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Use VALUE_DRAW instead of VALUE_ZERO where better

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-10-10 09:04:09 +01:00
parent 5dfbbb79be
commit 2feeb206ff
3 changed files with 4 additions and 4 deletions

View file

@ -367,12 +367,12 @@ Value EvaluationFunction<KBBKN>::apply(const Position& pos) const {
/// 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,

View file

@ -334,7 +334,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
// 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();

View file

@ -994,7 +994,7 @@ namespace {
// 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;