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https://github.com/sockspls/badfish
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Change evaluate() signature
Hide EvalInfo and return just the score and the margin. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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5 changed files with 79 additions and 104 deletions
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@ -38,6 +38,54 @@
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namespace {
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// Struct EvalInfo contains various information computed and collected
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// by the evaluation functions.
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struct EvalInfo {
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// Middle and end game position's static evaluations
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Score value;
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// margin[color] stores the evaluation margins we should consider for
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// the given position. This is a kind of uncertainty estimation and
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// typically is used by the search for pruning decisions.
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Value margin[2];
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// Pointers to material and pawn hash table entries
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MaterialInfo* mi;
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PawnInfo* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type, attackedBy[color][0] contains
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// all squares attacked by the given color.
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Bitboard attackedBy[2][8];
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// kingZone[color] is the zone around the enemy king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingZone of the enemy king.
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int kingAttackersCount[2];
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square in the kingZone of the enemy king. The
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// weights of the individual piece types are given by the variables
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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int kingAttackersWeight[2];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
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// directly adjacent to the king of the given color. Pieces which attack
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// more than one square are counted multiple times. For instance, if black's
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// king is on g8 and there's a white knight on g5, this knight adds
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// 2 to kingAdjacentZoneAttacksCount[BLACK].
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int kingAdjacentZoneAttacksCount[2];
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};
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const int Sign[2] = { 1, -1 };
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// Evaluation grain size, must be a power of 2
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@ -187,7 +235,7 @@ namespace {
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// Function prototypes
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei);
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Value do_evaluate(const Position& pos, Value margins[]);
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template<Color Us, bool HasPopCnt>
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void init_attack_tables(const Position& pos, EvalInfo& ei);
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@ -229,17 +277,18 @@ void prefetchPawn(Key key, int threadID) {
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/// evaluate() is the main evaluation function. It always computes two
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/// values, an endgame score and a middle game score, and interpolates
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/// between them based on the remaining material.
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Value evaluate(const Position& pos, EvalInfo& ei) {
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Value evaluate(const Position& pos, Value margins[]) {
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return CpuHasPOPCNT ? do_evaluate<true>(pos, ei)
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: do_evaluate<false>(pos, ei);
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return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
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: do_evaluate<false>(pos, margins);
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}
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namespace {
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei) {
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Value do_evaluate(const Position& pos, Value margins[]) {
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EvalInfo ei;
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ScaleFactor factor[2];
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Score mobility;
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@ -344,6 +393,10 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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factor[BLACK] = sf;
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}
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// Populate margins[]
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margins[WHITE] = ei.margin[WHITE];
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margins[BLACK] = ei.margin[BLACK];
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// Interpolate between the middle game and the endgame score
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return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor);
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}
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@ -21,85 +21,14 @@
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#if !defined(EVALUATE_H_INCLUDED)
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#define EVALUATE_H_INCLUDED
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////
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//// Includes
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////
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#include "color.h"
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#include "value.h"
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#include <iostream>
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#include "material.h"
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#include "pawns.h"
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////
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//// Types
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////
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/// The EvalInfo struct contains various information computed and collected
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/// by the evaluation function. An EvalInfo object is passed as one of the
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/// arguments to the evaluation function, and the search can make use of its
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/// contents to make intelligent search decisions.
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///
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/// At the moment, this is not utilized very much: The only part of the
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/// EvalInfo object which is used by the search is margin.
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class Position;
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struct EvalInfo {
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// Middle and end game position's static evaluations
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Score value;
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// margin[color] stores the evaluation margins we should consider for
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// the given position. This is a kind of uncertainty estimation and
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// typically is used by the search for pruning decisions.
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Value margin[2];
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// Pointers to material and pawn hash table entries
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MaterialInfo* mi;
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PawnInfo* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type, attackedBy[color][0] contains
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// all squares attacked by the given color.
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Bitboard attackedBy[2][8];
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// kingZone[color] is the zone around the enemy king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingZone of the enemy king.
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int kingAttackersCount[2];
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square in the kingZone of the enemy king. The
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// weights of the individual piece types are given by the variables
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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int kingAttackersWeight[2];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
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// directly adjacent to the king of the given color. Pieces which attack
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// more than one square are counted multiple times. For instance, if black's
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// king is on g8 and there's a white knight on g5, this knight adds
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// 2 to kingAdjacentZoneAttacksCount[BLACK].
