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Retire EvaluatePawnStorms and UseEasyMove constants

Merged from Glaurung 2.2

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-12-21 20:10:20 +01:00
parent 61c6a3d5a0
commit 23490bd825
2 changed files with 44 additions and 54 deletions

View file

@ -96,9 +96,6 @@ namespace {
Value(80), Value(180), Value(0), Value( 0)
};
// Evaluate pawn storms?
const bool EvaluatePawnStorms = true;
// Pawn storm tables for positions with opposite castling:
const int QStormTable[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
@ -204,13 +201,12 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
Bitboard pawns = ourPawns;
// Initialize pawn storm scores by giving bonuses for open files
if (EvaluatePawnStorms)
for(File f = FILE_A; f <= FILE_H; f++)
if(pos.file_is_half_open(us, f))
{
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
}
for (File f = FILE_A; f <= FILE_H; f++)
if (pos.file_is_half_open(us, f))
{
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
}
// Loop through all pawns of the current color and score each pawn
while (pawns)
@ -230,57 +226,54 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
isolated = pos.pawn_is_isolated(us, s);
doubled = pos.pawn_is_doubled(us, s);
if (EvaluatePawnStorms)
{
// We calculate kingside and queenside pawn storm scores
// for both colors. These are used when evaluating middle
// game positions with opposite side castling.
//
// Each pawn is given a base score given by a piece square table
// (KStormTable[] or QStormTable[]). This score is increased if
// there are enemy pawns on adjacent files in front of the pawn.
// This is because we want to be able to open files against the
// enemy king, and to avoid blocking the pawn structure (e.g. white
// pawns on h6, g5, black pawns on h7, g6, f7).
// We calculate kingside and queenside pawn storm scores
// for both colors. These are used when evaluating middle
// game positions with opposite side castling.
//
// Each pawn is given a base score given by a piece square table
// (KStormTable[] or QStormTable[]). This score is increased if
// there are enemy pawns on adjacent files in front of the pawn.
// This is because we want to be able to open files against the
// enemy king, and to avoid blocking the pawn structure (e.g. white
// pawns on h6, g5, black pawns on h7, g6, f7).
// Kingside and queenside pawn storms
int KBonus = KStormTable[relative_square(us, s)];
int QBonus = QStormTable[relative_square(us, s)];
bool outPost = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
bool passed = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
// Kingside and queenside pawn storms
int KBonus = KStormTable[relative_square(us, s)];
int QBonus = QStormTable[relative_square(us, s)];
bool outPostFlag = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
bool passedFlag = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
switch (f) {
switch (f) {
case FILE_A:
QBonus += passed * QBonus / 2;
break;
case FILE_A:
QBonus += passedFlag * QBonus / 2;
break;
case FILE_B:
QBonus += passed * (QBonus / 2 + QBonus / 4);
break;
case FILE_B:
QBonus += passedFlag * (QBonus / 2 + QBonus / 4);
break;
case FILE_C:
QBonus += passed * QBonus / 2;
break;
case FILE_C:
QBonus += passedFlag * QBonus / 2;
break;
case FILE_F:
KBonus += outPost * KBonus / 4;
break;
case FILE_F:
KBonus += outPostFlag * KBonus / 4;
break;
case FILE_G:
KBonus += outPost * (KBonus / 2 + KBonus / 4);
break;
case FILE_G:
KBonus += outPostFlag * (KBonus / 2 + KBonus / 4);
break;
case FILE_H:
KBonus += outPost * KBonus / 2;
break;
case FILE_H:
KBonus += outPostFlag * KBonus / 2;
break;
default:
break;
}
pi->ksStormValue[us] += KBonus;
pi->qsStormValue[us] += QBonus;
default:
break;
}
pi->ksStormValue[us] += KBonus;
pi->qsStormValue[us] += QBonus;
// Member of a pawn chain (but not the backward one)? We could speed up
// the test a little by introducing an array of masks indexed by color

View file

@ -133,9 +133,6 @@ namespace {
// when the static evaluation is at most IIDMargin below beta.
const Value IIDMargin = Value(0x100);
// Use easy moves?
const bool UseEasyMove = true;
// Easy move margin. An easy move candidate must be at least this much
// better than the second best move.
const Value EasyMoveMargin = Value(0x200);