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https://github.com/sockspls/badfish
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Refactor pawns shelter and storm
Renamed stuff and added comments. The aim is to make more readable, at least by me ;-) , this newly added part of code. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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4 changed files with 68 additions and 63 deletions
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@ -263,16 +263,6 @@ extern Square pop_1st_bit(Bitboard* b);
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#endif
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// relative_rank() returns the relative rank of the closest bit set on the Bitboard.
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// Only to be used with bitboards that contain a single file.
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template<Color Us>
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inline Rank relative_rank(Bitboard b) {
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Square s = Us == WHITE ? first_1(b)
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: ~last_1(b);
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return rank_of(s);
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}
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extern void print_bitboard(Bitboard b);
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extern void bitboards_init();
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@ -751,8 +751,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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int attackUnits;
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const Square ksq = pos.king_square(Us);
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// King shelter
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Score score = ei.pi->king_shelter<Us>(pos, ksq);
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// King shelter and enemy pawns storm
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Score score = ei.pi->king_safety<Us>(pos, ksq);
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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@ -774,7 +774,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
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+ InitKingDanger[relative_square(Us, ksq)]
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- mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
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- mg_value(ei.pi->king_safety<Us>(pos, ksq)) / 32;
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// Analyse enemy's safe queen contact checks. First find undefended
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// squares around the king attacked by enemy queen...
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104
src/pawns.cpp
104
src/pawns.cpp
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@ -65,18 +65,21 @@ namespace {
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#undef S
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const File ShelterFile[8] = { FILE_B, FILE_B, FILE_C, FILE_D, FILE_E, FILE_F, FILE_G, FILE_G };
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inline Value score_non_center_file(const Value v) {
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return Value(v * 7 / 16);
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}
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typedef Value V;
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// Arrays are indexed by rank. Zeroth value is for when no pawn on that file.
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const Value PawnShelter[8] = { V(141), V(0), V( 38), V(102), V(128), V(141), V(141), V(141) };
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const Value PawnStorm[8] = { V( 26), V(0), V(128), V( 51), V( 26), V( 0), V( 0), V( 0) };
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// We compute shelter as a penalty for the given color, but shelter is used as a bonus, so we invert it using this as the basis.
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const Value PawnShelterBasis = PawnShelter[0] + score_non_center_file(PawnShelter[0]) * 2;
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// Weakness of our pawn shelter in front of the king indexed by [king pawn][rank]
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const Value ShelterWeakness[2][8] =
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{ { V(141), V(0), V(38), V(102), V(128), V(141), V(141), V(141) },
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{ V( 61), V(0), V(16), V( 44), V( 56), V( 61), V( 61), V( 61) } };
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// Danger of enemy pawns moving toward our king indexed by [pawn blocked][rank]
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const Value StormDanger[2][8] =
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{ { V(26), V(0), V(128), V(51), V(26), V(0), V(0), V(0) },
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{ V(13), V(0), V( 64), V(25), V(13), V(0), V(0), V(0) } };
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// Max bonus for king safety. Corresponds to start position with all the pawns
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// in front of the king and no enemy pawns on the horizont.
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const Value MaxSafetyBonus = V(263);
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inline Score apply_weight(Score v, Score w) {
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return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
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@ -222,58 +225,67 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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return value;
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}
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template<Color Us>
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int computePawnShelter(const Position &pos, Square ksq) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const File kingFile = ShelterFile[file_of(ksq)];
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const Bitboard ourPawns = pos.pieces(PAWN, Us) & in_front_bb(Us, ksq);
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const Bitboard theirPawns = pos.pieces(PAWN, Them) & (RankBB[rank_of(ksq)] | in_front_bb(Us, ksq));
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int PawnInfo::shelter_storm(const Position& pos, Square ksq) {
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int shelter = 0;
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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// Compute king shelter and storm values for the file the king is on, as well as the two adjacent files.
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for (int fileOffset = -1; fileOffset <= 1; fileOffset++) {
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// Shelter takes full penalty for center file, otherwise it's half penalty
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Bitboard shelterFile = ourPawns & FileBB[kingFile + fileOffset];
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Rank shelterClosest = shelterFile ? relative_rank<Us>(shelterFile)
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: RANK_1;
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int safety = 0;
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Bitboard b = pos.pieces(PAWN) & (in_front_bb(Us, ksq) | RankBB[rank_of(ksq)]);
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Bitboard ourPawns = b & pos.pieces(Us) & ~RankBB[rank_of(ksq)];
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Bitboard theirPawns = b & pos.pieces(Them);
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Rank rkUs, rkThem;
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File kf = file_of(ksq);
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shelter += fileOffset == 0 ? PawnShelter[shelterClosest]
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: score_non_center_file(PawnShelter[shelterClosest]);
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// Compute shelter and storm values for the file the king is on, as well as
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// the two adjacent files. Computation is done from the white point of view.
