around the enemy king which is considered
// by the king safety evaluation. This consists of the squares directly
// king is on g8 and there's a white knight on g5, this knight adds
// 2 to kingAdjacentZoneAttacksCount[BLACK].
int kingAdjacentZoneAttacksCount[2];
-
- // Value of the score margin we should consider for the given color
- Value margin[2];
};