mirror of
https://github.com/sockspls/badfish
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Move halfOpenFiles[] calculation out of a loop
And put it in an already existing one so to optimze a bit. Also additional cleanups and code shuffles all around the place. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
565d12bf42
commit
23ceb66950
3 changed files with 67 additions and 90 deletions
130
src/pawns.cpp
130
src/pawns.cpp
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@ -23,6 +23,7 @@
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////
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#include <cassert>
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#include <cstring>
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#include "bitcount.h"
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#include "pawns.h"
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@ -37,67 +38,67 @@ namespace {
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/// Constants and variables
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// Doubled pawn penalty by file, middle game.
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// Doubled pawn penalty by file, middle game
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const Value DoubledPawnMidgamePenalty[8] = {
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Value(13), Value(20), Value(23), Value(23),
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Value(23), Value(23), Value(20), Value(13)
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};
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// Doubled pawn penalty by file, endgame.
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// Doubled pawn penalty by file, endgame
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const Value DoubledPawnEndgamePenalty[8] = {
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Value(43), Value(48), Value(48), Value(48),
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Value(48), Value(48), Value(48), Value(43)
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};
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// Isolated pawn penalty by file, middle game.
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// Isolated pawn penalty by file, middle game
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const Value IsolatedPawnMidgamePenalty[8] = {
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Value(25), Value(36), Value(40), Value(40),
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Value(40), Value(40), Value(36), Value(25)
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};
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// Isolated pawn penalty by file, endgame.
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// Isolated pawn penalty by file, endgame
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const Value IsolatedPawnEndgamePenalty[8] = {
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Value(30), Value(35), Value(35), Value(35),
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Value(35), Value(35), Value(35), Value(30)
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};
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// Backward pawn penalty by file, middle game.
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// Backward pawn penalty by file, middle game
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const Value BackwardPawnMidgamePenalty[8] = {
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Value(20), Value(29), Value(33), Value(33),
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Value(33), Value(33), Value(29), Value(20)
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};
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// Backward pawn penalty by file, endgame.
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// Backward pawn penalty by file, endgame
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const Value BackwardPawnEndgamePenalty[8] = {
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Value(28), Value(31), Value(31), Value(31),
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Value(31), Value(31), Value(31), Value(28)
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};
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// Pawn chain membership bonus by file, middle game.
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// Pawn chain membership bonus by file, middle game
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const Value ChainMidgameBonus[8] = {
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Value(11), Value(13), Value(13), Value(14),
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Value(14), Value(13), Value(13), Value(11)
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};
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// Pawn chain membership bonus by file, endgame.
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// Pawn chain membership bonus by file, endgame
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const Value ChainEndgameBonus[8] = {
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Value(-1), Value(-1), Value(-1), Value(-1),
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Value(-1), Value(-1), Value(-1), Value(-1)
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};
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// Candidate passed pawn bonus by rank, middle game.
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// Candidate passed pawn bonus by rank, middle game
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const Value CandidateMidgameBonus[8] = {
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Value( 0), Value( 6), Value(6), Value(14),
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Value(34), Value(83), Value(0), Value( 0)
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};
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// Candidate passed pawn bonus by rank, endgame.
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// Candidate passed pawn bonus by rank, endgame
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const Value CandidateEndgameBonus[8] = {
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Value( 0), Value( 13), Value(13), Value(29),
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Value(68), Value(166), Value( 0), Value( 0)
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};
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// Pawn storm tables for positions with opposite castling:
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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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-22,-22,-22,-14,-6, 0, 0, 0,
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@ -140,7 +141,7 @@ PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
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size = numOfEntries;
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entries = new PawnInfo[size];
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if (entries == NULL)
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if (!entries)
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{
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std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
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<< " bytes for pawn hash table." << std::endl;
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@ -156,22 +157,32 @@ PawnInfoTable::~PawnInfoTable() {
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}
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/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
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/// kingSquares[] is initialized to SQ_NONE instead.
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void PawnInfo::clear() {
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memset(this, 0, sizeof(PawnInfo));
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kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
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}
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/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
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/// a PawnInfo object, and returns a pointer to it. The result is also
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/// stored in a hash table, so we don't have to recompute everything when
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/// the same pawn structure occurs again.
