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Code style tweaks to pawns.cpp
Also a small speedup. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 41 additions and 39 deletions
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@ -100,6 +100,7 @@ namespace {
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// Pawn storm lever bonuses by file
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// Pawn storm lever bonuses by file
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const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 };
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const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 };
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#undef S
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}
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}
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@ -107,11 +108,10 @@ namespace {
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//// Functions
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//// Functions
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////
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////
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/// Constructor
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/// PawnInfoTable c'tor and d'tor instantiated one each thread
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PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
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PawnInfoTable::PawnInfoTable(unsigned numOfEntries) : size(numOfEntries) {
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size = numOfEntries;
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entries = new PawnInfo[size];
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entries = new PawnInfo[size];
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if (!entries)
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if (!entries)
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{
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{
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@ -122,9 +122,8 @@ PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
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}
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}
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/// Destructor
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PawnInfoTable::~PawnInfoTable() {
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PawnInfoTable::~PawnInfoTable() {
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delete [] entries;
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delete [] entries;
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}
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}
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@ -140,9 +139,9 @@ void PawnInfo::clear() {
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/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
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/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
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/// a PawnInfo object, and returns a pointer to it. The result is also
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/// a PawnInfo object, and returns a pointer to it. The result is also stored
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/// stored in a hash table, so we don't have to recompute everything when
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/// in a hash table, so we don't have to recompute everything when the same
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/// the same pawn structure occurs again.
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/// pawn structure occurs again.
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PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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@ -180,11 +179,12 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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template<Color Us>
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template<Color Us>
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnInfo* pi) {
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Bitboard theirPawns, PawnInfo* pi) {
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Square s;
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Bitboard b;
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Square s, s2;
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File f;
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File f;
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Rank r;
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Rank r, r2;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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int bonus;
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int bonus, v;
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Score value = make_score(0, 0);
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Score value = make_score(0, 0);
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const Square* ptr = pos.piece_list_begin(Us, PAWN);
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const Square* ptr = pos.piece_list_begin(Us, PAWN);
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@ -205,31 +205,26 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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// Passed, isolated or doubled pawn?
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// We calculate kingside and queenside pawn storm scores for
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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// both colors. These are used when evaluating middle game
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isolated = !(ourPawns & neighboring_files_bb(s));
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// positions with opposite side castling.
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doubled = ourPawns & squares_behind(Us, s);
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opposed = theirPawns & squares_in_front_of(Us, s);
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// We calculate kingside and queenside pawn storm
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// scores for both colors. These are used when evaluating
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// middle game positions with opposite side castling.
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//
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//
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// Each pawn is given a base score given by a piece square table
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// chances of creating an open file by exchanging itself against an
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// chances of creating an open file by exchanging itself against
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// enemy pawn on an adjacent file gets an additional bonus.
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// an enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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// Kingside pawn storms
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bonus = KStormTable[relative_square(Us, s)];
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bonus = KStormTable[relative_square(Us, s)];
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if (f >= FILE_F)
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if (f >= FILE_F)
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{
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{
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Bitboard b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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while (b)
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while (b)
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{
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{
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// Give a bonus according to the distance of the nearest enemy pawn
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// Give a bonus according to the distance of the nearest enemy pawn
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Square s2 = pop_1st_bit(&b);
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s2 = pop_1st_bit(&b);
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int v = StormLeverBonus[f] - 2 * square_distance(s, s2);
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r2 = square_rank(s2);
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v = StormLeverBonus[f] - 2 * rank_distance(r, r2);
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// Big bonus, especially against a weakness on the rook file
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// Big bonus, especially against a weakness on the rook file
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@ -245,12 +240,13 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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bonus = QStormTable[relative_square(Us, s)];
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bonus = QStormTable[relative_square(Us, s)];
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if (f <= FILE_C)
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if (f <= FILE_C)
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{
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{
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Bitboard b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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while (b)
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while (b)
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{
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{
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// Give a bonus according to the distance of the nearest enemy pawn
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// Give a bonus according to the distance of the nearest enemy pawn
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Square s2 = pop_1st_bit(&b);
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s2 = pop_1st_bit(&b);
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int v = StormLeverBonus[f] - 4 * square_distance(s, s2);
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r2 = square_rank(s2);
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v = StormLeverBonus[f] - 4 * rank_distance(r, r2);
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// Big bonus, especially against a weakness on the rook file
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// Big bonus, especially against a weakness on the rook file
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@ -262,13 +258,16 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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}
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}
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pi->qsStormValue[Us] += bonus;
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pi->qsStormValue[Us] += bonus;
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// Member of a pawn chain (but not the backward one)? We could speed up
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// Our rank and previous one. Used for chain detection.
