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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:
Marco Costalba 2009-07-27 11:28:29 +02:00
parent 565d12bf42
commit 23ceb66950
3 changed files with 67 additions and 90 deletions

View file

@ -23,6 +23,7 @@
////
#include <cassert>
#include <cstring>
#include "bitcount.h"
#include "pawns.h"
@ -37,67 +38,67 @@ namespace {
/// Constants and variables
// Doubled pawn penalty by file, middle game.
// Doubled pawn penalty by file, middle game
const Value DoubledPawnMidgamePenalty[8] = {
Value(13), Value(20), Value(23), Value(23),
Value(23), Value(23), Value(20), Value(13)
};
// Doubled pawn penalty by file, endgame.
// Doubled pawn penalty by file, endgame
const Value DoubledPawnEndgamePenalty[8] = {
Value(43), Value(48), Value(48), Value(48),
Value(48), Value(48), Value(48), Value(43)
};
// Isolated pawn penalty by file, middle game.
// Isolated pawn penalty by file, middle game
const Value IsolatedPawnMidgamePenalty[8] = {
Value(25), Value(36), Value(40), Value(40),
Value(40), Value(40), Value(36), Value(25)
};
// Isolated pawn penalty by file, endgame.
// Isolated pawn penalty by file, endgame
const Value IsolatedPawnEndgamePenalty[8] = {
Value(30), Value(35), Value(35), Value(35),
Value(35), Value(35), Value(35), Value(30)
};
// Backward pawn penalty by file, middle game.
// Backward pawn penalty by file, middle game
const Value BackwardPawnMidgamePenalty[8] = {
Value(20), Value(29), Value(33), Value(33),
Value(33), Value(33), Value(29), Value(20)
};
// Backward pawn penalty by file, endgame.
// Backward pawn penalty by file, endgame
const Value BackwardPawnEndgamePenalty[8] = {
Value(28), Value(31), Value(31), Value(31),
Value(31), Value(31), Value(31), Value(28)
};
// Pawn chain membership bonus by file, middle game.
// Pawn chain membership bonus by file, middle game
const Value ChainMidgameBonus[8] = {
Value(11), Value(13), Value(13), Value(14),
Value(14), Value(13), Value(13), Value(11)
};
// Pawn chain membership bonus by file, endgame.
// Pawn chain membership bonus by file, endgame
const Value ChainEndgameBonus[8] = {
Value(-1), Value(-1), Value(-1), Value(-1),
Value(-1), Value(-1), Value(-1), Value(-1)
};
// Candidate passed pawn bonus by rank, middle game.
// Candidate passed pawn bonus by rank, middle game
const Value CandidateMidgameBonus[8] = {
Value( 0), Value( 6), Value(6), Value(14),
Value(34), Value(83), Value(0), Value( 0)
};
// Candidate passed pawn bonus by rank, endgame.
// Candidate passed pawn bonus by rank, endgame
const Value CandidateEndgameBonus[8] = {
Value( 0), Value( 13), Value(13), Value(29),
Value(68), Value(166), Value( 0), Value( 0)
};
// Pawn storm tables for positions with opposite castling:
// Pawn storm tables for positions with opposite castling
const int QStormTable[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
-22,-22,-22,-14,-6, 0, 0, 0,
@ -140,7 +141,7 @@ PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
size = numOfEntries;
entries = new PawnInfo[size];
if (entries == NULL)
if (!entries)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
<< " bytes for pawn hash table." << std::endl;
@ -156,22 +157,32 @@ PawnInfoTable::~PawnInfoTable() {
}
/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
/// kingSquares[] is initialized to SQ_NONE instead.
void PawnInfo::clear() {
memset(this, 0, sizeof(PawnInfo));
kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
}
/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also
/// stored in a hash table, so we don't have to recompute everything when
/// the same pawn structure occurs again.
PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
assert(pos.is_ok());
Key key = pos.get_pawn_key();
int index = int(key & (size - 1));
PawnInfo *pi = entries + index;
PawnInfo* pi = entries + index;
// If pi->key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return the
// information we found the last time instead of recomputing it
// have analysed this pawn structure before, and we can simply return
// the information we found the last time instead of recomputing it.
if (pi->key == key)
return pi;
@ -189,33 +200,29 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
Bitboard ourPawns = pos.pawns(us);
Bitboard theirPawns = pos.pawns(them);
Bitboard pawns = ourPawns;
int bonus;
// Initialize pawn storm scores by giving bonuses for open files
for (File f = FILE_A; f <= FILE_H; f++)
if (Position::file_is_half_open(ourPawns, f))
if (!(pawns & file_bb(f)))
{
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
pi->halfOpenFiles[us] |= (1 << f);
}
// Loop through all pawns of the current color and score each pawn
while (pawns)
{
bool passed, doubled, isolated, backward, chain, candidate;
Square s = pop_1st_bit(&pawns);
File f = square_file(s);
Rank r = square_rank(s);
assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
// The file containing the pawn is not half open
pi->halfOpenFiles[us] &= ~(1 << f);
// Passed, isolated or doubled pawn?
passed = Position::pawn_is_passed(theirPawns, us, s);
isolated = Position::pawn_is_isolated(ourPawns, s);
doubled = Position::pawn_is_doubled(ourPawns, us, s);
bool passed = Position::pawn_is_passed(theirPawns, us, s);
bool isolated = Position::pawn_is_isolated(ourPawns, s);
bool doubled = Position::pawn_is_doubled(ourPawns, us, s);
// We calculate kingside and queenside pawn storm
// scores for both colors. These are used when evaluating
@ -227,7 +234,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
// enemy pawn on an adjacent file gets an additional bonus.
// Kingside pawn storms
bonus = KStormTable[relative_square(us, s)];
int bonus = KStormTable[relative_square(us, s)];
if (f >= FILE_F)
{
Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
@ -282,9 +289,9 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
// the test a little by introducing an array of masks indexed by color
// and square for doing the test, but because everything is hashed,
// it probably won't make any noticable difference.
chain = ourPawns
& neighboring_files_bb(f)
& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
bool chain = ourPawns
& neighboring_files_bb(f)
& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
// Test for backward pawn
//
@ -292,6 +299,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
// it cannot be backward. If can capture an enemy pawn or if
// there are friendly pawns behind on neighboring files it cannot
// be backward either.
bool backward;
if ( passed
|| isolated
|| chain
@ -304,80 +312,72 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
Bitboard b;
Bitboard b = pos.pawn_attacks(us, s);
if (us == WHITE)
{
for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8);
for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
backward = (b | (b << 8)) & theirPawns;
}
else
{
for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8);
for ( ; !(b & (ourPawns | theirPawns)); b >>= 8);
backward = (b | (b >> 8)) & theirPawns;
}
}
// Test for candidate passed pawn
bool candidate;
candidate = !passed
&& Position::file_is_half_open(theirPawns, f)
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
>= 0);
&& !(theirPawns & file_bb(f))
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
>= 0);
// In order to prevent doubled passed pawns from receiving a too big
// bonus, only the frontmost passed pawn on each file is considered as
// a true passed pawn.
if (passed && (ourPawns & squares_in_front_of(us, s)))
{
// candidate = true;
passed = false;
}
// Score this pawn
Value mv = Value(0), ev = Value(0);
if (passed)
set_bit(&(pi->passedPawns), s);
if (isolated)
{
mv -= IsolatedPawnMidgamePenalty[f];
ev -= IsolatedPawnEndgamePenalty[f];
if (Position::file_is_half_open(theirPawns, f))
mgValue[us] -= IsolatedPawnMidgamePenalty[f];
egValue[us] -= IsolatedPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mv -= IsolatedPawnMidgamePenalty[f] / 2;
ev -= IsolatedPawnEndgamePenalty[f] / 2;
mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2;
egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2;
}
}
if (doubled)
{
mv -= DoubledPawnMidgamePenalty[f];
ev -= DoubledPawnEndgamePenalty[f];
mgValue[us] -= DoubledPawnMidgamePenalty[f];
egValue[us] -= DoubledPawnEndgamePenalty[f];
}
if (backward)
{
mv -= BackwardPawnMidgamePenalty[f];
ev -= BackwardPawnEndgamePenalty[f];
if (Position::file_is_half_open(theirPawns, f))
mgValue[us] -= BackwardPawnMidgamePenalty[f];
egValue[us] -= BackwardPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mv -= BackwardPawnMidgamePenalty[f] / 2;
ev -= BackwardPawnEndgamePenalty[f] / 2;
mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2;
egValue[us] -= BackwardPawnEndgamePenalty[f] / 2;
}
}
if (chain)
{
mv += ChainMidgameBonus[f];
ev += ChainEndgameBonus[f];
mgValue[us] += ChainMidgameBonus[f];
egValue[us] += ChainEndgameBonus[f];
}
if (candidate)
{
mv += CandidateMidgameBonus[relative_rank(us, s)];
ev += CandidateEndgameBonus[relative_rank(us, s)];
mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)];
egValue[us] += CandidateEndgameBonus[relative_rank(us, s)];
}
mgValue[us] += mv;
egValue[us] += ev;
// If the pawn is passed, set the square of the pawn in the passedPawns
// bitboard
if (passed)
set_bit(&(pi->passedPawns), s);
} // while(pawns)
} // for(colors)
@ -391,7 +391,7 @@ PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
/// only when king square changes, about 20% of total get_king_shelter() calls.
int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
int shelter = 0;
unsigned shelter = 0;
Bitboard pawns = pos.pawns(c) & this_and_neighboring_files_bb(ksq);
unsigned r = ksq & (7 << 3);
for (int i = 1, k = (c ? -8 : 8); i < 4; i++)

