No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
- inline Value apply_weight(Value v, int w);
inline Score apply_weight(Score v, int wmg, int weg);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
int weight_option(const std::string& opt, int weight);
inline Score apply_weight(Score v, int wmg, int weg);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
int weight_option(const std::string& opt, int weight);
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
+ Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
- ei.value -= Sign[Us] * Score(v, 0);
+ ei.value -= Sign[Us] * v;
if (Us == pos.side_to_move())
if (Us == pos.side_to_move())
- ei.futilityMargin += v;
+ ei.futilityMargin += v.mg();
}
// Add the scores for this pawn to the middle game and endgame eval.
}
// Add the scores for this pawn to the middle game and endgame eval.
- ei.value += Score(apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame),
- apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame));
+ ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * Score(apply_weight(Value(space * ei.mi->space_weight()), WeightSpace), 0);
+ ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
}
// apply_weight() applies an evaluation weight to a value
}
// apply_weight() applies an evaluation weight to a value
- inline Value apply_weight(Value v, int w) {
- return (v*w) / 0x100;
- }
-
inline Score apply_weight(Score v, int wmg, int weg) {
inline Score apply_weight(Score v, int wmg, int weg) {
- return Score(v.mg()*wmg, v.eg()*weg) / 0x100;
+ return Score(v.mg() * wmg, v.eg() * weg) / 0x100;