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PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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assert(pos.is_ok());
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Key key = pos.get_pawn_key();
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int index = int(key & (size - 1));
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PawnInfo *pi = entries + index;
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PawnInfo* pi = entries + index;
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// If pi->key matches the position's pawn hash key, it means that we
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// have analysed this pawn structure before, and we can simply return the
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// information we found the last time instead of recomputing it
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// have analysed this pawn structure before, and we can simply return
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// the information we found the last time instead of recomputing it.
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if (pi->key == key)
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return pi;
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@ -189,33 +200,29 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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Bitboard ourPawns = pos.pawns(us);
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Bitboard theirPawns = pos.pawns(them);
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Bitboard pawns = ourPawns;
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int bonus;
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// Initialize pawn storm scores by giving bonuses for open files
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for (File f = FILE_A; f <= FILE_H; f++)
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if (Position::file_is_half_open(ourPawns, f))
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if (!(pawns & file_bb(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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pi->halfOpenFiles[us] |= (1 << 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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{
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bool passed, doubled, isolated, backward, chain, candidate;
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Square s = pop_1st_bit(&pawns);
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File f = square_file(s);
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Rank r = square_rank(s);
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assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
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// The file containing the pawn is not half open
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pi->halfOpenFiles[us] &= ~(1 << f);
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// Passed, isolated or doubled pawn?
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passed = Position::pawn_is_passed(theirPawns, us, s);
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isolated = Position::pawn_is_isolated(ourPawns, s);
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doubled = Position::pawn_is_doubled(ourPawns, us, s);
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bool passed = Position::pawn_is_passed(theirPawns, us, s);
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bool isolated = Position::pawn_is_isolated(ourPawns, s);
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bool doubled = Position::pawn_is_doubled(ourPawns, us, s);
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// We calculate kingside and queenside pawn storm
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// scores for both colors. These are used when evaluating
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@ -227,7 +234,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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// enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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bonus = KStormTable[relative_square(us, s)];
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int bonus = KStormTable[relative_square(us, s)];
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if (f >= FILE_F)
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{
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Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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@ -282,9 +289,9 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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// the test a little by introducing an array of masks indexed by color
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// and square for doing the test, but because everything is hashed,
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// it probably won't make any noticable difference.
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chain = ourPawns
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& neighboring_files_bb(f)
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& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
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bool chain = ourPawns
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& neighboring_files_bb(f)
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& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
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// Test for backward pawn
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//
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@ -292,6 +299,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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// it cannot be backward. If can capture an enemy pawn or if
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// there are friendly pawns behind on neighboring files it cannot
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// be backward either.
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bool backward;
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if ( passed
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|| isolated
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|| chain
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@ -304,80 +312,72 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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// pawn on neighboring files. We now check whether the pawn is
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// backward by looking in the forward direction on the neighboring
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// files, and seeing whether we meet a friendly or an enemy pawn first.
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Bitboard b;
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Bitboard b = pos.pawn_attacks(us, s);
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if (us == WHITE)
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{
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for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8);
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for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
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backward = (b | (b << 8)) & theirPawns;
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}
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else
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{
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for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8);
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for ( ; !(b & (ourPawns | theirPawns)); b >>= 8);
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backward = (b | (b >> 8)) & theirPawns;
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}
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}
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// Test for candidate passed pawn
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bool candidate;
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candidate = !passed
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&& Position::file_is_half_open(theirPawns, f)
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&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
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- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
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>= 0);
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&& !(theirPawns & file_bb(f))
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&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
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- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
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>= 0);
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// In order to prevent doubled passed pawns from receiving a too big
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// bonus, only the frontmost passed pawn on each file is considered as
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// a true passed pawn.
