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Assorted code style in evaluation.cpp

Renaming, cleanu up, etc.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-08-26 07:27:57 +01:00
parent c7dd9b8d0c
commit 1b4084b4a5

View file

@ -77,8 +77,6 @@ namespace {
int kingAdjacentZoneAttacksCount[2]; int kingAdjacentZoneAttacksCount[2];
}; };
const int Sign[2] = { 1, -1 };
// Evaluation grain size, must be a power of 2 // Evaluation grain size, must be a power of 2
const int GrainSize = 8; const int GrainSize = 8;
@ -178,7 +176,7 @@ namespace {
// by the space evaluation. In the middle game, each side is given a bonus // by the space evaluation. In the middle game, each side is given a bonus
// based on how many squares inside this area are safe and available for // based on how many squares inside this area are safe and available for
// friendly minor pieces. // friendly minor pieces.
const Bitboard SpaceMask[2] = { const Bitboard SpaceMask[] = {
(1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) | (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
(1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) | (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
(1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4), (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
@ -229,7 +227,7 @@ namespace {
Value do_evaluate(const Position& pos, Value margins[]); Value do_evaluate(const Position& pos, Value margins[]);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void init_attack_tables(const Position& pos, EvalInfo& ei); void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
@ -246,7 +244,7 @@ namespace {
template<Color Us> template<Color Us>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
inline Score apply_weight(Score v, Score weight); Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
void init_safety(); void init_safety();
@ -265,6 +263,7 @@ void prefetchPawn(Key key, int threadID) {
PawnTable[threadID]->prefetch(key); PawnTable[threadID]->prefetch(key);
} }
/// evaluate() is the main evaluation function. It always computes two /// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates /// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material. /// between them based on the remaining material.
@ -281,23 +280,23 @@ Value do_evaluate(const Position& pos, Value margins[]) {
EvalInfo ei; EvalInfo ei;
ScaleFactor factor[2]; ScaleFactor factor[2];
Score w_mob, b_mob; Score mobilityWhite, mobilityBlack;
assert(pos.is_ok()); assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.is_check()); assert(!pos.is_check());
// Initialize by reading the incrementally updated scores included in the // Initialize value by reading the incrementally updated scores included
// position object (material + piece square tables). // in the position object (material + piece square tables).
Score value = pos.value(); Score bonus = pos.value();
// margins[color] stores the uncertainty estimation of position's evaluation // margins[color] is the uncertainty estimation of position's evaluation
// and typically is used by the search for pruning decisions. // and typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO; margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table // Probe the material hash table
MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos); MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
value += mi->material_value(); bonus += mi->material_value();
// If we have a specialized evaluation function for the current material // If we have a specialized evaluation function for the current material
// configuration, call it and return. // configuration, call it and return.
@ -310,30 +309,29 @@ Value do_evaluate(const Position& pos, Value margins[]) {
// Probe the pawn hash table // Probe the pawn hash table
ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos); ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos);
value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
// Initialize attack bitboards with pawns evaluation // Initialize attack and king safety bitboards
init_attack_tables<WHITE, HasPopCnt>(pos, ei); init_eval_info<WHITE, HasPopCnt>(pos, ei);
init_attack_tables<BLACK, HasPopCnt>(pos, ei); init_eval_info<BLACK, HasPopCnt>(pos, ei);
// Evaluate pieces and mobility // Evaluate pieces and mobility
value += evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei, w_mob) bonus += evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei, mobilityWhite)
- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei, b_mob); - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei, mobilityBlack);
value += apply_weight(w_mob - b_mob, Weights[Mobility]); bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
// Evaluate kings after all other pieces for both sides, because we // Evaluate kings after all other pieces because we need complete attack
// need complete attack information for all pieces when computing // information when computing the king safety evaluation.
