Retire quick_evaluate()

No change in functionality signature

The only functional change is that when we reach PLY_MAX,
we now return VALUE_DRAW instead of evaluating position.

But we reach PLY_MAX only when position is dead drawn and
transposition table is filled with draw scores, so this
shouldn't matter at all.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Joona Kiiski
2010-01-17 13:55:10 +02:00
committed by Marco Costalba
parent d457594197
commit 000a975eaf
3 changed files with 17 additions and 41 deletions

View File

@@ -436,21 +436,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
} // namespace
/// quick_evaluate() does a very approximate evaluation of the current position.
/// It currently considers only material and piece square table scores. Perhaps
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
assert(pos.is_ok());
static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Value v = scale_by_game_phase(pos.value(), MaterialInfoTable::game_phase(pos), sf);
return (pos.side_to_move() == WHITE ? v : -v);
}
/// init_eval() initializes various tables used by the evaluation function
void init_eval(int threads) {