No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
/// king alone are always draw.
template<>
Value EvaluationFunction<KmmKm>::apply(const Position&) const {
- return VALUE_ZERO;
+ return VALUE_DRAW;
}
template<>
Value EvaluationFunction<KNNK>::apply(const Position&) const {
- return VALUE_ZERO;
+ return VALUE_DRAW;
}
/// KBPKScalingFunction scales endgames where the stronger side has king,
}
// Scale winning side if position is more drawish that what it appears
- ScaleFactor sf = eg_value(bonus) > VALUE_ZERO ? mi->scale_factor(pos, WHITE)
+ ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
: mi->scale_factor(pos, BLACK);
Phase phase = mi->game_phase();
// Step 2. Check for aborted search and immediate draw
if (AbortSearch || ThreadsMgr.thread_should_stop(threadID))
- return VALUE_ZERO;
+ return VALUE_DRAW;
if (pos.is_draw() || ply >= PLY_MAX - 1)
return VALUE_DRAW;