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https://github.com/sockspls/badfish
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Fix InitKingDanger initialization
Last line was missing. Also reformat tables constants to be more readable. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 81 additions and 69 deletions
150
src/evaluate.cpp
150
src/evaluate.cpp
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@ -44,123 +44,136 @@ namespace {
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const int GrainSize = 4;
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// Evaluation weights
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int WeightMobilityMidgame = 0x100;
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int WeightMobilityEndgame = 0x100;
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int WeightMobilityMidgame = 0x100;
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int WeightMobilityEndgame = 0x100;
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int WeightPawnStructureMidgame = 0x100;
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int WeightPawnStructureEndgame = 0x100;
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int WeightPassedPawnsMidgame = 0x100;
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int WeightPassedPawnsEndgame = 0x100;
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int WeightPassedPawnsMidgame = 0x100;
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int WeightPassedPawnsEndgame = 0x100;
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int WeightKingSafety[2] = { 0x100, 0x100 };
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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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// the evaluation weights while keeping the default values of the UCI
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// parameters at 100, which looks prettier.
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const int WeightMobilityMidgameInternal = 0x100;
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const int WeightMobilityEndgameInternal = 0x100;
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const int WeightMobilityMidgameInternal = 0x100;
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const int WeightMobilityEndgameInternal = 0x100;
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const int WeightPawnStructureMidgameInternal = 0x100;
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const int WeightPawnStructureEndgameInternal = 0x100;
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const int WeightPassedPawnsMidgameInternal = 0x100;
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const int WeightPassedPawnsEndgameInternal = 0x100;
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const int WeightKingSafetyInternal = 0x100;
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const int WeightPassedPawnsMidgameInternal = 0x100;
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const int WeightPassedPawnsEndgameInternal = 0x100;
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const int WeightKingSafetyInternal = 0x100;
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// Visually better to define tables constants
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typedef Value V;
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// Knight mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly piecess.
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const Value MidgameKnightMobilityBonus[] = {
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Value(-30), Value(-20), Value(-10), Value(0), Value(10),
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Value(20), Value(25), Value(30), Value(30)
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// 0 1 2 3 4 5 6 7 8
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V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
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};
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const Value EndgameKnightMobilityBonus[] = {
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Value(-30), Value(-20), Value(-10), Value(0), Value(10),
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Value(20), Value(25), Value(30), Value(30)
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// 0 1 2 3 4 5 6 7 8
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V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
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};
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// Bishop mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces. X-ray attacks through
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// queens are also included.
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const Value MidgameBishopMobilityBonus[] = {
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Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
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Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
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Value(81), Value(82), Value(83), Value(83)
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// 0 1 2 3 4 5 6 7
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V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
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// 8 9 10 11 12 13 14 15
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V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
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};
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const Value EndgameBishopMobilityBonus[] = {
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Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
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Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
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Value(81), Value(82), Value(83), Value(83)
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// 0 1 2 3 4 5 6 7
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V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
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// 8 9 10 11 12 13 14 15
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V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
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};
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// Rook mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces. X-ray attacks through
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// queens and rooks are also included.
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const Value MidgameRookMobilityBonus[] = {
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Value(-18), Value(-12), Value(-6), Value(0), Value(6), Value(12),
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Value(16), Value(21), Value(24), Value(27), Value(28), Value(29),
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Value(30), Value(31), Value(32), Value(33)
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// 0 1 2 3 4 5 6 7
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V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21),
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// 8 9 10 11 12 13 14 15
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V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
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};
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const Value EndgameRookMobilityBonus[] = {
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Value(-30), Value(-18), Value(-6), Value(6), Value(18), Value(30),
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Value(42), Value(54), Value(66), Value(74), Value(78), Value(80),
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Value(81), Value(82), Value(83), Value(83)
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// 0 1 2 3 4 5 6 7
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V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
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// 8 9 10 11 12 13 14 15
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V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83)
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};
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// Queen mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces.
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const Value MidgameQueenMobilityBonus[] = {
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Value(-10), Value(-8), Value(-6), Value(-4), Value(-2), Value(0), Value(2),
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Value(4), Value(6), Value(8), Value(10), Value(12), Value(13), Value(14),
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Value(15), Value(16), Value(16), Value(16), Value(16), Value(16),
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Value(16), Value(16), Value(16), Value(16), Value(16), Value(16),
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Value(16), Value(16), Value(16), Value(16), Value(16), Value(16)
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// 0 1 2 3 4 5 6 7
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V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4),
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// 8 9 10 11 12 13 14 15
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V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16),
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// 16 17 18 19 20 21 22 23
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V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16),
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// 24 25 26 27 28 29 30 31
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V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16)
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};
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const Value EndgameQueenMobilityBonus[] = {
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Value(-20), Value(-15), Value(-10), Value(-5), Value(0), Value(5),
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Value(10), Value(15), Value(19), Value(23), Value(27), Value(29),
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Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
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Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
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Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
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Value(30), Value(30)
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// 0 1 2 3 4 5 6 7
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V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15),
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// 8 9 10 11 12 13 14 15
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V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30),
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// 16 17 18 19 20 21 22 23
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V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30),
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// 24 25 26 27 28 29 30 31
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V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30)
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};
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// Outpost bonuses for knights and bishops, indexed by square (from white's
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// point of view).
