/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "material.h"
#include "pawns.h"
-#include "position.h"
////
//// Types
////
+
/// The EvalInfo struct contains various information computed and collected
-/// by the evaluation function. An EvalInfo object is passed as one of the
+/// by the evaluation function. An EvalInfo object is passed as one of the
/// arguments to the evaluation function, and the search can make use of its
/// contents to make intelligent search decisions.
///
-/// At the moment, this is not utilized very much: The only part of the
+/// At the moment, this is not utilized very much: The only part of the
/// EvalInfo object which is used by the search is futilityMargin.
+class Position;
struct EvalInfo {
- // Middle game and endgame evaluations:
+ // Middle game and endgame evaluations
Value mgValue, egValue;
- // Pointers to material and pawn hash table entries:
- MaterialInfo *mi;
- PawnInfo *pi;
+ // Pointers to material and pawn hash table entries
+ MaterialInfo* mi;
+ PawnInfo* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
- // attacked by a given color and piece type. attackedBy[color][0] contains
+ // 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
+ // by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and the three (or two, for a king on an edge file)
- // squares two ranks in front of the king. For instance, if black's king
+ // squares two ranks in front of the king. For instance, if black's king
// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
Bitboard kingZone[2];
// Middle game and endgame mobility scores.
Value mgMobility, egMobility;
- // Extra futility margin. This is added to the standard futility margin
+ // Extra futility margin. This is added to the standard futility margin
// in the quiescence search.
Value futilityMargin;
};
//// Prototypes
////
-extern Value evaluate(const Position &pos, EvalInfo &ei, int threadID);
-extern Value quick_evaluate(const Position &pos);
+extern Value evaluate(const Position& pos, EvalInfo& ei, int threadID);
+extern Value quick_evaluate(const Position& pos);
extern void init_eval(int threads);
extern void quit_eval();
extern void read_weights(Color sideToMove);
-extern Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
#endif // !defined(EVALUATE_H_INCLUDED)