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// the test a little by introducing an array of masks indexed by color
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b = rank_bb(r) | rank_bb(r + (Us == WHITE ? -1 : 1));
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// and square for doing the test, but because everything is hashed,
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// it probably won't make any noticable difference.
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// Passed, isolated, doubled or member of a pawn
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chain = ourPawns
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// chain (but not the backward one) ?
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& neighboring_files_bb(f)
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passed = !(theirPawns & passed_pawn_mask(Us, s));
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& (rank_bb(r) | rank_bb(r - (Us == WHITE ? 1 : -1)));
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doubled = ourPawns & squares_behind(Us, s);
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opposed = theirPawns & squares_in_front_of(Us, s);
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isolated = !(ourPawns & neighboring_files_bb(f));
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chain = ourPawns & neighboring_files_bb(f) & b;
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// Test for backward pawn
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// Test for backward pawn
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//
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//
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@ -277,7 +276,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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// there are friendly pawns behind on neighboring files it cannot
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// there are friendly pawns behind on neighboring files it cannot
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// be backward either.
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// be backward either.
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if ( (passed | isolated | chain)
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if ( (passed | isolated | chain)
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|| (ourPawns & behind_bb(Us, r) & neighboring_files_bb(f))
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|| (ourPawns & outpost_mask(opposite_color(Us), s))
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|| (pos.attacks_from<PAWN>(s, Us) & theirPawns))
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|| (pos.attacks_from<PAWN>(s, Us) & theirPawns))
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backward = false;
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backward = false;
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else
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else
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@ -286,7 +285,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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// pawn on neighboring files. We now check whether the pawn is
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// pawn on neighboring files. We now check whether the pawn is
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// backward by looking in the forward direction on the neighboring
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// backward by looking in the forward direction on the neighboring
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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Bitboard b = pos.attacks_from<PAWN>(s, Us);
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b = pos.attacks_from<PAWN>(s, Us);
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// Note that we are sure to find something because pawn is not passed
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// Note that we are sure to find something because pawn is not passed
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// nor isolated, so loop is potentially infinite, but it isn't.
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// nor isolated, so loop is potentially infinite, but it isn't.
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@ -311,10 +310,12 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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if (passed && (ourPawns & squares_in_front_of(Us, s)))
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if (passed && (ourPawns & squares_in_front_of(Us, s)))
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passed = false;
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passed = false;
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// Score this pawn
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// Mark the pawn as passed. Pawn will be properly scored in evaluation
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// because we need full attack info to evaluate passed pawns.
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if (passed)
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if (passed)
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set_bit(&(pi->passedPawns), s);
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set_bit(&(pi->passedPawns), s);
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// Score this pawn
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if (isolated)
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if (isolated)
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{
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{
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value -= IsolatedPawnPenalty[f];
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value -= IsolatedPawnPenalty[f];
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@ -345,9 +346,10 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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unsigned shelter = 0;
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Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
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Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
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unsigned shelter = 0;
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unsigned r = ksq & (7 << 3);
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unsigned r = ksq & (7 << 3);
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for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
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for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
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{
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{
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r += k;
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r += k;
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