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Simplify SEE

Greatly cleanup SEE code and now it is also a bit
faster on gcc, about +0.6%.

Thanks to Mike Whiteley new SEE code that gave me
fresh ideas on how to cleanup this old stuff.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-09-19 13:41:01 +01:00
parent 9ab0e1bb13
commit 23fd379694
2 changed files with 46 additions and 82 deletions

View file

@ -91,6 +91,12 @@ Score Position::PieceSquareTable[16][64];
static PieceLetters pieceLetters;
// Material values used by SEE, indexed by PieceType
const Value Position::seeValues[] = {
VALUE_ZERO, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10
};
/// Constructors
@ -1339,12 +1345,6 @@ void Position::undo_null_move() {
/// move, and one which takes a 'from' and a 'to' square. The function does
/// not yet understand promotions captures.
int Position::see(Square to) const {
assert(square_is_ok(to));
return see(SQ_NONE, to);
}
int Position::see(Move m) const {
assert(move_is_ok(m));
@ -1369,82 +1369,50 @@ int Position::see_sign(Move m) const {
int Position::see(Square from, Square to) const {
// Material values
static const int seeValues[18] = {
0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
0, 0
};
Bitboard occ, attackers, stmAttackers, b;
int swapList[32], slIndex = 1;
PieceType capturedType, pt;
Color stm;
Bitboard attackers, stmAttackers, b;
assert(square_is_ok(from) || from == SQ_NONE);
assert(square_is_ok(from));
assert(square_is_ok(to));
// Initialize colors
Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
Color them = opposite_color(us);
// Initialize pieces
Piece piece = piece_on(from);
Piece capture = piece_on(to);
Bitboard occ = occupied_squares();
capturedType = type_of_piece_on(to);
// King cannot be recaptured
if (type_of_piece(piece) == KING)
return seeValues[capture];
if (capturedType == KING)
return seeValues[capturedType];
occ = occupied_squares();
// Handle en passant moves
if (st->epSquare == to && type_of_piece_on(from) == PAWN)
{
assert(capture == PIECE_NONE);
Square capQq = (side_to_move() == WHITE) ? (to - DELTA_N) : (to - DELTA_S);
Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S);
capture = piece_on(capQq);
assert(capturedType == PIECE_TYPE_NONE);
assert(type_of_piece_on(capQq) == PAWN);
// Remove the captured pawn
clear_bit(&occ, capQq);
capturedType = PAWN;
}
while (true)
{
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
clear_bit(&occ, from);
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
| (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
| (attacks_from<KING>(to) & pieces(KING))
| (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
| (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
if (from != SQ_NONE)
break;
// If we don't have any attacker we are finished
if ((attackers & pieces_of_color(us)) == EmptyBoardBB)
return 0;
// Locate the least valuable attacker to the destination square
// and use it to initialize from square.
stmAttackers = attackers & pieces_of_color(us);
PieceType pt;
for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
assert(pt < KING);
from = first_1(stmAttackers & pieces(pt));
piece = piece_on(from);
}
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
clear_bit(&occ, from);
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
| (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
| (attacks_from<KING>(to) & pieces(KING))
| (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
| (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
// If the opponent has no attackers we are finished
stmAttackers = attackers & pieces_of_color(them);
stm = opposite_color(color_of_piece_on(from));
stmAttackers = attackers & pieces_of_color(stm);
if (!stmAttackers)
return seeValues[capture];
attackers &= occ; // Remove the moving piece
return seeValues[capturedType];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
@ -1452,12 +1420,8 @@ int Position::see(Square from, Square to) const {
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
int lastCapturingPieceValue = seeValues[piece];
int swapList[32], n = 1;
Color c = them;
PieceType pt;
swapList[0] = seeValues[capture];
swapList[0] = seeValues[capturedType];
capturedType = type_of_piece_on(from);
do {
// Locate the least valuable attacker for the side to move. The loop
@ -1470,35 +1434,35 @@ int Position::see(Square from, Square to) const {
// and scan for new X-ray attacks behind the attacker.
b = stmAttackers & pieces(pt);
occ ^= (b & (~b + 1));
attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN));
attackers &= occ;
attackers &= occ; // Cut out pieces we've already done
// Add the new entry to the swap list
assert(n < 32);
swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
n++;
assert(slIndex < 32);
swapList[slIndex] = -swapList[slIndex - 1] + seeValues[capturedType];
slIndex++;
// Remember the value of the capturing piece, and change the side to move
// before beginning the next iteration
lastCapturingPieceValue = seeValues[pt];
c = opposite_color(c);
stmAttackers = attackers & pieces_of_color(c);
capturedType = pt;
stm = opposite_color(stm);
stmAttackers = attackers & pieces_of_color(stm);
// Stop after a king capture
if (pt == KING && stmAttackers)
{
assert(n < 32);
swapList[n++] = QueenValueMidgame*10;
assert(slIndex < 32);
swapList[slIndex++] = QueenValueMidgame*10;
break;
}
} while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
// achievable score from the point of view of the side to move
while (--n)
swapList[n-1] = Min(-swapList[n], swapList[n-1]);
while (--slIndex)
swapList[slIndex-1] = Min(-swapList[slIndex], swapList[slIndex-1]);
return swapList[0];
}

View file

@ -243,7 +243,6 @@ public:
// Static exchange evaluation
int see(Square from, Square to) const;
int see(Move m) const;
int see(Square to) const;
int see_sign(Move m) const;
// Accessing hash keys
@ -348,6 +347,7 @@ private:
static Key zobSideToMove;
static Score PieceSquareTable[16][64];
static Key zobExclusion;
static const Value seeValues[8];
};