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Split evaluate_outposts from evaluate_common

This is an old patch, was part of a series, but is
good also alone as a cleanup.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-05-09 22:21:26 +01:00
parent 2f760cdf8d
commit 48c95706c8

View file

@ -538,22 +538,19 @@ void read_weights(Color us) {
namespace {
// evaluate_common() computes terms common to all pieces attack
// evaluate_mobility() computes mobility and attacks for every piece
template<PieceType Piece, bool HasPopCnt>
int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) {
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
Color them = opposite_color(us);
// Update attack info
ei.attackedBy[us][Piece] |= b;
// King attack
// King attacks
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
@ -572,31 +569,34 @@ namespace {
ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
ei.egMobility += Sign[us] * EgBonus[Piece][mob];
// Bishop and Knight outposts
if ( (Piece == BISHOP || Piece == KNIGHT) // compile time condition
&& p.square_is_weak(s, them))
{
// Initial bonus based on square
Value v, bonus;
v = bonus = OutpostBonus[Piece][relative_square(us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (v && (p.pawn_attacks(them, s) & p.pawns(us)))
{
bonus += v / 2;
if ( p.piece_count(them, KNIGHT) == 0
&& (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
bonus += v;
}
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
}
return mob;
}
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece>
void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) {
// Initial bonus based on square
Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)]
: KnightOutpostBonus[relative_square(us, s)]);
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (p.pawn_attacks(them, s) & p.pawns(us)))
{
if ( p.knights(them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
}
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
// color.
@ -605,9 +605,9 @@ namespace {
Bitboard b;
Square s, ksq;
Color them;
int mob;
File f;
Color them = opposite_color(us);
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
@ -619,9 +619,15 @@ namespace {
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
else
assert(false);
// Attacks, mobility and outposts
mob = evaluate_common<Piece, HasPopCnt>(pos, b, us, ei, s);
// Attacks and mobility
mob = evaluate_mobility<Piece, HasPopCnt>(pos, b, us, them, ei);
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them))
evaluate_outposts<Piece>(pos, us, them, ei, s);
// Special patterns: trapped bishops on a7/h7/a2/h2
// and trapped bishops on a1/h1/a8/h8 in Chess960.
@ -637,8 +643,6 @@ namespace {
if (Piece == ROOK || Piece == QUEEN)
{
// Queen or rook on 7th rank
them = opposite_color(us);
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, pos.king_square(them)) == RANK_8)
{
@ -728,7 +732,7 @@ namespace {
ei.mgValue += sign * Value(shelter);
}
// King safety. This is quite complicated, and is almost certainly far
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
@ -989,7 +993,7 @@ namespace {
}
}
}
// Rook pawns are a special case: They are sometimes worse, and
// Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
// we try the following: Increase the value for rook pawns if the
@ -997,10 +1001,10 @@ namespace {
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
if( pos.non_pawn_material(them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1)
if ( pos.non_pawn_material(them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if(pos.rooks_and_queens(them))
else if (pos.rooks_and_queens(them))
ebonus -= ebonus / 4;
}
@ -1012,9 +1016,9 @@ namespace {
// Does either side have an unstoppable passed pawn?
if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE])
ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE])
{
// Both sides have unstoppable pawns! Try to find out who queens