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if (passed && (ourPawns & squares_in_front_of(us, s)))
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{
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// candidate = true;
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passed = false;
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}
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// Score this pawn
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Value mv = Value(0), ev = Value(0);
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if (passed)
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set_bit(&(pi->passedPawns), s);
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if (isolated)
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{
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mv -= IsolatedPawnMidgamePenalty[f];
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ev -= IsolatedPawnEndgamePenalty[f];
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if (Position::file_is_half_open(theirPawns, f))
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mgValue[us] -= IsolatedPawnMidgamePenalty[f];
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egValue[us] -= IsolatedPawnEndgamePenalty[f];
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if (!(theirPawns & file_bb(f)))
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{
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mv -= IsolatedPawnMidgamePenalty[f] / 2;
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ev -= IsolatedPawnEndgamePenalty[f] / 2;
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mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2;
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egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2;
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}
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}
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if (doubled)
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{
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mv -= DoubledPawnMidgamePenalty[f];
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ev -= DoubledPawnEndgamePenalty[f];
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mgValue[us] -= DoubledPawnMidgamePenalty[f];
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egValue[us] -= DoubledPawnEndgamePenalty[f];
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}
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if (backward)
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{
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mv -= BackwardPawnMidgamePenalty[f];
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ev -= BackwardPawnEndgamePenalty[f];
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if (Position::file_is_half_open(theirPawns, f))
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mgValue[us] -= BackwardPawnMidgamePenalty[f];
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egValue[us] -= BackwardPawnEndgamePenalty[f];
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if (!(theirPawns & file_bb(f)))
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{
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mv -= BackwardPawnMidgamePenalty[f] / 2;
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ev -= BackwardPawnEndgamePenalty[f] / 2;
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mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2;
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egValue[us] -= BackwardPawnEndgamePenalty[f] / 2;
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}
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}
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if (chain)
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{
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mv += ChainMidgameBonus[f];
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ev += ChainEndgameBonus[f];
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mgValue[us] += ChainMidgameBonus[f];
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egValue[us] += ChainEndgameBonus[f];
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}
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if (candidate)
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{
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mv += CandidateMidgameBonus[relative_rank(us, s)];
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ev += CandidateEndgameBonus[relative_rank(us, s)];
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mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)];
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egValue[us] += CandidateEndgameBonus[relative_rank(us, s)];
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}
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mgValue[us] += mv;
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egValue[us] += ev;
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// If the pawn is passed, set the square of the pawn in the passedPawns
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// bitboard
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if (passed)
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set_bit(&(pi->passedPawns), s);
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} // while(pawns)
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} // for(colors)
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@ -391,7 +391,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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int shelter = 0;
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unsigned shelter = 0;
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Bitboard pawns = pos.pawns(c) & this_and_neighboring_files_bb(ksq);
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unsigned r = ksq & (7 << 3);
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for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
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15
src/pawns.h
15
src/pawns.h
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int get_king_shelter(const Position& pos, Color c, Square ksq);
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private:
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inline void clear();
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void clear();
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int updateShelter(const Position& pos, Color c, Square ksq);
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Key key;
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int16_t ksStormValue[2], qsStormValue[2];
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uint8_t halfOpenFiles[2];
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Square kingSquares[2];
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int16_t kingShelters[2];
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uint8_t kingShelters[2];
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};
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/// The PawnInfoTable class represents a pawn hash table. It is basically
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return (kingSquares[c] == ksq ? kingShelters[c] : updateShelter(pos, c, ksq));
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}
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inline void PawnInfo::clear() {
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passedPawns = EmptyBoardBB;
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mgValue = egValue = 0;
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ksStormValue[WHITE] = ksStormValue[BLACK] = 0;
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qsStormValue[WHITE] = qsStormValue[BLACK] = 0;
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halfOpenFiles[WHITE] = halfOpenFiles[BLACK] = 0xFF;
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kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
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}
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#endif // !defined(PAWNS_H_INCLUDED)
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@ -248,10 +248,6 @@ public:
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static bool pawn_is_isolated(Bitboard ourPawns, Square s);
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static bool pawn_is_doubled(Bitboard ourPawns, Color c, Square s);
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// Open and half-open files
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static bool file_is_open(Bitboard pawns, File f);
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static bool file_is_half_open(Bitboard pawns, File f);
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// Weak squares
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bool square_is_weak(Square s, Color c) const;
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@ -605,14 +601,6 @@ inline bool Position::pawn_is_doubled(Bitboard ourPawns, Color c, Square s) {
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return ourPawns & squares_behind(c, s);
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}
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inline bool Position::file_is_open(Bitboard pawns, File f) {
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return !(pawns & file_bb(f));
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}
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inline bool Position::file_is_half_open(Bitboard pawns, File f) {
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return !(pawns & file_bb(f));
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}
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inline bool Position::square_is_weak(Square s, Color c) const {
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return !(pawns(c) & outpost_mask(opposite_color(c), s));
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}
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