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https://github.com/sockspls/badfish
synced 2025-04-29 16:23:09 +00:00
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>
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9ab0e1bb13
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2 changed files with 46 additions and 82 deletions
126
src/position.cpp
126
src/position.cpp
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@ -91,6 +91,12 @@ Score Position::PieceSquareTable[16][64];
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static PieceLetters pieceLetters;
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// Material values used by SEE, indexed by PieceType
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const Value Position::seeValues[] = {
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VALUE_ZERO, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10
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};
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/// Constructors
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@ -1339,12 +1345,6 @@ void Position::undo_null_move() {
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/// move, and one which takes a 'from' and a 'to' square. The function does
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/// not yet understand promotions captures.
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int Position::see(Square to) const {
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assert(square_is_ok(to));
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return see(SQ_NONE, to);
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}
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int Position::see(Move m) const {
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assert(move_is_ok(m));
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@ -1369,82 +1369,50 @@ int Position::see_sign(Move m) const {
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int Position::see(Square from, Square to) const {
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// Material values
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static const int seeValues[18] = {
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0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
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0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
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0, 0
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};
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Bitboard occ, attackers, stmAttackers, b;
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int swapList[32], slIndex = 1;
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PieceType capturedType, pt;
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Color stm;
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Bitboard attackers, stmAttackers, b;
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assert(square_is_ok(from) || from == SQ_NONE);
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assert(square_is_ok(from));
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assert(square_is_ok(to));
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// Initialize colors
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Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
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Color them = opposite_color(us);
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// Initialize pieces
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Piece piece = piece_on(from);
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Piece capture = piece_on(to);
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Bitboard occ = occupied_squares();
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capturedType = type_of_piece_on(to);
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// King cannot be recaptured
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if (type_of_piece(piece) == KING)
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return seeValues[capture];
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if (capturedType == KING)
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return seeValues[capturedType];
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occ = occupied_squares();
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// Handle en passant moves
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if (st->epSquare == to && type_of_piece_on(from) == PAWN)
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{
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assert(capture == PIECE_NONE);
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Square capQq = (side_to_move() == WHITE) ? (to - DELTA_N) : (to - DELTA_S);
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Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S);
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capture = piece_on(capQq);
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assert(capturedType == PIECE_TYPE_NONE);
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assert(type_of_piece_on(capQq) == PAWN);
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// Remove the captured pawn
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clear_bit(&occ, capQq);
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capturedType = PAWN;
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}
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while (true)
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{
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// Find all attackers to the destination square, with the moving piece
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// removed, but possibly an X-ray attacker added behind it.
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clear_bit(&occ, from);
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attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
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| (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
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| (attacks_from<KING>(to) & pieces(KING))
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| (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
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| (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
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if (from != SQ_NONE)
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break;
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// If we don't have any attacker we are finished
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if ((attackers & pieces_of_color(us)) == EmptyBoardBB)
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return 0;
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// Locate the least valuable attacker to the destination square
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// and use it to initialize from square.
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stmAttackers = attackers & pieces_of_color(us);
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PieceType pt;
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for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
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assert(pt < KING);
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from = first_1(stmAttackers & pieces(pt));
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piece = piece_on(from);
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}
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// Find all attackers to the destination square, with the moving piece
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// removed, but possibly an X-ray attacker added behind it.
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clear_bit(&occ, from);
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attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
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| (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
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| (attacks_from<KING>(to) & pieces(KING))
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| (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
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| (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
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// If the opponent has no attackers we are finished
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stmAttackers = attackers & pieces_of_color(them);
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stm = opposite_color(color_of_piece_on(from));
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stmAttackers = attackers & pieces_of_color(stm);
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if (!stmAttackers)
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return seeValues[capture];
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attackers &= occ; // Remove the moving piece
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return seeValues[capturedType];
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// The destination square is defended, which makes things rather more
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// difficult to compute. We proceed by building up a "swap list" containing
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@ -1452,12 +1420,8 @@ int Position::see(Square from, Square to) const {
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// destination square, where the sides alternately capture, and always
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// capture with the least valuable piece. After each capture, we look for
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// new X-ray attacks from behind the capturing piece.
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int lastCapturingPieceValue = seeValues[piece];
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int swapList[32], n = 1;
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Color c = them;
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PieceType pt;
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swapList[0] = seeValues[capture];
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swapList[0] = seeValues[capturedType];
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capturedType = type_of_piece_on(from);
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do {
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// Locate the least valuable attacker for the side to move. The loop
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@ -1470,35 +1434,35 @@ int Position::see(Square from, Square to) const {
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// and scan for new X-ray attacks behind the attacker.
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b = stmAttackers & pieces(pt);
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occ ^= (b & (~b + 1));
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attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
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| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN));
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attackers &= occ;
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attackers &= occ; // Cut out pieces we've already done
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// Add the new entry to the swap list
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assert(n < 32);
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swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
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n++;
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assert(slIndex < 32);
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swapList[slIndex] = -swapList[slIndex - 1] + seeValues[capturedType];
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slIndex++;
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// Remember the value of the capturing piece, and change the side to move
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// before beginning the next iteration
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lastCapturingPieceValue = seeValues[pt];
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c = opposite_color(c);
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stmAttackers = attackers & pieces_of_color(c);
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capturedType = pt;
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stm = opposite_color(stm);
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stmAttackers = attackers & pieces_of_color(stm);
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// Stop after a king capture
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if (pt == KING && stmAttackers)
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{
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assert(n < 32);
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swapList[n++] = QueenValueMidgame*10;
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assert(slIndex < 32);
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swapList[slIndex++] = QueenValueMidgame*10;
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break;
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}
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} while (stmAttackers);
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// Having built the swap list, we negamax through it to find the best
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// achievable score from the point of view of the side to move
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while (--n)
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swapList[n-1] = Min(-swapList[n], swapList[n-1]);
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while (--slIndex)
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swapList[slIndex-1] = Min(-swapList[slIndex], swapList[slIndex-1]);
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return swapList[0];
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}
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@ -243,7 +243,6 @@ public:
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// Static exchange evaluation
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int see(Square from, Square to) const;
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int see(Move m) const;
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int see(Square to) const;
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int see_sign(Move m) const;
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// Accessing hash keys
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@ -348,6 +347,7 @@ private:
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static Key zobSideToMove;
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static Score PieceSquareTable[16][64];
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static Key zobExclusion;
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static const Value seeValues[8];
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};
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