Big assorted spelling fixes

No functional change.
This commit is contained in:
Richard Lloyd
2013-12-02 19:04:09 +01:00
committed by Marco Costalba
parent 500b9b0eb3
commit 13a73f67c0
30 changed files with 265 additions and 249 deletions
+31 -25
View File
@@ -269,9 +269,10 @@ namespace Eval {
}
/// trace() is like evaluate() but instead of a value returns a string suitable
/// to be print on stdout with the detailed descriptions and values of each
/// evaluation term. Used mainly for debugging.
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. It's mainly used for
/// debugging.
std::string trace(const Position& pos) {
return Tracing::do_trace(pos);
}
@@ -316,7 +317,7 @@ Value do_evaluate(const Position& pos) {
Thread* th = pos.this_thread();
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables) and adding
// in the position object (material + piece square tables) and adding a
// Tempo bonus. Score is computed from the point of view of white.
score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
@@ -378,7 +379,8 @@ Value do_evaluate(const Position& pos) {
&& pos.opposite_bishops()
&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
// Ignoring any pawns, do both sides only have a single bishop and no
// other pieces ?
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
{
@@ -510,7 +512,7 @@ Value do_evaluate(const Position& pos) {
mobility[Us] += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// Decrease score if we are attacked by an enemy pawn. The remaining part
// of threat evaluation must be done later when we have full attack info.
if (ei.attackedBy[Them][PAWN] & s)
score -= ThreatenedByPawn[Piece];
@@ -568,8 +570,8 @@ Value do_evaluate(const Position& pos) {
Square ksq = pos.king_square(Us);
// Penalize rooks which are trapped inside a king. Penalize more if
// king has lost castling availability.
// Penalize rooks which are trapped by a king. Penalize more if the
// king has lost its castling capability.
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
&& !ei.pi->semiopen_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E))
@@ -644,7 +646,7 @@ Value do_evaluate(const Position& pos) {
if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
// Find the attacked squares around the king which have no defenders
// apart from the king itself
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
@@ -662,12 +664,13 @@ Value do_evaluate(const Position& pos) {
+ KingExposed[relative_square(Us, ksq)]
- mg_value(score) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king that are attacked by the enemy's
// queen...
b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
// ...and then remove squares not supported by another enemy piece
b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
@@ -676,16 +679,17 @@ Value do_evaluate(const Position& pos) {
* (Them == pos.side_to_move() ? 2 : 1);
}
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
// Analyse the enemy's safe rook contact checks. Firstly, find the
// undefended squares around the king that are attacked by the enemy's
// rooks...
b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
// Consider only squares where the enemy's rook gives check
b &= PseudoAttacks[ROOK][ksq];
if (b)
{
// ...then remove squares not supported by another enemy piece
// ...and then remove squares not supported by another enemy piece
b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
if (b)
@@ -694,7 +698,7 @@ Value do_evaluate(const Position& pos) {
* (Them == pos.side_to_move() ? 2 : 1);
}
// Analyse enemy's safe distance checks for sliders and knights
// Analyse the enemy's safe distance checks for sliders and knights
safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]);
b1 = pos.attacks_from<ROOK>(ksq) & safe;
@@ -746,7 +750,7 @@ Value do_evaluate(const Position& pos) {
Bitboard b, undefendedMinors, weakEnemies;
Score score = SCORE_ZERO;
// Undefended minors get penalized even if not under attack
// Undefended minors get penalized even if they are not under attack
undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
& ~ei.attackedBy[Them][ALL_PIECES];
@@ -807,7 +811,7 @@ Value do_evaluate(const Position& pos) {
{
Square blockSq = s + pawn_push(Us);
// Adjust bonus based on kings proximity
// Adjust bonus based on the king's proximity
ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr)
- Value(square_distance(pos.king_square(Us ), blockSq) * 2 * rr);
@@ -815,7 +819,7 @@ Value do_evaluate(const Position& pos) {
if (relative_rank(Us, blockSq) != RANK_8)
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
{
squaresToQueen = forward_bb(Us, s);
@@ -835,12 +839,14 @@ Value do_evaluate(const Position& pos) {
else
defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES];
// If there aren't enemy attacks huge bonus, a bit smaller if at
// least block square is not attacked, otherwise smallest bonus.
// If there aren't any enemy attacks, then assign a huge bonus.
// The bonus will be a bit smaller if at least the block square
// isn't attacked, otherwise assign the smallest possible bonus.
int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3;
// Big bonus if the path to queen is fully defended, a bit less
// if at least block square is defended.
// Assign a big bonus if the path to the queen is fully defended,
// otherwise assign a bit less of a bonus if at least the block
// square is defended.
if (defendedSquares == squaresToQueen)
k += 6;
@@ -892,7 +898,7 @@ Value do_evaluate(const Position& pos) {
// evaluate_unstoppable_pawns() scores the most advanced among the passed and
// candidate pawns. In case opponent has no pieces but pawns, this is somewhat
// related to the possibility pawns are unstoppable.
// related to the possibility that pawns are unstoppable.
Score evaluate_unstoppable_pawns(const Position& pos, Color us, const EvalInfo& ei) {