// the king safety evaluation. bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
value += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
- evaluate_king<BLACK, HasPopCnt>(pos, ei, margins); - evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
// Evaluate tactical threats, we need full attack info including king // Evaluate tactical threats, we need full attack information including king
value += evaluate_threats<WHITE>(pos, ei) bonus += evaluate_threats<WHITE>(pos, ei)
- evaluate_threats<BLACK>(pos, ei); - evaluate_threats<BLACK>(pos, ei);
// Evaluate passed pawns, we need full attack info including king // Evaluate passed pawns, we need full attack information including king
value += evaluate_passed_pawns<WHITE>(pos, ei) bonus += evaluate_passed_pawns<WHITE>(pos, ei)
- evaluate_passed_pawns<BLACK>(pos, ei); - evaluate_passed_pawns<BLACK>(pos, ei);
Phase phase = mi->game_phase(); Phase phase = mi->game_phase();
@ -345,18 +343,18 @@ Value do_evaluate(const Position& pos, Value margins[]) {
if ( square_file(pos.king_square(WHITE)) >= FILE_E if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D) && square_file(pos.king_square(BLACK)) <= FILE_D)
value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); bonus += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
else if ( square_file(pos.king_square(WHITE)) <= FILE_D else if ( square_file(pos.king_square(WHITE)) <= FILE_D
&& square_file(pos.king_square(BLACK)) >= FILE_E) && square_file(pos.king_square(BLACK)) >= FILE_E)
value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); bonus += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
// Evaluate space for both sides // Evaluate space for both sides
if (mi->space_weight() > 0) if (mi->space_weight() > 0)
{ {
int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei); int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
value += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]); bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
} }
} }
@ -364,8 +362,8 @@ Value do_evaluate(const Position& pos, Value margins[]) {
// colored bishop endgames, and use a lower scale for those // colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops() && pos.opposite_colored_bishops()
&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(value) > VALUE_ZERO) && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(bonus) > VALUE_ZERO)
|| (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(value) < VALUE_ZERO))) || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(bonus) < VALUE_ZERO)))
{ {
ScaleFactor sf; ScaleFactor sf;
@ -390,11 +388,13 @@ Value do_evaluate(const Position& pos, Value margins[]) {
} }
// Interpolate between the middle game and the endgame score // Interpolate between the middle game and the endgame score
return Sign[pos.side_to_move()] * scale_by_game_phase(value, phase, factor); Value v = scale_by_game_phase(bonus, phase, factor);
return pos.side_to_move() == WHITE ? v : -v;
} }
} // namespace } // namespace
/// init_eval() initializes various tables used by the evaluation function /// init_eval() initializes various tables used by the evaluation function
void init_eval(int threads) { void init_eval(int threads) {
@ -413,6 +413,7 @@ void init_eval(int threads) {
} }
if (!PawnTable[i]) if (!PawnTable[i])
PawnTable[i] = new PawnInfoTable(); PawnTable[i] = new PawnInfoTable();
if (!MaterialTable[i]) if (!MaterialTable[i])
MaterialTable[i] = new MaterialInfoTable(); MaterialTable[i] = new MaterialInfoTable();
} }
@ -423,13 +424,7 @@ void init_eval(int threads) {
void quit_eval() { void quit_eval() {
for (int i = 0; i < MAX_THREADS; i++) init_eval(0);
{
delete PawnTable[i];
delete MaterialTable[i];
PawnTable[i] = NULL;
MaterialTable[i] = NULL;
}
} }
@ -460,11 +455,11 @@ void read_weights(Color us) {
namespace { namespace {
// init_attack_tables() initializes king bitboards for both sides adding // init_eval_info() initializes king bitboards for given color adding
// pawn attacks. To be done before other evaluations. // pawn attacks. To be done at the beginning of the evaluation.
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void init_attack_tables(const Position& pos, EvalInfo& ei) { void init_eval_info(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -472,8 +467,8 @@ namespace {
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]; b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : 0; ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
} }
@ -490,7 +485,7 @@ namespace {
Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)]; Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
// Increase bonus if supported by pawn, especially if the opponent has // Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece // no minor piece which can exchange the outpost piece.
if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s)) if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
{ {
if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
@ -517,7 +512,7 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece); const Square* ptr = pos.piece_list_begin(Us, Piece);
ei.attackedBy[Us][Piece] = 0; ei.attackedBy[Us][Piece] = EmptyBoardBB;
while ((s = *ptr++) != SQ_NONE) while ((s = *ptr++) != SQ_NONE)
{ {
@ -629,9 +624,9 @@ namespace {
if (!weakEnemies) if (!weakEnemies)
return SCORE_ZERO; return SCORE_ZERO;
// Add bonus according to type of attacked enemy pieces and to the // Add bonus according to type of attacked enemy piece and to the
// type of attacking piece, from knights to queens. Kings are not // type of attacking piece, from knights to queens. Kings are not
// considered because are already special handled in king evaluation. // considered because are already handled in king evaluation.
