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Introduce evaluate_pieces<>() to remove redundancy
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 96 additions and 135 deletions
231
src/evaluate.cpp
231
src/evaluate.cpp
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@ -272,11 +272,11 @@ namespace {
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uint8_t BitCount8Bit[256];
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// Function prototypes
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void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
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template<PieceType Piece>
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void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
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template<>
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void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo &ei);
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void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
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void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
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@ -352,52 +352,22 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
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// Evaluate pieces
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for (Color c = WHITE; c <= BLACK; c++)
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{
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// Knights
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for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
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evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
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evaluate_pieces<KNIGHT>(pos, c, ei);
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evaluate_pieces<BISHOP>(pos, c, ei);
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evaluate_pieces<ROOK>(pos, c, ei);
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evaluate_pieces<QUEEN>(pos, c, ei);
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// Bishops
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for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
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evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
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// Rooks
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for (int i = 0; i < pos.piece_count(c, ROOK); i++)
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evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
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// Queens
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for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
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evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei);
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// Special pattern: trapped bishops on a7/h7/a2/h2
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Bitboard b = pos.bishops(c) & MaskA7H7[c];
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while (b)
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{
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Square s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a7h7(pos, s, c, ei);
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}
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// Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
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if (Chess960)
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{
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b = pos.bishops(c) & MaskA1H1[c];
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while (b)
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{
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Square s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a1h1(pos, s, c, ei);
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}
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}
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// Sum up all attacked squares
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ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
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| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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// Sum up all attacked squares
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ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
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| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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}
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// Kings. Kings are evaluated after all other pieces for both sides,
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// because we need complete attack information for all pieces when computing
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// the king safety evaluation.
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for (Color c = WHITE; c <= BLACK; c++)
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evaluate_king(pos, pos.king_square(c), c, ei);
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evaluate_pieces<KING>(pos, c, ei);
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// because we need to know which side promotes first in positions where
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@ -616,108 +586,97 @@ namespace {
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}
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// evaluate_knight() assigns bonuses and penalties to a knight of a given
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// color on a given square.
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
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// color.
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void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
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template<PieceType Piece>
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void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) {
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// Attacks, mobility and outposts
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evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
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}
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Bitboard b;
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// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
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// color on a given square.
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void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
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// Attacks, mobility and outposts
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evaluate_common<BISHOP>(p, b, us, ei, s);
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}
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// evaluate_rook() assigns bonuses and penalties to a rook of a given
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// color on a given square.
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void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
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// Attacks and mobility
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int mob = evaluate_common<ROOK>(p, b, us, ei);
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// Rook on 7th rank
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Color them = opposite_color(us);
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if ( relative_rank(us, s) == RANK_7
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&& relative_rank(us, p.king_square(them)) == RANK_8)
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for (int i = 0; i < pos.piece_count(us, Piece); i++)
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{
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ei.mgValue += Sign[us] * MidgameRookOn7thBonus;
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ei.egValue += Sign[us] * EndgameRookOn7thBonus;
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}
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Square s = pos.piece_list(us, Piece, i);
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// Open and half-open files
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File f = square_file(s);
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if (ei.pi->file_is_half_open(us, f))
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{
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if (ei.pi->file_is_half_open(them, f))
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if (Piece == KNIGHT || Piece == QUEEN)
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b = pos.piece_attacks<Piece>(s);
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else if (Piece == BISHOP)
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b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
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else if (Piece == ROOK)
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b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
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// Attacks, mobility and outposts
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int mob = evaluate_common<Piece>(pos, b, us, ei, s);
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// Special patterns: trapped bishops on a7/h7/a2/h2
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// and trapped bishops on a1/h1/a8/h8 in Chess960.
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if (Piece == BISHOP)
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{
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ei.mgValue += Sign[us] * RookOpenFileBonus;
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ei.egValue += Sign[us] * RookOpenFileBonus;
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if (bit_is_set(MaskA7H7[us], s))
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evaluate_trapped_bishop_a7h7(pos, s, us, ei);
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if (Chess960 && bit_is_set(MaskA1H1[us], s))
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evaluate_trapped_bishop_a1h1(pos, s, us, ei);
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}
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else
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if (Piece != ROOK && Piece != QUEEN)
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continue;
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// Queen or rook on 7th rank
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Color them = opposite_color(us);
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if ( relative_rank(us, s) == RANK_7
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&& relative_rank(us, pos.king_square(them)) == RANK_8)
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{
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ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
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ei.egValue += Sign[us] * RookHalfOpenFileBonus;
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ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
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ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
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}
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}
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// Penalize rooks which are trapped inside a king. Penalize more if
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// king has lost right to castle
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if (mob > 6 || ei.pi->file_is_half_open(us, f))
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return;
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// Special extra evaluation for rooks
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if (Piece != ROOK)
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continue;
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Square ksq = p.king_square(us);
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// Open and half-open files
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File f = square_file(s);
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if (ei.pi->file_is_half_open(us, f))
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{
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if (ei.pi->file_is_half_open(them, f))
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{
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ei.mgValue += Sign[us] * RookOpenFileBonus;
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ei.egValue += Sign[us] * RookOpenFileBonus;
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}
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else
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{
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ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
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ei.egValue += Sign[us] * RookHalfOpenFileBonus;
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}
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}
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if ( square_file(ksq) >= FILE_E
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&& square_file(s) > square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
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ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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}
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else if ( square_file(ksq) <= FILE_D
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&& square_file(s) < square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
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ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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}
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}
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// Penalize rooks which are trapped inside a king. Penalize more if
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// king has lost right to castle.
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if (mob > 6 || ei.pi->file_is_half_open(us, f))
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continue;
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Square ksq = pos.king_square(us);
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// evaluate_queen() assigns bonuses and penalties to a queen of a given
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// color on a given square.
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void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
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// Attacks and mobility
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evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
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// Queen on 7th rank
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Color them = opposite_color(us);
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if ( relative_rank(us, s) == RANK_7
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&& relative_rank(us, p.king_square(them)) == RANK_8)
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{
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ei.mgValue += Sign[us] * MidgameQueenOn7thBonus;
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ei.egValue += Sign[us] * EndgameQueenOn7thBonus;
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if ( square_file(ksq) >= FILE_E
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&& square_file(s) > square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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}
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else if ( square_file(ksq) <= FILE_D
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&& square_file(s) < square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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}
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}
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}
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@ -726,12 +685,14 @@ namespace {
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return b >> (num << 3);
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}
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// evaluate_king() assigns bonuses and penalties to a king of a given
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// color on a given square.
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// evaluate_pieces<KING>() assigns bonuses and penalties to a king of a given
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// color.
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void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
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template<>
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void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo& ei) {
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int shelter = 0, sign = Sign[us];
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Square s = p.king_square(us);
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// King shelter
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if (relative_rank(us, s) <= RANK_4)
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