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Use VALUE_DRAW instead of VALUE_ZERO where better
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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3 changed files with 4 additions and 4 deletions
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@ -367,12 +367,12 @@ Value EvaluationFunction<KBBKN>::apply(const Position& pos) const {
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/// king alone are always draw.
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template<>
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Value EvaluationFunction<KmmKm>::apply(const Position&) const {
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return VALUE_ZERO;
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return VALUE_DRAW;
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}
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template<>
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Value EvaluationFunction<KNNK>::apply(const Position&) const {
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return VALUE_ZERO;
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return VALUE_DRAW;
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}
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/// KBPKScalingFunction scales endgames where the stronger side has king,
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@ -334,7 +334,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// Scale winning side if position is more drawish that what it appears
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ScaleFactor sf = eg_value(bonus) > VALUE_ZERO ? mi->scale_factor(pos, WHITE)
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ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
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: mi->scale_factor(pos, BLACK);
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Phase phase = mi->game_phase();
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@ -994,7 +994,7 @@ namespace {
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// Step 2. Check for aborted search and immediate draw
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if (AbortSearch || ThreadsMgr.thread_should_stop(threadID))
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return VALUE_ZERO;
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return VALUE_DRAW;
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if (pos.is_draw() || ply >= PLY_MAX - 1)
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return VALUE_DRAW;
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