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kf = (kf == FILE_A) ? kf++ : (kf == FILE_H) ? kf-- : kf;
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// Storm takes full penalty, unless there is an enemy pawn blocking us
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Bitboard stormFile = theirPawns & FileBB[kingFile + fileOffset];
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Rank stormClosest = stormFile ? relative_rank<Us>(stormFile)
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: RANK_1;
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for (int f = kf - 1; f <= kf + 1; f++)
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{
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// Shelter penalty is higher for the pawn in front of the king
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b = ourPawns & FileBB[f];
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rkUs = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
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safety -= ShelterWeakness[f != kf][rkUs];
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shelter += shelterClosest + 1 == stormClosest ? PawnStorm[stormClosest] / 2
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: PawnStorm[stormClosest];
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// Storm danger is smaller if enemy pawn is blocked
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b = theirPawns & FileBB[f];
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rkThem = b ? rank_of(Us == WHITE ? first_1(b) : ~last_1(b)) : RANK_1;
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safety -= StormDanger[rkThem == rkUs + 1][rkThem];
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}
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return shelter;
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return safety;
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}
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/// PawnInfo::updateShelter() calculates and caches king shelter. It is called
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/// only when king square changes, about 20% of total king_shelter() calls.
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/// PawnInfo::update_safety() calculates and caches a bonus for king safety. It is
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/// called only when king square changes, about 20% of total king_safety() calls.
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template<Color Us>
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Score PawnInfo::updateShelter(const Position& pos, Square ksq) {
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int shelter = 0;
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Score PawnInfo::update_safety(const Position& pos, Square ksq) {
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int bonus = 0;
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if (relative_rank(Us, ksq) <= RANK_4)
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{
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shelter = computePawnShelter<Us>(pos, ksq);
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if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
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shelter = std::min(shelter, computePawnShelter<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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shelter = std::min(shelter, computePawnShelter<Us>(pos, relative_square(Us, SQ_C1)));
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shelter = PawnShelterBasis - shelter;
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bonus = shelter_storm<Us>(pos, ksq);
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// If we can castle use the bonus after the castle if is bigger
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if (pos.can_castle(Us == WHITE ? WHITE_OO : BLACK_OO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
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if (pos.can_castle(Us == WHITE ? WHITE_OOO : BLACK_OOO))
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bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
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bonus += MaxSafetyBonus; // Offset to be sure bonus is always positive
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}
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kingSquares[Us] = ksq;
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kingShelters[Us] = make_score(shelter, 0);
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kingShelters[Us] = make_score(bonus, 0);
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return kingShelters[Us];
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}
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// Explicit template instantiation
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template Score PawnInfo::updateShelter<WHITE>(const Position& pos, Square ksq);
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template Score PawnInfo::updateShelter<BLACK>(const Position& pos, Square ksq);
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template Score PawnInfo::update_safety<WHITE>(const Position& pos, Square ksq);
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template Score PawnInfo::update_safety<BLACK>(const Position& pos, Square ksq);
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11
src/pawns.h
11
src/pawns.h
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@ -46,11 +46,14 @@ public:
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int has_open_file_to_right(Color c, File f) const;
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template<Color Us>
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Score king_shelter(const Position& pos, Square ksq);
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Score king_safety(const Position& pos, Square ksq);
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private:
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template<Color Us>
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Score updateShelter(const Position& pos, Square ksq);
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Score update_safety(const Position& pos, Square ksq);
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template<Color Us>
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int shelter_storm(const Position& pos, Square ksq);
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Key key;
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Bitboard passedPawns[2];
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@ -100,8 +103,8 @@ inline int PawnInfo::has_open_file_to_right(Color c, File f) const {
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}
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template<Color Us>
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inline Score PawnInfo::king_shelter(const Position& pos, Square ksq) {
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return kingSquares[Us] == ksq ? kingShelters[Us] : updateShelter<Us>(pos, ksq);
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inline Score PawnInfo::king_safety(const Position& pos, Square ksq) {
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return kingSquares[Us] == ksq ? kingShelters[Us] : update_safety<Us>(pos, ksq);
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}
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#endif // !defined(PAWNS_H_INCLUDED)
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