View file

@ -58,7 +58,7 @@ public:
int get_king_shelter(const Position& pos, Color c, Square ksq);
private:
inline void clear();
void clear();
int updateShelter(const Position& pos, Color c, Square ksq);
Key key;
@ -67,7 +67,7 @@ private:
int16_t ksStormValue[2], qsStormValue[2];
uint8_t halfOpenFiles[2];
Square kingSquares[2];
int16_t kingShelters[2];
uint8_t kingShelters[2];
};
/// The PawnInfoTable class represents a pawn hash table. It is basically
@ -128,15 +128,4 @@ inline int PawnInfo::get_king_shelter(const Position& pos, Color c, Square ksq)
return (kingSquares[c] == ksq ? kingShelters[c] : updateShelter(pos, c, ksq));
}
inline void PawnInfo::clear() {
passedPawns = EmptyBoardBB;
mgValue = egValue = 0;
ksStormValue[WHITE] = ksStormValue[BLACK] = 0;
qsStormValue[WHITE] = qsStormValue[BLACK] = 0;
halfOpenFiles[WHITE] = halfOpenFiles[BLACK] = 0xFF;
kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
}
#endif // !defined(PAWNS_H_INCLUDED)

View file

@ -248,10 +248,6 @@ public:
static bool pawn_is_isolated(Bitboard ourPawns, Square s);
static bool pawn_is_doubled(Bitboard ourPawns, Color c, Square s);
// Open and half-open files
static bool file_is_open(Bitboard pawns, File f);
static bool file_is_half_open(Bitboard pawns, File f);
// Weak squares
bool square_is_weak(Square s, Color c) const;
@ -605,14 +601,6 @@ inline bool Position::pawn_is_doubled(Bitboard ourPawns, Color c, Square s) {
return ourPawns & squares_behind(c, s);
}
inline bool Position::file_is_open(Bitboard pawns, File f) {
return !(pawns & file_bb(f));
}
inline bool Position::file_is_half_open(Bitboard pawns, File f) {
return !(pawns & file_bb(f));
}
inline bool Position::square_is_weak(Square s, Color c) const {
return !(pawns(c) & outpost_mask(opposite_color(c), s));
}