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Last conversions to Score in evaluate.cpp
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 48 additions and 56 deletions
100
src/evaluate.cpp
100
src/evaluate.cpp
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@ -46,11 +46,9 @@ namespace {
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const int GrainSize = 8;
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// Evaluation weights, initialized from UCI options
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int WeightMobilityMidgame, WeightMobilityEndgame;
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int WeightPawnStructureMidgame, WeightPawnStructureEndgame;
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int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame;
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int WeightKingSafety[2];
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int WeightSpace;
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Score WeightMobility, WeightPawnStructure;
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Score WeightPassedPawns, WeightSpace;
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Score WeightKingSafety[2];
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// Internal evaluation weights. These are applied on top of the evaluation
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// weights read from UCI parameters. The purpose is to be able to change
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@ -58,15 +56,12 @@ namespace {
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// parameters at 100, which looks prettier.
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//
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// Values modified by Joona Kiiski
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const int WeightMobilityMidgameInternal = 248;
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const int WeightMobilityEndgameInternal = 271;
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const int WeightPawnStructureMidgameInternal = 233;
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const int WeightPawnStructureEndgameInternal = 201;
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const int WeightPassedPawnsMidgameInternal = 252;
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const int WeightPassedPawnsEndgameInternal = 259;
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const int WeightKingSafetyInternal = 247;
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const int WeightKingOppSafetyInternal = 259;
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const int WeightSpaceInternal = 46;
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const Score WeightMobilityInternal = Score(248, 271);
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const Score WeightPawnStructureInternal = Score(233, 201);
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const Score WeightPassedPawnsInternal = Score(252, 259);
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const Score WeightSpaceInternal = Score( 46, 0);
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const Score WeightKingSafetyInternal = Score(247, 0);
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const Score WeightKingOppSafetyInternal = Score(259, 0);
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// Mobility and outposts bonus modified by Joona Kiiski
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//
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@ -149,8 +144,8 @@ namespace {
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const Score QueenOn7thBonus = Score(27, 54);
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// Rooks on open files (modified by Joona Kiiski)
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const Value RookOpenFileBonus = Value(43);
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const Value RookHalfOpenFileBonus = Value(19);
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const Score RookOpenFileBonus = Score(43, 43);
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const Score RookHalfOpenFileBonus = Score(19, 19);
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// Penalty for rooks trapped inside a friendly king which has lost the
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// right to castle.
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@ -158,7 +153,7 @@ namespace {
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// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
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// enemy pawns.
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const Value TrappedBishopA7H7Penalty = Value(300);
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const Score TrappedBishopA7H7Penalty = Score(300, 300);
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// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
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const Bitboard MaskA7H7[2] = {
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@ -169,7 +164,7 @@ namespace {
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// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
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// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
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// happen in Chess960 games.
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const Value TrappedBishopA1H1Penalty = Value(100);
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const Score TrappedBishopA1H1Penalty = Score(100, 100);
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// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
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const Bitboard MaskA1H1[2] = {
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@ -215,8 +210,9 @@ namespace {
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// ThreatBonus[][] contains bonus according to which piece type
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// attacks which one.
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const Score ThreatBonus[8][8] = {
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#define Z Score(0, 0)
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const Score ThreatBonus[8][8] = {
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{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
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{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
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{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
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@ -225,18 +221,15 @@ namespace {
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{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
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{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
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{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
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#undef Z
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};
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// ThreatedByPawnPenalty[] contains a penalty according to which piece
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// type is attacked by an enemy pawn.
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const Value MidgameThreatedByPawnPenalty[8] = {
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V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0)
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const Score ThreatedByPawnPenalty[8] = {
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Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
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};
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const Value EndgameThreatedByPawnPenalty[8] = {
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V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0)
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};
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#undef Z
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// InitKingDanger[] contains bonuses based on the position of the defending
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// king.
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@ -282,9 +275,9 @@ namespace {
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
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inline Score apply_weight(Score v, int wmg, int weg);
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inline Score apply_weight(Score v, Score weight);
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Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
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int weight_option(const std::string& opt, int weight);
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
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void init_safety();
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}
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@ -333,7 +326,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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// Probe the pawn hash table
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ei.pi = PawnTable[threadID]->get_pawn_info(pos);
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ei.value += apply_weight(ei.pi->value(), WeightPawnStructureMidgame, WeightPawnStructureEndgame);
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ei.value += apply_weight(ei.pi->value(), WeightPawnStructure);
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// Initialize king attack bitboards and king attack zones for both sides
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ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
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@ -398,7 +391,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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}
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// Mobility
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ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
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ei.value += apply_weight(ei.mobility, WeightMobility);
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those
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@ -501,15 +494,12 @@ void read_weights(Color us) {
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Color them = opposite_color(us);
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WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
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WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
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WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
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WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
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WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
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WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
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WeightSpace = weight_option("Space", WeightSpaceInternal);
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WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
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WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
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WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
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WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
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WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
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WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
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WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
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WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
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// If running in analysis mode, make sure we use symmetrical king safety. We do this
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// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
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@ -611,7 +601,7 @@ namespace {
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// Decrease score if we are attacked by an enemy pawn. Remaining part
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// of threat evaluation must be done later when we have full attack info.
