/// 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;
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;
};