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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>
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1 changed files with 77 additions and 84 deletions
161
src/evaluate.cpp
161
src/evaluate.cpp
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@ -77,8 +77,6 @@ namespace {
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int kingAdjacentZoneAttacksCount[2];
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int kingAdjacentZoneAttacksCount[2];
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};
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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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// Evaluation grain size, must be a power of 2
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const int GrainSize = 8;
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const int GrainSize = 8;
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@ -178,7 +176,7 @@ namespace {
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// by the space evaluation. In the middle game, each side is given a bonus
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// by the space evaluation. In the middle game, each side is given a bonus
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// based on how many squares inside this area are safe and available for
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// based on how many squares inside this area are safe and available for
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// friendly minor pieces.
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// friendly minor pieces.
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const Bitboard SpaceMask[2] = {
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const Bitboard SpaceMask[] = {
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(1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
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(1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
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(1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
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(1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
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(1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
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(1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
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@ -229,7 +227,7 @@ namespace {
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Value do_evaluate(const Position& pos, Value margins[]);
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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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template<Color Us, bool HasPopCnt>
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void init_attack_tables(const Position& pos, EvalInfo& ei);
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void init_eval_info(const Position& pos, EvalInfo& ei);
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template<Color Us, bool HasPopCnt>
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template<Color Us, bool HasPopCnt>
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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@ -246,7 +244,7 @@ namespace {
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template<Color Us>
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template<Color Us>
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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inline Score apply_weight(Score v, Score weight);
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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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Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
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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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void init_safety();
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@ -265,6 +263,7 @@ void prefetchPawn(Key key, int threadID) {
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PawnTable[threadID]->prefetch(key);
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PawnTable[threadID]->prefetch(key);
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}
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}
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/// evaluate() is the main evaluation function. It always computes two
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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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/// 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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/// between them based on the remaining material.
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@ -281,23 +280,23 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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EvalInfo ei;
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EvalInfo ei;
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ScaleFactor factor[2];
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ScaleFactor factor[2];
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Score w_mob, b_mob;
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Score mobilityWhite, mobilityBlack;
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assert(pos.is_ok());
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assert(pos.is_ok());
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assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
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assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
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assert(!pos.is_check());
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assert(!pos.is_check());
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// Initialize by reading the incrementally updated scores included in the
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// Initialize value by reading the incrementally updated scores included
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// position object (material + piece square tables).
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// in the position object (material + piece square tables).
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Score value = pos.value();
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Score bonus = pos.value();
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// margins[color] stores the uncertainty estimation of position's evaluation
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// margins[color] is the uncertainty estimation of position's evaluation
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// and typically is used by the search for pruning decisions.
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// and typically is used by the search for pruning decisions.
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Probe the material hash table
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// Probe the material hash table
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MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
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MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
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value += mi->material_value();
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bonus += mi->material_value();
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// If we have a specialized evaluation function for the current material
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// If we have a specialized evaluation function for the current material
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// configuration, call it and return.
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// configuration, call it and return.
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@ -310,30 +309,29 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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// Probe the pawn hash table
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// Probe the pawn hash table
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ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos);
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ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos);
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value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
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bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
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// Initialize attack bitboards with pawns evaluation
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// Initialize attack and king safety bitboards
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init_attack_tables<WHITE, HasPopCnt>(pos, ei);
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init_eval_info<WHITE, HasPopCnt>(pos, ei);
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init_attack_tables<BLACK, HasPopCnt>(pos, ei);
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init_eval_info<BLACK, HasPopCnt>(pos, ei);
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// Evaluate pieces and mobility
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// Evaluate pieces and mobility
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value += evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei, w_mob)
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bonus += evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei, mobilityWhite)
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- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei, b_mob);
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- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei, mobilityBlack);
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value += apply_weight(w_mob - b_mob, Weights[Mobility]);
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bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
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// Evaluate kings after all other pieces for both sides, because we
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// Evaluate kings after all other pieces because we need complete attack
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// need complete attack information for all pieces when computing
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// information when computing the king safety evaluation.
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// the king safety evaluation.
