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Retire EvaluatePawnStorms and UseEasyMove constants
Merged from Glaurung 2.2 Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 44 additions and 54 deletions
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@ -96,9 +96,6 @@ namespace {
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Value(80), Value(180), Value(0), Value( 0)
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};
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// Evaluate pawn storms?
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const bool EvaluatePawnStorms = true;
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// Pawn storm tables for positions with opposite castling:
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const int QStormTable[64] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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@ -204,13 +201,12 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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Bitboard pawns = ourPawns;
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// Initialize pawn storm scores by giving bonuses for open files
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if (EvaluatePawnStorms)
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for(File f = FILE_A; f <= FILE_H; f++)
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if(pos.file_is_half_open(us, f))
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{
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pi->ksStormValue[us] += KStormOpenFileBonus[f];
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pi->qsStormValue[us] += QStormOpenFileBonus[f];
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}
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for (File f = FILE_A; f <= FILE_H; f++)
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if (pos.file_is_half_open(us, f))
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{
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pi->ksStormValue[us] += KStormOpenFileBonus[f];
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pi->qsStormValue[us] += QStormOpenFileBonus[f];
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}
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// Loop through all pawns of the current color and score each pawn
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while (pawns)
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@ -230,57 +226,54 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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isolated = pos.pawn_is_isolated(us, s);
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doubled = pos.pawn_is_doubled(us, s);
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if (EvaluatePawnStorms)
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{
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// We calculate kingside and queenside pawn storm scores
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// for both colors. These are used when evaluating middle
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// game positions with opposite side castling.
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//
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). This score is increased if
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// there are enemy pawns on adjacent files in front of the pawn.
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// This is because we want to be able to open files against the
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// enemy king, and to avoid blocking the pawn structure (e.g. white
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// pawns on h6, g5, black pawns on h7, g6, f7).
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// We calculate kingside and queenside pawn storm scores
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// for both colors. These are used when evaluating middle
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// game positions with opposite side castling.
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//
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). This score is increased if
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// there are enemy pawns on adjacent files in front of the pawn.
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// This is because we want to be able to open files against the
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// enemy king, and to avoid blocking the pawn structure (e.g. white
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// pawns on h6, g5, black pawns on h7, g6, f7).
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// Kingside and queenside pawn storms
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int KBonus = KStormTable[relative_square(us, s)];
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int QBonus = QStormTable[relative_square(us, s)];
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bool outPost = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
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bool passed = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
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// Kingside and queenside pawn storms
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int KBonus = KStormTable[relative_square(us, s)];
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int QBonus = QStormTable[relative_square(us, s)];
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bool outPostFlag = (KBonus > 0 && (outpost_mask(us, s) & theirPawns));
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bool passedFlag = (QBonus > 0 && (passed_pawn_mask(us, s) & theirPawns));
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switch (f) {
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switch (f) {
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case FILE_A:
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QBonus += passed * QBonus / 2;
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break;
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case FILE_A:
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QBonus += passedFlag * QBonus / 2;
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break;
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case FILE_B:
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QBonus += passed * (QBonus / 2 + QBonus / 4);
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break;
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case FILE_B:
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QBonus += passedFlag * (QBonus / 2 + QBonus / 4);
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break;
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case FILE_C:
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QBonus += passed * QBonus / 2;
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break;
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case FILE_C:
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QBonus += passedFlag * QBonus / 2;
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break;
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case FILE_F:
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KBonus += outPost * KBonus / 4;
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break;
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case FILE_F:
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KBonus += outPostFlag * KBonus / 4;
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break;
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case FILE_G:
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KBonus += outPost * (KBonus / 2 + KBonus / 4);
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break;
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case FILE_G:
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KBonus += outPostFlag * (KBonus / 2 + KBonus / 4);
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break;
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case FILE_H:
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KBonus += outPost * KBonus / 2;
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break;
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case FILE_H:
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KBonus += outPostFlag * KBonus / 2;
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break;
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default:
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break;
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}
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pi->ksStormValue[us] += KBonus;
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pi->qsStormValue[us] += QBonus;
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default:
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break;
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}
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pi->ksStormValue[us] += KBonus;
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pi->qsStormValue[us] += QBonus;
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// Member of a pawn chain (but not the backward one)? We could speed up
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// the test a little by introducing an array of masks indexed by color
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@ -133,9 +133,6 @@ namespace {
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// when the static evaluation is at most IIDMargin below beta.
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const Value IIDMargin = Value(0x100);
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// Use easy moves?
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const bool UseEasyMove = true;
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// Easy move margin. An easy move candidate must be at least this much
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// better than the second best move.
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const Value EasyMoveMargin = Value(0x200);
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