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>
This commit is contained in:
Marco Costalba
2010-05-06 14:22:53 +02:00
parent b14846b6d7
commit b95b1a9705
3 changed files with 12 additions and 14 deletions

View File

@@ -837,14 +837,13 @@ namespace {
// out of bounds errors.
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[] array.
// Subtract the score from evaluation, and set ei.futilityMargin[].
// The reason for storing the king danger score to futility margin
// is that the king danger scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
// Finally, extract the king danger score from the KingDangerTable[]
// array and subtract the score from evaluation. Set also ei.kingDanger[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
}
}