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bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
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value += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
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- evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
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- evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
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// Evaluate tactical threats, we need full attack info including king
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// Evaluate tactical threats, we need full attack information including king
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value += evaluate_threats<WHITE>(pos, ei)
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bonus += evaluate_threats<WHITE>(pos, ei)
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- evaluate_threats<BLACK>(pos, ei);
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- evaluate_threats<BLACK>(pos, ei);
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// Evaluate passed pawns, we need full attack info including king
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// Evaluate passed pawns, we need full attack information including king
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value += evaluate_passed_pawns<WHITE>(pos, ei)
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bonus += evaluate_passed_pawns<WHITE>(pos, ei)
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- evaluate_passed_pawns<BLACK>(pos, ei);
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- evaluate_passed_pawns<BLACK>(pos, ei);
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Phase phase = mi->game_phase();
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Phase phase = mi->game_phase();
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@ -345,18 +343,18 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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if ( square_file(pos.king_square(WHITE)) >= FILE_E
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if ( square_file(pos.king_square(WHITE)) >= FILE_E
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&& square_file(pos.king_square(BLACK)) <= FILE_D)
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&& square_file(pos.king_square(BLACK)) <= FILE_D)
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value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
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bonus += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
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else if ( square_file(pos.king_square(WHITE)) <= FILE_D
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else if ( square_file(pos.king_square(WHITE)) <= FILE_D
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&& square_file(pos.king_square(BLACK)) >= FILE_E)
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&& square_file(pos.king_square(BLACK)) >= FILE_E)
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value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
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bonus += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
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// Evaluate space for both sides
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// Evaluate space for both sides
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if (mi->space_weight() > 0)
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if (mi->space_weight() > 0)
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{
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{
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int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
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int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
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value += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
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bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
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}
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}
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}
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}
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@ -364,8 +362,8 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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// colored bishop endgames, and use a lower scale for those
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// colored bishop endgames, and use a lower scale for those
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if ( phase < PHASE_MIDGAME
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if ( phase < PHASE_MIDGAME
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&& pos.opposite_colored_bishops()
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&& pos.opposite_colored_bishops()
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&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(value) > VALUE_ZERO)
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&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(bonus) > VALUE_ZERO)
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|| (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(value) < VALUE_ZERO)))
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|| (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(bonus) < VALUE_ZERO)))
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{
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{
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ScaleFactor sf;
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ScaleFactor sf;
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@ -390,11 +388,13 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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}
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}
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// Interpolate between the middle game and the endgame score
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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(value, phase, factor);
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Value v = scale_by_game_phase(bonus, phase, factor);
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return pos.side_to_move() == WHITE ? v : -v;
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}
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}
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} // namespace
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} // namespace
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/// init_eval() initializes various tables used by the evaluation function
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/// init_eval() initializes various tables used by the evaluation function
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void init_eval(int threads) {
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void init_eval(int threads) {
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@ -403,18 +403,19 @@ void init_eval(int threads) {
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for (int i = 0; i < MAX_THREADS; i++)
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for (int i = 0; i < MAX_THREADS; i++)
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{
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{
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if (i >= threads)
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if (i >= threads)
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{
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{
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delete PawnTable[i];
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delete PawnTable[i];
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delete MaterialTable[i];
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delete MaterialTable[i];
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PawnTable[i] = NULL;
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PawnTable[i] = NULL;
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MaterialTable[i] = NULL;
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MaterialTable[i] = NULL;
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continue;
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continue;
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}
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}
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if (!PawnTable[i])
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if (!PawnTable[i])
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PawnTable[i] = new PawnInfoTable();
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PawnTable[i] = new PawnInfoTable();
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if (!MaterialTable[i])
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MaterialTable[i] = new MaterialInfoTable();
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if (!MaterialTable[i])
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MaterialTable[i] = new MaterialInfoTable();
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}
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}
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}
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}
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@ -423,13 +424,7 @@ void init_eval(int threads) {
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void quit_eval() {
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void quit_eval() {
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for (int i = 0; i < MAX_THREADS; i++)
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init_eval(0);
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{
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delete PawnTable[i];
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delete MaterialTable[i];
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PawnTable[i] = NULL;
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MaterialTable[i] = NULL;
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}
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}
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}
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@ -460,11 +455,11 @@ void read_weights(Color us) {
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namespace {
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namespace {
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// init_attack_tables() initializes king bitboards for both sides adding
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// init_eval_info() initializes king bitboards for given color adding
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// pawn attacks. To be done before other evaluations.
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// pawn attacks. To be done at the beginning of the evaluation.
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template<Color Us, bool HasPopCnt>
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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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void init_eval_info(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
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ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
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ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
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ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
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b &= ei.attackedBy[Us][PAWN];
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b &= ei.attackedBy[Us][PAWN];
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ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : 0;
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ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
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}
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}
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Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
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Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
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// Increase bonus if supported by pawn, especially if the opponent has
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// Increase bonus if supported by pawn, especially if the opponent has
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// no minor piece which can exchange the outpost piece
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// no minor piece which can exchange the outpost piece.
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if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
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if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
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{
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{
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if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
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if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square* ptr = pos.piece_list_begin(Us, Piece);
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const Square* ptr = pos.piece_list_begin(Us, Piece);
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ei.attackedBy[Us][Piece] = 0;
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ei.attackedBy[Us][Piece] = EmptyBoardBB;
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while ((s = *ptr++) != SQ_NONE)
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while ((s = *ptr++) != SQ_NONE)
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{
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{
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@ -629,9 +624,9 @@ namespace {
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if (!weakEnemies)
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if (!weakEnemies)
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return SCORE_ZERO;
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return SCORE_ZERO;
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// Add bonus according to type of attacked enemy pieces and to the
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// Add bonus according to type of attacked enemy piece and to the
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// type of attacking piece, from knights to queens. Kings are not
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// type of attacking piece, from knights to queens. Kings are not
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// considered because are already special handled in king evaluation.
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// considered because are already handled in king evaluation.
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for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
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for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
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{
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{
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b = ei.attackedBy[Us][pt1] & weakEnemies;
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b = ei.attackedBy[Us][pt1] & weakEnemies;
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Score bonus = SCORE_ZERO;
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Score bonus = mobility = SCORE_ZERO;
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mobility = SCORE_ZERO;
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
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const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
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@ -680,7 +673,6 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard undefended, b, b1, b2, safe;
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Bitboard undefended, b, b1, b2, safe;
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bool sente;
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int attackUnits;
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int attackUnits;
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const Square ksq = pos.king_square(Us);
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const Square ksq = pos.king_square(Us);
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@ -689,14 +681,11 @@ namespace {
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// King safety. This is quite complicated, and is almost certainly far
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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// from optimally tuned.
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if ( pos.piece_count(Them, QUEEN) >= 1
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if ( ei.kingAttackersCount[Them] >= 2
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&& ei.kingAttackersCount[Them] >= 2
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& pos.piece_count(Them, QUEEN) >= 1
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||||||
&& 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().
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue