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Reformat eval_init()
Move more code into eval_init, removing some clutter in the main routine. Write eval_init only from "our" point of view (do not init the attackedBy[Them] bitboards). Add mobilityArea to the evalinfo A few edits while being there tested for non-regression at STC http://tests.stockfishchess.org/tests/view/587fab230ebc5915193f77d9 LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 39585 W: 7183 L: 7094 D: 25308 Non functional change.
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1 changed files with 63 additions and 65 deletions
128
src/evaluate.cpp
128
src/evaluate.cpp
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@ -73,6 +73,11 @@ namespace {
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// by the evaluation functions.
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struct EvalInfo {
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Material::Entry* me;
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Pawns::Entry* pe;
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Bitboard pinnedPieces[COLOR_NB];
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Bitboard mobilityArea[COLOR_NB];
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type (can be also ALL_PIECES).
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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@ -106,17 +111,13 @@ namespace {
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// a white knight on g5 and black's king is on g8, this white knight adds 2
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// to kingAdjacentZoneAttacksCount[WHITE].
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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Bitboard pinnedPieces[COLOR_NB];
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Material::Entry* me;
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Pawns::Entry* pi;
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};
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#define V(v) Value(v)
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#define S(mg, eg) make_score(mg, eg)
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// MobilityBonus[PieceType][attacked] contains bonuses for middle and end
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// game, indexed by piece type and number of attacked squares in the MobilityArea.
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// MobilityBonus[PieceType][attacked] contains bonuses for middle and end game,
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// indexed by piece type and number of attacked squares in the mobility area.
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const Score MobilityBonus[][32] = {
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{}, {},
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{ S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights
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@ -231,23 +232,35 @@ namespace {
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void eval_init(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? NORTH : SOUTH);
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const Square Down = (Us == WHITE ? SOUTH : NORTH);
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const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
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ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
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Bitboard b = ei.attackedBy[Them][KING];
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ei.attackedBy[Them][ALL_PIECES] |= b;
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ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
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ei.attackedBy2[Us] = ei.attackedBy[Us][PAWN] & ei.attackedBy[Us][KING];
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// Init king safety tables only if we are going to use them
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if (pos.non_pawn_material(Us) >= QueenValueMg)
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// Find our pawns on the first two ranks, and those which are blocked
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Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
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// Squares occupied by those pawns, by our king, or controlled by enemy pawns
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// are excluded from the mobility area.
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ei.mobilityArea[Us] = ~(b | pos.square<KING>(Us) | ei.pe->pawn_attacks(Them));
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// Initialise the attack bitboards with the king and pawn information
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b = ei.attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
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ei.attackedBy[Us][PAWN] = ei.pe->pawn_attacks(Us);
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ei.attackedBy2[Us] = b & ei.attackedBy[Us][PAWN];
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ei.attackedBy[Us][ALL_PIECES] = b | ei.attackedBy[Us][PAWN];
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// Init our king safety tables only if we are going to use them
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if (pos.non_pawn_material(Them) >= QueenValueMg)
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{
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ei.kingRing[Them] = b | shift<Down>(b);
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ei.kingAttackersCount[Us] = popcount(b & ei.attackedBy[Us][PAWN]);
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ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
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ei.kingRing[Us] = b | shift<Up>(b);
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ei.kingAttackersCount[Them] = popcount(b & ei.pe->pawn_attacks(Them));
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ei.kingAdjacentZoneAttacksCount[Them] = ei.kingAttackersWeight[Them] = 0;
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}
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else
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ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
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ei.kingRing[Us] = ei.kingAttackersCount[Them] = 0;
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}
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@ -255,8 +268,8 @@ namespace {
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// color and type.
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template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility,
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const Bitboard* mobilityArea) {
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
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const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
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@ -294,14 +307,14 @@ namespace {
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| ei.attackedBy[Them][BISHOP]
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| ei.attackedBy[Them][ROOK]);
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int mob = popcount(b & mobilityArea[Us]);
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int mob = popcount(b & ei.mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt][mob];
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus for outpost squares
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bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them);
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bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
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else
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@ -318,7 +331,7 @@ namespace {
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// Penalty for pawns on the same color square as the bishop
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if (Pt == BISHOP)
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score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s);
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score -= BishopPawns * ei.pe->pawns_on_same_color_squares(Us, s);
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// An important Chess960 pattern: A cornered bishop blocked by a friendly
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// pawn diagonally in front of it is a very serious problem, especially
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@ -342,16 +355,16 @@ namespace {
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score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
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// Bonus when on an open or semi-open file
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if (ei.pi->semiopen_file(Us, file_of(s)))
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score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))];
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if (ei.pe->semiopen_file(Us, file_of(s)))
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score += RookOnFile[!!ei.pe->semiopen_file(Them, file_of(s))];
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// Penalize when trapped by the king, even more if the king cannot castle
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// Penalty when trapped by the king, even more if the king cannot castle
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else if (mob <= 3)
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{
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Square ksq = pos.square<KING>(Us);
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if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
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&& !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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&& !ei.pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
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score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
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}
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}
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@ -369,13 +382,13 @@ namespace {
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Trace::add(Pt, Us, score);
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// Recursively call evaluate_pieces() of next piece type until KING is excluded
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return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility, mobilityArea);
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return score - evaluate_pieces<DoTrace, Them, NextPt>(pos, ei, mobility);
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}
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template<>
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Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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Score evaluate_pieces<false, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
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template<>
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Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; }
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Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; }
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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@ -400,12 +413,12 @@ namespace {
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int kingDanger;
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// King shelter and enemy pawns storm
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Score score = ei.pi->king_safety<Us>(pos, ksq);
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Score score = ei.pe->king_safety<Us>(pos, ksq);
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// Main king safety evaluation
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if (ei.kingAttackersCount[Them])
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{
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// Find the attacked squares which are defended only by the king...
