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Small reformat in evaluate_unstoppable_pawns()
Also simplify tracing because evaluate_unstoppable_pawns() return always zero if both colors have non pawn material. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 98 additions and 97 deletions
195
src/evaluate.cpp
195
src/evaluate.cpp
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@ -343,13 +343,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// If one side has only a king, check whether exists any unstoppable passed pawn
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if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
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{
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bonus += evaluate_unstoppable_pawns<HasPopCnt>(pos, ei);
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if (Trace)
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trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<HasPopCnt>(pos, ei));
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}
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// Evaluate space for both sides, only in middle-game.
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if (mi->space_weight())
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{
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@ -400,6 +395,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
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trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
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trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
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trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<HasPopCnt>(pos, ei));
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trace_add(TOTAL, bonus);
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TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
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<< ", Black: " << to_cp(margins[BLACK])
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@ -899,166 +895,171 @@ namespace {
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return apply_weight(bonus, Weights[PassedPawns]);
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}
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// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
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template<bool HasPopCnt>
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
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const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
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Bitboard b1, b2, queeningPath, candidates, supBB, sacBB;
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Square s1, s2, queeningSquare, supSq, sacSq;
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Color c, winnerSide, loserSide;
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bool pathDefended, opposed;
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int pliesToGo, movesToGo, oppMovesToGo;
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int pliesToQueen[] = { 256, 256 };
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// Step 1. Hunt for unstoppable pawns. If we find at least one, record how many plies
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// are required for promotion
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int pliesToGo[2] = {256, 256};
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for (Color c = WHITE; c <= BLACK; c++)
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for (c = WHITE; c <= BLACK; c++)
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{
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// Skip if other side has non-pawn pieces
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if (pos.non_pawn_material(opposite_color(c)))
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continue;
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Bitboard b = ei.pi->passed_pawns(c);
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b1 = ei.pi->passed_pawns(c);
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while (b)
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while (b1)
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{
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Square s = pop_1st_bit(&b);
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Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
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s1 = pop_1st_bit(&b1);
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queeningSquare = relative_square(c, make_square(square_file(s1), RANK_8));
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queeningPath = squares_in_front_of(c, s1);
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int mtg = RANK_8 - relative_rank(c, s) - int(relative_rank(c, s) == RANK_2);
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int oppmtg = square_distance(pos.king_square(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move());
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bool pathDefended = ((ei.attackedBy[c][0] & squares_in_front_of(c, s)) == squares_in_front_of(c, s));
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// Compute plies from queening and check direct advancement
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movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(c, s1) == RANK_2);
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oppMovesToGo = square_distance(pos.king_square(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move());
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pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
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if (mtg >= oppmtg && !pathDefended)
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if (movesToGo >= oppMovesToGo && !pathDefended)
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continue;
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int blockerCount = count_1s<Max15>(squares_in_front_of(c, s) & pos.occupied_squares());
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mtg += blockerCount;
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// Opponent king cannot block because path is defended and position
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// is not in check. So only friendly pieces can be blockers.
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assert(!pos.in_check());
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assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c));
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if (mtg >= oppmtg && !pathDefended)
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// Add moves needed to free the path from friendly pieces and retest condition
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movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
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if (movesToGo >= oppMovesToGo && !pathDefended)
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continue;
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int ptg = 2 * mtg - int(c == pos.side_to_move());
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pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
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if (ptg < pliesToGo[c])
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pliesToGo[c] = ptg;
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if (pliesToGo < pliesToQueen[c])
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pliesToQueen[c] = pliesToGo;
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}
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}
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// Step 2. If either side cannot promote at least three plies before the other side then
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// situation becomes too complex and we give up. Otherwise we determine the possibly "winning side"
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if (abs(pliesToGo[WHITE] - pliesToGo[BLACK]) < 3)
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return make_score(0, 0);
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// Step 2. If either side cannot promote at least three plies before the other side then situation
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// becomes too complex and we give up. Otherwise we determine the possibly "winning side"
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if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
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return SCORE_ZERO;
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Color winnerSide = (pliesToGo[WHITE] < pliesToGo[BLACK] ? WHITE : BLACK);
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Color loserSide = opposite_color(winnerSide);
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winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
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loserSide = opposite_color(winnerSide);
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// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
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// We collect the potential candidates in potentialBB.
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Bitboard pawnBB = pos.pieces(PAWN, loserSide);
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Bitboard potentialBB = pawnBB;
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const Bitboard passedBB = ei.pi->passed_pawns(loserSide);
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b1 = candidates = pos.pieces(PAWN, loserSide);
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while(pawnBB)
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while (b1)
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{
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Square psq = pop_1st_bit(&pawnBB);
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s1 = pop_1st_bit(&b1);
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// Check direct advancement
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int mtg = RANK_8 - relative_rank(loserSide, psq) - int(relative_rank(loserSide, psq) == RANK_2);
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int ptg = 2 * mtg - int(loserSide == pos.side_to_move());
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// Compute plies from queening
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queeningSquare = relative_square(loserSide, make_square(square_file(s1), RANK_8));
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movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(loserSide, s1) == RANK_2);
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pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
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// Check if (without even considering any obstacles) we're too far away
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if (pliesToGo[winnerSide] + 3 <= ptg)
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{
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clear_bit(&potentialBB, psq);
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continue;
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}
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// If this is passed pawn, then it _may_ promote in time. We give up.
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if (bit_is_set(passedBB, psq))
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return make_score(0, 0);
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// Doubled pawn is worthless
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if (squares_in_front_of(loserSide, psq) & (pos.pieces(PAWN, loserSide)))
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{
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clear_bit(&potentialBB, psq);
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continue;
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}
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// Check if (without even considering any obstacles) we're too far away or doubled
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if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
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|| (squares_in_front_of(loserSide, s1) & pos.pieces(PAWN, loserSide)))
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clear_bit(&candidates, s1);
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}
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// Step 4. Check new passed pawn creation through king capturing and sacrifises
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pawnBB = potentialBB;
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// If any candidate is already a passed pawn it _may_ promote in time. We give up.
