struct Entry {
Score imbalance() const { return make_score(value, value); }
- Score space_weight() const { return spaceWeight; }
Phase game_phase() const { return gamePhase; }
bool specialized_eval_exists() const { return evaluationFunction != NULL; }
Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
uint8_t factor[COLOR_NB];
EndgameBase<Value>* evaluationFunction;
EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB];
- Score spaceWeight;
Phase gamePhase;
};