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Do not update king tables when we skip king safety

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-09-12 14:02:33 +01:00
parent fa2478a81f
commit 1a2768705a

View file

@ -45,6 +45,11 @@ namespace {
// Pointer to pawn hash table entry // Pointer to pawn hash table entry
PawnInfo* pi; PawnInfo* pi;
// updateKingTables[color] is set to true if we have enough material
// to trigger the opponent's king safety calculation. When is false we
// skip the time consuming update of the king attackers tables.
bool updateKingTables[2];
// attackedBy[color][piece type] is a bitboard representing all squares // attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains // attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color. // all squares attacked by the given color.
@ -451,9 +456,13 @@ namespace {
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them)); Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
b &= ei.attackedBy[Us][PAWN]; ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB; if (ei.updateKingTables[Us])
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB; {
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
}
} }
@ -515,7 +524,7 @@ namespace {
ei.attackedBy[Us][Piece] |= b; ei.attackedBy[Us][Piece] |= b;
// King attacks // King attacks
if (b & ei.kingZone[Us]) if (ei.updateKingTables[Us] && (b & ei.kingZone[Us]))
{ {
ei.kingAttackersCount[Us]++; ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece]; ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
@ -666,9 +675,8 @@ namespace {
// King safety. This is quite complicated, and is almost certainly far // King safety. This is quite complicated, and is almost certainly far
// from optimally tuned. // from optimally tuned.
if ( ei.kingAttackersCount[Them] >= 2 if ( ei.updateKingTables[Them]
&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame && ei.kingAttackersCount[Them] >= 2
&& pos.piece_count(Them, QUEEN) >= 1
&& ei.kingAdjacentZoneAttacksCount[Them]) && ei.kingAdjacentZoneAttacksCount[Them])
{ {
// Find the attacked squares around the king which has no defenders // Find the attacked squares around the king which has no defenders