EvalInfo &ei);
inline Value apply_weight(Value v, int w);
- Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
+ Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
int count_1s_8bit(Bitboard b);
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
- Color stm;
- Value mgValue, egValue;
- ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- Phase phase;
assert(pos.is_ok());
- stm = pos.side_to_move();
+ static const
+ ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- mgValue = pos.mg_value();
- egValue = pos.eg_value();
- phase = pos.game_phase();
-
- Value value = scale_by_game_phase(mgValue, egValue, phase, factor);
+ Value mgv = pos.mg_value();
+ Value egv = pos.eg_value();
+ Phase ph = pos.game_phase();
+ Color stm = pos.side_to_move();
- return Sign[stm] * value;
+ return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf);
}
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
- Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
+ Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) {
assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);