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const Value KnightOutpostBonus[64] = {
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(5),Value(10),Value(10),Value(5),Value(0),Value(0),
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Value(0),Value(5),Value(20),Value(30),Value(30),Value(20),Value(5),Value(0),
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Value(0),Value(10),Value(30),Value(40),Value(40),Value(30),Value(10),Value(0),
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Value(0),Value(5),Value(20),Value(20),Value(20),Value(20),Value(5),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
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// A B C D E F G H
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
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V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3
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V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4
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V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5
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V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
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};
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const Value BishopOutpostBonus[64] = {
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(5),Value(5),Value(5),Value(5),Value(0),Value(0),
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Value(0),Value(5),Value(10),Value(10),Value(10),Value(10),Value(5),Value(0),
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Value(0),Value(10),Value(20),Value(20),Value(20),Value(20),Value(10),Value(0),
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Value(0),Value(5),Value(8),Value(8),Value(8),Value(8),Value(5),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
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Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
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// A B C D E F G H
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
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V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
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V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
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V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5
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V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
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V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
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};
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// Bonus for unstoppable passed pawns:
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const Value UnstoppablePawnValue = Value(0x500);
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// Rooks and queens on the 7th rank:
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const Value MidgameRookOn7thBonus = Value(50);
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const Value EndgameRookOn7thBonus = Value(100);
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const Value MidgameRookOn7thBonus = Value(50);
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const Value EndgameRookOn7thBonus = Value(100);
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const Value MidgameQueenOn7thBonus = Value(25);
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const Value EndgameQueenOn7thBonus = Value(50);
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// Rooks on open files:
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const Value RookOpenFileBonus = Value(40);
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const Value RookOpenFileBonus = Value(40);
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const Value RookHalfOpenFileBonus = Value(20);
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// Penalty for rooks trapped inside a friendly king which has lost the
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@ -187,7 +200,6 @@ namespace {
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((1ULL << SQ_A1) | (1ULL << SQ_H1)),
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((1ULL << SQ_A8) | (1ULL << SQ_H8))
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};
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/// King safety constants and variables. The king safety scores are taken
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/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
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@ -195,19 +207,19 @@ namespace {
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/// as an index to SafetyTable[].
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// Attack weights for each piece type.
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const int QueenAttackWeight = 5;
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const int RookAttackWeight = 3;
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const int QueenAttackWeight = 5;
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const int RookAttackWeight = 3;
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const int BishopAttackWeight = 2;
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const int KnightAttackWeight = 2;
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// Bonuses for safe checks for each piece type.
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int QueenContactCheckBonus = 4;
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int RookContactCheckBonus = 2;
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int QueenCheckBonus = 2;
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int RookCheckBonus = 1;
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int BishopCheckBonus = 1;
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int KnightCheckBonus = 1;
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int DiscoveredCheckBonus = 3;
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int RookContactCheckBonus = 2;
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int QueenCheckBonus = 2;
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int RookCheckBonus = 1;
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int BishopCheckBonus = 1;
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int KnightCheckBonus = 1;
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int DiscoveredCheckBonus = 3;
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// Scan for queen contact mates?
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const bool QueenContactMates = true;
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@ -218,20 +230,20 @@ namespace {
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// InitKingDanger[] contains bonuses based on the position of the defending
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// king.
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const int InitKingDanger[64] = {
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2, 0, 2, 5, 5, 2, 0, 2,
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2, 2, 4, 8, 8, 4, 2, 2,
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7, 10, 12, 12, 12, 12, 10, 7,
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2, 0, 2, 5, 5, 2, 0, 2,
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2, 2, 4, 8, 8, 4, 2, 2,
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7, 10, 12, 12, 12, 12, 10, 7,
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15, 15, 15, 15, 15, 15, 15, 15,
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15, 15, 15, 15, 15, 15, 15, 15,
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15, 15, 15, 15, 15, 15, 15, 15,
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15, 15, 15, 15, 15, 15, 15, 15,
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15, 15, 15, 15, 15, 15, 15, 15
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};
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// SafetyTable[] contains the actual king safety scores. It is initialized
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// in init_safety().
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Value SafetyTable[100];
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// Pawn and material hash tables, indexed by the current thread id:
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PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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