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// Find the attacked squares which are defended only by our king...
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undefended = ei.attackedBy[Them][ALL_PIECES]
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& ei.attackedBy[Us][KING]
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& ~ei.attackedBy2[Us];
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@ -427,20 +440,15 @@ namespace {
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- 7 * mg_value(score) / 5 - 5;
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// Analyse the enemy's safe queen contact checks. Firstly, find the
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// undefended squares around the king reachable by the enemy queen...
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// undefended squares around our king reachable by the enemy queen...
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b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
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// ...and keep squares supported by another enemy piece
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// ...and keep squares supported by another enemy piece.
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kingDanger += QueenContactCheck * popcount(b & ei.attackedBy2[Them]);
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// Analyse the safe enemy's checks which are possible on next move...
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// Analyse the safe enemy's checks which are possible on next move
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safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
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// ... and some other potential checks, only requiring the square to be
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// safe from pawn-attacks, and not being occupied by a blocked pawn.
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other = ~( ei.attackedBy[Us][PAWN]
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| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
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b1 = pos.attacks_from<ROOK >(ksq);
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b2 = pos.attacks_from<BISHOP>(ksq);
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@ -448,12 +456,18 @@ namespace {
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if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe)
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kingDanger += QueenCheck;
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// For other pieces, also consider the square safe if attacked twice,
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// and only defended by a queen.
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// For minors and rooks, also consider the square safe if attacked twice,
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// and only defended by our queen.
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safe |= ei.attackedBy2[Them]
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& ~(ei.attackedBy2[Us] | pos.pieces(Them))
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& ei.attackedBy[Us][QUEEN];
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// Some other potential checks are also analysed, even from squares
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// currently occupied by the opponent own pieces, as long as the square
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// is not attacked by our pawns, and is not occupied by a blocked pawn.
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other = ~( ei.attackedBy[Us][PAWN]
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| (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
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// Enemy rooks safe and other checks
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if (b1 & ei.attackedBy[Them][ROOK] & safe)
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kingDanger += RookCheck;
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@ -476,7 +490,7 @@ namespace {
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else if (b & other)
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score -= OtherCheck;
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// Compute the king danger score and subtract it from the evaluation
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// Transform the kingDanger units into a Score, and substract it from the evaluation
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if (kingDanger > 0)
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score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0);
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}
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@ -611,7 +625,7 @@ namespace {
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Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
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Score score = SCORE_ZERO;
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b = ei.pi->passed_pawns(Us);
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b = ei.pe->passed_pawns(Us);
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while (b)
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{
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@ -719,10 +733,10 @@ namespace {
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// Since SpaceMask[Us] is fully on our half of the board...
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assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
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// ...count safe + (behind & safe) with a single popcount
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// ...count safe + (behind & safe) with a single popcount.
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int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
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bonus = std::min(16, bonus);
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int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pi->open_files();
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int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pe->open_files();
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return make_score(bonus * weight * weight / 18, 0);
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}
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@ -824,8 +838,8 @@ Value Eval::evaluate(const Position& pos) {
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Score score = pos.psq_score() + ei.me->imbalance();
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// Probe the pawn hash table
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ei.pi = Pawns::probe(pos);
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score += ei.pi->pawns_score();
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ei.pe = Pawns::probe(pos);
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score += ei.pe->pawns_score();
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// We have taken into account all cheap evaluation terms.
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// If score exceeds a threshold return a lazy evaluation.
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@ -834,27 +848,11 @@ Value Eval::evaluate(const Position& pos) {
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return pos.side_to_move() == WHITE ? lazy : -lazy;
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// Initialize attack and king safety bitboards
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ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
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ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.square<KING>(WHITE));
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ei.attackedBy[BLACK][KING] = pos.attacks_from<KING>(pos.square<KING>(BLACK));
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eval_init<WHITE>(pos, ei);
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eval_init<BLACK>(pos, ei);
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// Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area
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Bitboard blockedPawns[] = {
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pos.pieces(WHITE, PAWN) & (shift<SOUTH>(pos.pieces()) | Rank2BB | Rank3BB),
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pos.pieces(BLACK, PAWN) & (shift<NORTH>(pos.pieces()) | Rank7BB | Rank6BB)
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};
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// Do not include in mobility area squares protected by enemy pawns, or occupied
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// by our blocked pawns or king.
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Bitboard mobilityArea[] = {
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~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square<KING>(WHITE)),
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~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square<KING>(BLACK))
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};
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// Evaluate all pieces but king and pawns
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score += evaluate_pieces<DoTrace>(pos, ei, mobility, mobilityArea);
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score += evaluate_pieces<DoTrace>(pos, ei, mobility);
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score += mobility[WHITE] - mobility[BLACK];
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// Evaluate kings after all other pieces because we need full attack
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- evaluate_space<BLACK>(pos, ei);
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// Evaluate position potential for the winning side
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score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
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score += evaluate_initiative(pos, ei.pe->pawn_asymmetry(), eg_value(score));
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// Evaluate scale factor for the winning side
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ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score));
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@ -892,7 +890,7 @@ Value Eval::evaluate(const Position& pos) {
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{
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Trace::add(MATERIAL, pos.psq_score());
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Trace::add(IMBALANCE, ei.me->imbalance());
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Trace::add(PAWN, ei.pi->pawns_score());
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Trace::add(PAWN, ei.pe->pawns_score());
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Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
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Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
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