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if (candidates & ei.pi->passed_pawns(loserSide))
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return SCORE_ZERO;
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while(pawnBB)
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// Step 4. Check new passed pawn creation through king capturing and sacrifices
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b1 = candidates;
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while (b1)
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{
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Square psq = pop_1st_bit(&pawnBB);
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s1 = pop_1st_bit(&b1);
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int mtg = RANK_8 - relative_rank(loserSide, psq) - int(relative_rank(loserSide, psq) == RANK_2);
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int ptg = 2 * mtg - int(loserSide == pos.side_to_move());
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// Compute plies from queening
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queeningSquare = relative_square(loserSide, make_square(square_file(s1), RANK_8));
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movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(loserSide, s1) == RANK_2);
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pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
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// Generate list of obstacles
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Bitboard obsBB = passed_pawn_mask(loserSide, psq) & pos.pieces(PAWN, winnerSide);
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const bool pawnIsOpposed = squares_in_front_of(loserSide, psq) & obsBB;
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assert(obsBB);
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opposed = squares_in_front_of(loserSide, s1) & pos.pieces(PAWN, winnerSide);
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b2 = passed_pawn_mask(loserSide, s1) & pos.pieces(PAWN, winnerSide);
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assert(b2);
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// How many plies does it take to remove all the obstacles?
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int sacptg = 0;
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int realObsCount = 0;
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int minKingDist = 256;
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int kingptg = 256;
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while(obsBB)
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while (b2)
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{
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Square obSq = pop_1st_bit(&obsBB);
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int minMoves = 256;
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s2 = pop_1st_bit(&b2);
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movesToGo = 256;
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// Check pawns that can give support to overcome obstacle (Eg. wp: a4,b4 bp: b2. b4 is giving support)
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if (!pawnIsOpposed && square_file(psq) != square_file(obSq))
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// Check pawns that can give support to overcome obstacle, for instance
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// black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
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if (!opposed && square_file(s1) != square_file(s2))
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{
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Bitboard supBB = in_front_bb(winnerSide, Square(obSq + (winnerSide == WHITE ? 8 : -8)))
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& neighboring_files_bb(psq) & potentialBB;
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supBB = in_front_bb(winnerSide, s2 + pawn_push(winnerSide)) & neighboring_files_bb(s1) & candidates;
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while(supBB) // This while-loop could be replaced with supSq = LSB/MSB(supBB) (depending on color)
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while (supBB) // This while-loop could be replaced with supSq = LSB/MSB(supBB) (depending on color)
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{
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Square supSq = pop_1st_bit(&supBB);
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int dist = square_distance(obSq, supSq);
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minMoves = Min(minMoves, dist - 2);
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supSq = pop_1st_bit(&supBB);
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movesToGo = Min(movesToGo, square_distance(s2, supSq) - 2);
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}
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}
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// Check pawns that can be sacrifised
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Bitboard sacBB = passed_pawn_mask(winnerSide, obSq) & neighboring_files_bb(obSq) & potentialBB & ~(1ULL << psq);
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// Check pawns that can be sacrificed
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sacBB = passed_pawn_mask(winnerSide, s2) & neighboring_files_bb(s2) & candidates & ~(1ULL << s1);
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while(sacBB) // This while-loop could be replaced with sacSq = LSB/MSB(sacBB) (depending on color)
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while (sacBB) // This while-loop could be replaced with sacSq = LSB/MSB(sacBB) (depending on color)
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{
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Square sacSq = pop_1st_bit(&sacBB);
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int dist = square_distance(obSq, sacSq);
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minMoves = Min(minMoves, dist - 2);
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sacSq = pop_1st_bit(&sacBB);
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movesToGo = Min(movesToGo, square_distance(s2, sacSq) - 2);
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}
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// If obstacle can be destroyed with immediate pawn sacrifise, it's not real obstacle
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if (minMoves <= 0)
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// Good, obstacle can be destroyed with an immediate pawn sacrifice,
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// it's not a real obstacle and we have nothing to add to pliesToGo.
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if (movesToGo <= 0)
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continue;
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// Pawn sac calculations
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sacptg += minMoves * 2;
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// King capture calc
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// Plies needed to sacrifice the pawn
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sacptg += movesToGo * 2;
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realObsCount++;
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int kingDist = square_distance(pos.king_square(loserSide), obSq);
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minKingDist = Min(minKingDist, kingDist);
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// Plies needed for the king to capture opposing pawn
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minKingDist = Min(minKingDist, square_distance(pos.king_square(loserSide), s2));
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kingptg = (minKingDist + realObsCount) * 2;
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}
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// Check if pawn sac plan _may_ save the day
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if (pliesToGo[winnerSide] + 3 > ptg + sacptg)
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return make_score(0, 0);
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// Check if pawn sacrifice plan _may_ save the day
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if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
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return SCORE_ZERO;
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// Check if king capture plan _may_ save the day (contains some false positives)
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int kingptg = (minKingDist + realObsCount) * 2;
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if (pliesToGo[winnerSide] + 3 > ptg + kingptg)
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return make_score(0, 0);
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if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
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return SCORE_ZERO;
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}
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// Step 5. Assign bonus
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const int Sign[2] = {1, -1};
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return Sign[winnerSide] * make_score(0, (Value) 0x500 - 0x20 * pliesToGo[winnerSide]);
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// Winning pawn is unstoppable and will promote as first, return big score
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Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]);
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return winnerSide == WHITE ? score : -score;
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}
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