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Tidy up quick_evaluate()

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-09-25 14:53:24 +02:00
parent 3e0dc9ee84
commit 453e815d4b

View file

@ -270,7 +270,7 @@ namespace {
EvalInfo &ei);
inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
int count_1s_8bit(Bitboard b);
@ -456,22 +456,18 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
Color stm;
Value mgValue, egValue;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
assert(pos.is_ok());
stm = pos.side_to_move();
static const
ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
mgValue = pos.mg_value();
egValue = pos.eg_value();
phase = pos.game_phase();
Value mgv = pos.mg_value();
Value egv = pos.eg_value();
Phase ph = pos.game_phase();
Color stm = pos.side_to_move();
Value value = scale_by_game_phase(mgValue, egValue, phase, factor);
return Sign[stm] * value;
return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf);
}
@ -1081,7 +1077,7 @@ namespace {
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) {
assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);