for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++) for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
{ {
b = ei.attackedBy[Us][pt1] & weakEnemies; b = ei.attackedBy[Us][pt1] & weakEnemies;
@ -652,9 +647,7 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
Score bonus = SCORE_ZERO; Score bonus = mobility = SCORE_ZERO;
mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
@ -680,7 +673,6 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard undefended, b, b1, b2, safe; Bitboard undefended, b, b1, b2, safe;
bool sente;
int attackUnits; int attackUnits;
const Square ksq = pos.king_square(Us); const Square ksq = pos.king_square(Us);
@ -689,14 +681,11 @@ 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 ( pos.piece_count(Them, QUEEN) >= 1 if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAttackersCount[Them] >= 2
&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
&& pos.piece_count(Them, QUEEN) >= 1
&& ei.kingAdjacentZoneAttacksCount[Them]) && ei.kingAdjacentZoneAttacksCount[Them])
{ {
// Is it the attackers turn to move?
sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders // Find the attacked squares around the king which has no defenders
// apart from the king itself // apart from the king itself
undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
@ -723,7 +712,9 @@ namespace {
b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b) if (b)
attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1); attackUnits += QueenContactCheckBonus
* count_1s_max_15<HasPopCnt>(b)
* (Them == pos.side_to_move() ? 2 : 1);
} }
// Analyse enemy's safe distance checks for sliders and knights // Analyse enemy's safe distance checks for sliders and knights
@ -787,20 +778,20 @@ namespace {
assert(pos.pawn_is_passed(Us, s)); assert(pos.pawn_is_passed(Us, s));
int r = int(relative_rank(Us, s) - RANK_2); int r = int(relative_rank(Us, s) - RANK_2);
int tr = r * (r - 1); int rr = r * (r - 1);
// Base bonus based on rank // Base bonus based on rank
Value mbonus = Value(20 * tr); Value mbonus = Value(20 * rr);
Value ebonus = Value(10 + r * r * 10); Value ebonus = Value(10 * (rr + r + 1));
if (tr) if (rr)
{ {
Square blockSq = s + pawn_push(Us); Square blockSq = s + pawn_push(Us);
// Adjust bonus based on kings proximity // Adjust bonus based on kings proximity
ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr); ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr); ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr); ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
// If the pawn is free to advance, increase bonus // If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq)) if (pos.square_is_empty(blockSq))
@ -820,20 +811,20 @@ namespace {
// If there aren't enemy attacks or pieces along the path to queen give // If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path. // huge bonus. Even bigger if we protect the pawn's path.
if (!unsafeSquares) if (!unsafeSquares)
ebonus += Value(tr * (squaresToQueen == defendedSquares ? 17 : 15)); ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
else else
// OK, there are enemy attacks or pieces (but not pawns). Are those // OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us ? // squares which are attacked by the enemy also attacked by us ?
// If yes, big bonus (but smaller than when there are no enemy attacks), // If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus. // if no, somewhat smaller bonus.
ebonus += Value(tr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
// At last, add a small bonus when there are no *friendly* pieces // At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path. // in the pawn's path.
if (!(squaresToQueen & pos.pieces_of_color(Us))) if (!(squaresToQueen & pos.pieces_of_color(Us)))
ebonus += Value(tr); ebonus += Value(rr);
} }
} // tr != 0 } // rr != 0
// Increase the bonus if the passed pawn is supported by a friendly pawn // Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank. // on the same rank and a bit smaller if it's on the previous rank.
@ -870,14 +861,14 @@ namespace {
// available for minor pieces on the central four files on ranks 2--4. Safe // available for minor pieces on the central four files on ranks 2--4. Safe
// squares one, two or three squares behind a friendly pawn are counted // squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is scaled by a weight taken from the // twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table. // material hash table. The aim is to improve play on game opening.
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
int evaluate_space(const Position& pos, EvalInfo& ei) { int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by // Find the safe squares for our pieces inside the area defined by
// SpaceMask[us]. A square is unsafe if it is attacked by an enemy // SpaceMask[]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece. // pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask[Us] Bitboard safe = SpaceMask[Us]
& ~pos.pieces(PAWN, Us) & ~pos.pieces(PAWN, Us)
@ -896,7 +887,8 @@ namespace {
// apply_weight() applies an evaluation weight to a value trying to prevent overflow // apply_weight() applies an evaluation weight to a value trying to prevent overflow
inline Score apply_weight(Score v, Score w) { inline Score apply_weight(Score v, Score w) {
return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100); return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
(int(eg_value(v)) * eg_value(w)) / 0x100);
} }
@ -930,6 +922,7 @@ namespace {
return apply_weight(make_score(mg, eg), internalWeight); return apply_weight(make_score(mg, eg), internalWeight);
} }
// init_safety() initizes the king safety evaluation, based on UCI // init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights(). // parameters. It is called from read_weights().