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Rename futilityMargin in kingDanger in EvalInfo
This is what actually is. A standard naming convention suggests to name a variable with someting resembling _what_ the variable is and not _how_ the variable is used. This normally results in easier to read code. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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+3
-3
@@ -1654,7 +1654,7 @@ namespace {
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if (bestValue >= beta)
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{
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// Store the score to avoid a future costly evaluation() call
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if (!isCheck && !tte && ei.futilityMargin[pos.side_to_move()] == 0)
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if (!isCheck && !tte && ei.kingDanger[pos.side_to_move()] == 0)
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_EV_LO, Depth(-127*OnePly), MOVE_NONE);
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return bestValue;
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@@ -1673,7 +1673,7 @@ namespace {
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MovePicker mp = MovePicker(pos, ttMove, deepChecks ? Depth(0) : depth, H);
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CheckInfo ci(pos);
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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futilityBase = staticValue + FutilityMarginQS + ei.futilityMargin[pos.side_to_move()];
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futilityBase = staticValue + FutilityMarginQS + ei.kingDanger[pos.side_to_move()];
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// Loop through the moves until no moves remain or a beta cutoff occurs
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while ( alpha < beta
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@@ -1753,7 +1753,7 @@ namespace {
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{
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// If bestValue isn't changed it means it is still the static evaluation
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// of the node, so keep this info to avoid a future evaluation() call.
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ValueType type = (bestValue == staticValue && !ei.futilityMargin[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
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ValueType type = (bestValue == staticValue && !ei.kingDanger[pos.side_to_move()] ? VALUE_TYPE_EV_UP : VALUE_TYPE_UPPER);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), type, d, MOVE_NONE);
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}
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else if (bestValue >= beta)
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