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https://github.com/sockspls/badfish
synced 2025-05-01 17:19:36 +00:00
parent
99d914985f
commit
0c1f119069
6 changed files with 21 additions and 19 deletions
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@ -174,8 +174,8 @@ namespace {
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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};
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};
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// KingProtector[PieceType-2] * "distance to own king" determines a bonus for each piece.
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// KingProtector[PieceType-2] contains a bonus according to distance from king
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const Score KingProtector[] = {S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
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const Score KingProtector[] = { S(-3, -5), S(-4, -3), S(-3, 0), S(-1, 1) };
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// Assorted bonuses and penalties used by evaluation
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// Assorted bonuses and penalties used by evaluation
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const Score MinorBehindPawn = S( 16, 0);
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const Score MinorBehindPawn = S( 16, 0);
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@ -291,9 +291,10 @@ namespace {
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int mob = popcount(b & ei.mobilityArea[Us]);
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int mob = popcount(b & ei.mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt-2][mob];
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mobility[Us] += MobilityBonus[Pt - 2][mob];
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score += KingProtector[Pt-2] * distance(s, pos.square<KING>(Us));
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// Bonus for this piece as a king protector
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score += KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
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if (Pt == BISHOP || Pt == KNIGHT)
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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{
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@ -202,7 +202,7 @@ Move MovePicker::next_move(bool skipQuiets) {
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move = pick_best(cur++, endMoves);
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move = pick_best(cur++, endMoves);
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if (move != ttMove)
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if (move != ttMove)
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{
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{
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if (pos.see_ge(move, VALUE_ZERO))
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if (pos.see_ge(move))
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return move;
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return move;
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// Losing capture, move it to the beginning of the array
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// Losing capture, move it to the beginning of the array
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@ -164,11 +164,13 @@ namespace {
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e->passedPawns[Us] |= s;
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e->passedPawns[Us] |= s;
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else if ( stoppers == SquareBB[s + Up]
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else if ( stoppers == SquareBB[s + Up]
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&& relative_rank(Us, s) >= RANK_5
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&& relative_rank(Us, s) >= RANK_5)
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&& (b = (shift<Up>(supported) & ~theirPawns)))
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{
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while(b)
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b = shift<Up>(supported) & ~theirPawns;
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if(!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
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while (b)
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if (!more_than_one(theirPawns & PawnAttacks[Us][pop_lsb(&b)]))
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e->passedPawns[Us] |= s;
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e->passedPawns[Us] |= s;
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}
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// Score this pawn
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// Score this pawn
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if (!neighbours)
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if (!neighbours)
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@ -65,7 +65,7 @@ PieceType min_attacker(const Bitboard* bb, Square to, Bitboard stmAttackers,
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Bitboard b = stmAttackers & bb[Pt];
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Bitboard b = stmAttackers & bb[Pt];
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if (!b)
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if (!b)
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return min_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
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return min_attacker<Pt + 1>(bb, to, stmAttackers, occupied, attackers);
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occupied ^= b & ~(b - 1);
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occupied ^= b & ~(b - 1);
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@ -136,7 +136,7 @@ public:
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void undo_null_move();
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void undo_null_move();
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// Static Exchange Evaluation
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// Static Exchange Evaluation
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bool see_ge(Move m, Value value) const;
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bool see_ge(Move m, Value value = VALUE_ZERO) const;
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// Accessing hash keys
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// Accessing hash keys
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Key key() const;
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Key key() const;
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@ -895,7 +895,7 @@ moves_loop: // When in check search starts from here
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}
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}
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else if ( givesCheck
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else if ( givesCheck
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&& !moveCountPruning
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&& !moveCountPruning
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&& pos.see_ge(move, VALUE_ZERO))
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&& pos.see_ge(move))
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extension = ONE_PLY;
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extension = ONE_PLY;
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// Calculate new depth for this move
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// Calculate new depth for this move
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@ -980,7 +980,7 @@ moves_loop: // When in check search starts from here
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// castling moves, because they are coded as "king captures rook" and
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// castling moves, because they are coded as "king captures rook" and
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// hence break make_move().
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// hence break make_move().
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else if ( type_of(move) == NORMAL
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else if ( type_of(move) == NORMAL
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&& !pos.see_ge(make_move(to_sq(move), from_sq(move)), VALUE_ZERO))
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&& !pos.see_ge(make_move(to_sq(move), from_sq(move))))
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r -= 2 * ONE_PLY;
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r -= 2 * ONE_PLY;
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ss->history = cmh[moved_piece][to_sq(move)]
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ss->history = cmh[moved_piece][to_sq(move)]
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@ -1116,7 +1116,6 @@ moves_loop: // When in check search starts from here
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: inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
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: inCheck ? mated_in(ss->ply) : DrawValue[pos.side_to_move()];
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else if (bestMove)
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else if (bestMove)
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{
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{
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// Quiet best move: update move sorting heuristics
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// Quiet best move: update move sorting heuristics
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if (!pos.capture_or_promotion(bestMove))
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if (!pos.capture_or_promotion(bestMove))
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update_stats(pos, ss, bestMove, quietsSearched, quietCount, stat_bonus(depth));
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update_stats(pos, ss, bestMove, quietsSearched, quietCount, stat_bonus(depth));
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@ -1290,7 +1289,7 @@ moves_loop: // When in check search starts from here
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// Don't search moves with negative SEE values
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// Don't search moves with negative SEE values
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if ( (!InCheck || evasionPrunable)
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if ( (!InCheck || evasionPrunable)
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&& type_of(move) != PROMOTION
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&& type_of(move) != PROMOTION
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&& !pos.see_ge(move, VALUE_ZERO))
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&& !pos.see_ge(move))
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continue;
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continue;
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// Speculative prefetch as early as possible
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// Speculative prefetch as early as possible
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