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Retire trapped bishop evaluation
Another 100 lines of dubious and ad-hoc code. After 7644 games on russian cluster: Mod - Orig 1285 - 1249 - 5110 ELO +1 (+- 3.2) Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 0 additions and 98 deletions
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@ -159,27 +159,6 @@ namespace {
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// right to castle.
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const Value TrappedRookPenalty = Value(180);
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// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
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// enemy pawns.
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const Score TrappedBishopA7H7Penalty = make_score(300, 300);
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// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
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const Bitboard MaskA7H7[2] = {
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((1ULL << SQ_A7) | (1ULL << SQ_H7)),
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((1ULL << SQ_A2) | (1ULL << SQ_H2))
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};
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// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
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// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
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// happen in Chess960 games.
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const Score TrappedBishopA1H1Penalty = make_score(100, 100);
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// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
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const Bitboard MaskA1H1[2] = {
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((1ULL << SQ_A1) | (1ULL << SQ_H1)),
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((1ULL << SQ_A8) | (1ULL << SQ_H8))
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};
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// The SpaceMask[color] contains the area of the board which is considered
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// by the space evaluation. In the middle game, each side is given a bonus
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// based on how many squares inside this area are safe and available for
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@ -251,8 +230,6 @@ namespace {
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template<Color Us>
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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, EvalInfo& ei);
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
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inline Score apply_weight(Score v, Score weight);
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Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
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@ -559,17 +536,6 @@ namespace {
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if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
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evaluate_outposts<Piece, Us>(pos, 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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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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// Queen or rook on 7th rank
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if ( (Piece == ROOK || Piece == QUEEN)
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&& relative_rank(Us, s) == RANK_7
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@ -865,70 +831,6 @@ namespace {
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}
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// evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
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// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
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// if it is.
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void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) {
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assert(square_is_ok(s));
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assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP));
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Square b6 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B6 : SQ_G6);
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Square b8 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B8 : SQ_G8);
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if ( pos.piece_on(b6) == piece_of_color_and_type(opposite_color(us), PAWN)
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&& pos.see(s, b6) < 0
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&& pos.see(s, b8) < 0)
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{
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ei.value -= Sign[us] * TrappedBishopA7H7Penalty;
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}
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}
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// evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1
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// (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
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// black), and assigns a penalty if it is. This pattern can obviously
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// only occur in Chess960 games.
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) {
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Piece pawn = piece_of_color_and_type(us, PAWN);
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Square b2, b3, c3;
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assert(Chess960);
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assert(square_is_ok(s));
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assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP));
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if (square_file(s) == FILE_A)
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{
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b2 = relative_square(us, SQ_B2);
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b3 = relative_square(us, SQ_B3);
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c3 = relative_square(us, SQ_C3);
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}
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else
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{
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b2 = relative_square(us, SQ_G2);
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b3 = relative_square(us, SQ_G3);
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c3 = relative_square(us, SQ_F3);
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}
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if (pos.piece_on(b2) == pawn)
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{
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Score penalty;
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if (!pos.square_is_empty(b3))
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penalty = 2 * TrappedBishopA1H1Penalty;
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else if (pos.piece_on(c3) == pawn)
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penalty = TrappedBishopA1H1Penalty;
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else
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penalty = TrappedBishopA1H1Penalty / 2;
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ei.value -= Sign[us] * penalty;
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}
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}
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// evaluate_space() computes the space evaluation for a given side. The
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// space evaluation is a simple bonus based on the number of safe squares
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// available for minor pieces on the central four files on ranks 2--4. Safe
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