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https://github.com/sockspls/badfish
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Small eval cleanup and renaming
Non-functional changes a) splitting the threat array to avoid using an enum b) reorder the scores according to functions where they are used. c) declarations in evaluate_pieces after the const(s) like elsewhere d) more compact definitions of KingFlank, now that we need it also for the PanwLessFlank penalty. e) reuse CenterFiles in evaluate_space f) move one line inside next popcount No functional change.
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1 changed files with 36 additions and 40 deletions
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@ -159,15 +159,18 @@ namespace {
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S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
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};
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// Threat[by minor/by rook][attacked PieceType] contains
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// bonuses according to which piece type attacks which one.
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// Attacks on lesser pieces which are pawn-defended are not considered.
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const Score Threat[][PIECE_TYPE_NB] = {
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{ S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor
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{ S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook
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// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
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// which piece type attacks which one. Attacks on lesser pieces which are
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// pawn-defended are not considered.
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const Score ThreatByMinor[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72, 107), S(48, 118)
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};
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// ThreatByKing[on one/on many] contains bonuses for King attacks on
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const Score ThreatByRook[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48)
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};
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// ThreatByKing[on one/on many] contains bonuses for king attacks on
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// pawns or pieces which are not pawn-defended.
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const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
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@ -181,7 +184,7 @@ namespace {
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// PassedFile[File] contains a bonus according to the file of a passed pawn
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const Score PassedFile[FILE_NB] = {
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S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
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};
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// Assorted bonuses and penalties used by evaluation
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@ -189,16 +192,16 @@ namespace {
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const Score BishopPawns = S( 8, 12);
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const Score RookOnPawn = S( 8, 24);
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const Score TrappedRook = S(92, 0);
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const Score CloseEnemies = S( 7, 0);
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const Score OtherCheck = S(10, 10);
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const Score ThreatByHangingPawn = S(71, 61);
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const Score LooseEnemies = S( 0, 25);
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const Score WeakQueen = S(50, 10);
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const Score OtherCheck = S(10, 10);
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const Score CloseEnemies = S( 7, 0);
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const Score PawnlessFlank = S(20, 80);
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const Score LooseEnemies = S( 0, 25);
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const Score ThreatByHangingPawn = S(71, 61);
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const Score ThreatByRank = S(16, 3);
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const Score Hanging = S(48, 27);
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const Score ThreatByPawnPush = S(38, 22);
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const Score PawnlessFlank = S(20, 80);
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const Score HinderPassedPawn = S( 7, 0);
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const Score ThreatByRank = S(16, 3);
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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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@ -238,8 +241,7 @@ namespace {
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if (pos.non_pawn_material(Us) >= QueenValueMg)
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{
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ei.kingRing[Them] = b | shift<Down>(b);
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b &= ei.attackedBy[Us][PAWN];
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ei.kingAttackersCount[Us] = popcount(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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}
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else
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@ -253,16 +255,16 @@ namespace {
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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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Bitboard b, bb;
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Square s;
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Score score = SCORE_ZERO;
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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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: Rank5BB | Rank4BB | Rank3BB);
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const Square* pl = pos.squares<Pt>(Us);
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Bitboard b, bb;
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Square s;
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Score score = SCORE_ZERO;
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ei.attackedBy[Us][Pt] = 0;
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while ((s = *pl++) != SQ_NONE)
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@ -376,28 +378,24 @@ namespace {
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// evaluate_king() assigns bonuses and penalties to a king of a given color
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const Bitboard WhiteCamp = Rank1BB | Rank2BB | Rank3BB | Rank4BB | Rank5BB;
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const Bitboard BlackCamp = Rank8BB | Rank7BB | Rank6BB | Rank5BB | Rank4BB;
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const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
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const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
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const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
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const Bitboard KingFlank[COLOR_NB][FILE_NB] = {
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{ QueenSide & WhiteCamp, QueenSide & WhiteCamp, QueenSide & WhiteCamp, CenterFiles & WhiteCamp,
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CenterFiles & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp, KingSide & WhiteCamp },
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{ QueenSide & BlackCamp, QueenSide & BlackCamp, QueenSide & BlackCamp, CenterFiles & BlackCamp,
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CenterFiles & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp, KingSide & BlackCamp },
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const Bitboard KingFlank[FILE_NB] = {
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CenterFiles >> 2, CenterFiles >> 2, CenterFiles >> 2, CenterFiles, CenterFiles,
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CenterFiles << 2, CenterFiles << 2, CenterFiles << 2
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};
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template<Color Us, bool DoTrace>
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Score evaluate_king(const Position& pos, const 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 Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square Up = (Us == WHITE ? NORTH : SOUTH);
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const Bitboard Camp = (Us == WHITE ? ~Bitboard(0) ^ Rank6BB ^ Rank7BB ^ Rank8BB
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: ~Bitboard(0) ^ Rank1BB ^ Rank2BB ^ Rank3BB);
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const Square ksq = pos.square<KING>(Us);
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Bitboard undefended, b, b1, b2, safe, other;
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int kingDanger;
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const Square ksq = pos.square<KING>(Us);
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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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@ -483,7 +481,7 @@ namespace {
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// King tropism: firstly, find squares that opponent attacks in our king flank
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File kf = file_of(ksq);
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b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][kf];
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b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[kf] & Camp;
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assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
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assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
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@ -496,7 +494,7 @@ namespace {
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score -= CloseEnemies * popcount(b);
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// Penalty when our king is on a pawnless flank
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if (!(pos.pieces(PAWN) & (KingFlank[WHITE][kf] | KingFlank[BLACK][kf])))
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if (!(pos.pieces(PAWN) & KingFlank[kf]))
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score -= PawnlessFlank;
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if (DoTrace)
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@ -519,8 +517,6 @@ namespace {
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const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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enum { Minor, Rook };
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Bitboard b, weak, defended, safeThreats;
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Score score = SCORE_ZERO;
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@ -561,7 +557,7 @@ namespace {
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while (b)
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{
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Square s = pop_lsb(&b);
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score += Threat[Minor][type_of(pos.piece_on(s))];
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score += ThreatByMinor[type_of(pos.piece_on(s))];
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if (type_of(pos.piece_on(s)) != PAWN)
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score += ThreatByRank * (int)relative_rank(Them, s);
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}
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@ -570,7 +566,7 @@ namespace {
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while (b)
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{
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Square s = pop_lsb(&b);
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score += Threat[Rook][type_of(pos.piece_on(s))];
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score += ThreatByRook[type_of(pos.piece_on(s))];
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if (type_of(pos.piece_on(s)) != PAWN)
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score += ThreatByRank * (int)relative_rank(Them, s);
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}
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@ -702,8 +698,8 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard SpaceMask =
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Us == WHITE ? (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB)
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: (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB);
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Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
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: CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
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// Find the safe squares for our pieces inside the area defined by
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// SpaceMask. A square is unsafe if it is attacked by an enemy
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