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int kingAdjacentZoneAttacksCount[2];
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};
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////
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//// Prototypes
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////
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extern Value evaluate(const Position& pos, EvalInfo& ei);
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extern Value evaluate(const Position& pos, Value margins[]);
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extern void init_eval(int threads);
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extern void quit_eval();
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extern void read_weights(Color sideToMove);
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#endif // !defined(EVALUATE_H_INCLUDED)
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@ -714,7 +714,7 @@ namespace {
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Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
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EvalInfo ei;
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Value margins[2];
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StateInfo st;
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CheckInfo ci(pos);
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int64_t nodes;
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@ -739,7 +739,7 @@ namespace {
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// Step 5. Evaluate the position statically
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// At root we do this only to get reference value for child nodes
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ss->eval = isCheck ? VALUE_NONE : evaluate(pos, ei);
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ss->eval = isCheck ? VALUE_NONE : evaluate(pos, margins);
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// Step 6. Razoring (omitted at root)
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// Step 7. Static null move pruning (omitted at root)
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@ -975,7 +975,7 @@ namespace {
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assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
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Move movesSearched[256];
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EvalInfo ei;
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Value margins[2];
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StateInfo st;
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const TTEntry *tte;
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Key posKey;
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@ -1051,13 +1051,13 @@ namespace {
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assert(tte->static_value() != VALUE_NONE);
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ss->eval = tte->static_value();
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ei.margin[pos.side_to_move()] = tte->static_value_margin();
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margins[pos.side_to_move()] = tte->static_value_margin();
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refinedValue = refine_eval(tte, ss->eval, ply);
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}
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else
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{
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refinedValue = ss->eval = evaluate(pos, ei);
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TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ei.margin[pos.side_to_move()]);
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refinedValue = ss->eval = evaluate(pos, margins);
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TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
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}
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// Save gain for the parent non-capture move
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@ -1371,7 +1371,7 @@ namespace {
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ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
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move = (bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove);
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TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, ei.margin[pos.side_to_move()]);
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TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, margins[pos.side_to_move()]);
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// Update killers and history only for non capture moves that fails high
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if ( bestValue >= beta
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@ -1401,7 +1401,7 @@ namespace {
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assert(ply > 0 && ply < PLY_MAX);
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assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
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EvalInfo ei;
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Value margins[2];
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StateInfo st;
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Move ttMove, move;
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Value bestValue, value, futilityValue, futilityBase;
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@ -1442,11 +1442,11 @@ namespace {
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{
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assert(tte->static_value() != VALUE_NONE);
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ei.margin[pos.side_to_move()] = tte->static_value_margin();
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margins[pos.side_to_move()] = tte->static_value_margin();
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bestValue = tte->static_value();
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}
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else
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bestValue = evaluate(pos, ei);
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bestValue = evaluate(pos, margins);
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ss->eval = bestValue;
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update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
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if (bestValue >= beta)
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{
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if (!tte)
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, ei.margin[pos.side_to_move()]);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
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return bestValue;
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}
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deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
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// Futility pruning parameters, not needed when in check
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futilityBase = bestValue + FutilityMarginQS + ei.margin[pos.side_to_move()];
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futilityBase = bestValue + FutilityMarginQS + margins[pos.side_to_move()];
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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}
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@ -1552,7 +1552,7 @@ namespace {
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// Update transposition table
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Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
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ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, ei.margin[pos.side_to_move()]);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, margins[pos.side_to_move()]);
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// Update killers only for checking moves that fails high
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if ( bestValue >= beta
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@ -2242,7 +2242,7 @@ namespace {
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StateInfo st;
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TTEntry* tte;
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Position p(pos, pos.thread());
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EvalInfo ei;
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Value margins[2];
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Value v;
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for (int i = 0; pv[i] != MOVE_NONE; i++)
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tte = TT.retrieve(p.get_key());
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if (!tte || tte->move() != pv[i])
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{
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v = (p.is_check() ? VALUE_NONE : evaluate(p, ei));
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TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, ei.margin[pos.side_to_move()]);
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v = (p.is_check() ? VALUE_NONE : evaluate(p, margins));
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TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, margins[pos.side_to_move()]);
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}
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p.do_move(pv[i], st);
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}
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@ -150,10 +150,10 @@ namespace {
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}
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else if (token == "eval")
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{
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EvalInfo ei;
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Value margins[2];
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cout << "Incremental mg: " << mg_value(RootPosition.value())
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<< "\nIncremental eg: " << eg_value(RootPosition.value())
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<< "\nFull eval: " << evaluate(RootPosition, ei) << endl;
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<< "\nFull eval: " << evaluate(RootPosition, margins) << endl;
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}
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else if (token == "key")
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cout << "key: " << hex << RootPosition.get_key()
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#if !defined(VALUE_H_INCLUDED)
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#define VALUE_H_INCLUDED
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////
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//// Includes
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////
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#include "piece.h"
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////
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//// Types
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////
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