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if (bit_is_set(ei.attackedBy[Them][PAWN], s))
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ei.value -= Sign[Us] * Score(MidgameThreatedByPawnPenalty[Piece], EndgameThreatedByPawnPenalty[Piece]);
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ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece];
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// Bishop and knight outposts squares
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if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
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@ -646,9 +636,9 @@ namespace {
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if (ei.pi->file_is_half_open(Us, f))
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{
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if (ei.pi->file_is_half_open(Them, f))
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ei.value += Sign[Us] * Score(RookOpenFileBonus, RookOpenFileBonus);
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ei.value += Sign[Us] * RookOpenFileBonus;
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else
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ei.value += Sign[Us] * Score(RookHalfOpenFileBonus, RookHalfOpenFileBonus);
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ei.value += Sign[Us] * RookHalfOpenFileBonus;
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}
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// Penalize rooks which are trapped inside a king. Penalize more if
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@ -892,7 +882,7 @@ namespace {
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// that the king safety scores can sometimes be very big, and that
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// capturing a single attacking piece can therefore result in a score
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// change far bigger than the value of the captured piece.
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Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
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Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
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ei.value -= Sign[Us] * v;
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@ -1025,7 +1015,7 @@ namespace {
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}
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// Add the scores for this pawn to the middle game and endgame eval.
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ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
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ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawns);
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} // while
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}
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@ -1065,7 +1055,7 @@ namespace {
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// If one side queens at least three plies before the other, that side wins
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if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
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ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
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ei.value += Sign[winnerSide] * Score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
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// If one side queens one ply before the other and checks the king or attacks
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// the undefended opponent's queening square, that side wins. To avoid cases
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@ -1086,7 +1076,7 @@ namespace {
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if ( (b & pos.pieces(KING, loserSide))
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||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
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ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))));
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ei.value += Sign[winnerSide] * Score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
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}
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}
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}
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@ -1108,7 +1098,7 @@ namespace {
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&& pos.see(s, b6) < 0
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&& pos.see(s, b8) < 0)
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{
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ei.value -= Sign[us] * Score(TrappedBishopA7H7Penalty, TrappedBishopA7H7Penalty);
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ei.value -= Sign[us] * TrappedBishopA7H7Penalty;
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}
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}
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@ -1142,16 +1132,16 @@ namespace {
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if (pos.piece_on(b2) == pawn)
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{
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Value penalty;
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Score penalty;
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if (!pos.square_is_empty(b3))
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penalty = 2*TrappedBishopA1H1Penalty;
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penalty = 2 * TrappedBishopA1H1Penalty;
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else if (pos.piece_on(c3) == pawn)
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penalty = TrappedBishopA1H1Penalty;
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else
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penalty = TrappedBishopA1H1Penalty / 2;
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ei.value -= Sign[us] * Score(penalty, penalty);
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ei.value -= Sign[us] * penalty;
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}
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}
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@ -1185,14 +1175,14 @@ namespace {
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int space = count_1s_max_15<HasPopCnt>(safeSquares)
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+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
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ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
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ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace);
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}
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// apply_weight() applies an evaluation weight to a value
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inline Score apply_weight(Score v, int wmg, int weg) {
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return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
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inline Score apply_weight(Score v, Score w) {
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return v * w / 0x100;
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}
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@ -1214,11 +1204,11 @@ namespace {
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// weight_option() computes the value of an evaluation weight, by combining
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// an UCI-configurable weight with an internal weight.
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// two UCI-configurable weights (midgame and endgame) with an internal weight.
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int weight_option(const std::string& opt, int internalWeight) {
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
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int uciWeight = get_option_value_int(opt);
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Score uciWeight(get_option_value_int(mgOpt), get_option_value_int(egOpt));
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uciWeight = (uciWeight * 0x100) / 100;
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return (uciWeight * internalWeight) / 0x100;
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}
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@ -83,9 +83,11 @@ private:
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ScoreValue v;
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};
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inline Score operator+(Score s1, Score s2) { return Score(s1.mg() + s2.mg(), s1.eg() + s2.eg()); }
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inline Score operator-(Score s1, Score s2) { return Score(s1.mg() - s2.mg(), s1.eg() - s2.eg()); }
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inline Score operator*(Score s1, Score s2) { return Score(s1.mg() * s2.mg(), s1.eg() * s2.eg()); }
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inline Score operator*(int i, Score s) { return Score(i * s.mg(), i * s.eg()); }
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inline Score operator*(Score s, int i) { return s * i; }
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inline Score operator*(Score s, int i) { return Score(s.mg() * i, s.eg() * i); }
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inline Score operator/(Score s, int i) { return Score(s.mg() / i, s.eg() / i); }
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inline Score operator-(Score s) { return Score(-s.mg(), -s.eg()); }
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