mirror of
https://github.com/sockspls/badfish
synced 2025-04-30 00:33:09 +00:00
Simplify threats
Using less parameters and code to compute Threats Includes also a few spacing edits. Run as a simplification. Passed STC 10+0.1 LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 18879 W: 3725 L: 3600 D: 11554 Passed LTC 60+0.4 LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 74116 W: 11001 L: 10958 D: 52157 bench: 8004751
This commit is contained in:
parent
4eca981e55
commit
55758344d3
3 changed files with 24 additions and 37 deletions
|
@ -148,17 +148,16 @@ namespace {
|
|||
{ S(18, 5), S(27, 8) } // Bishops
|
||||
};
|
||||
|
||||
// Threat[defended/weak][minor/rook attacking][attacked PieceType] contains
|
||||
// Threat[minor/rook][attacked PieceType] contains
|
||||
// bonuses according to which piece type attacks which one.
|
||||
const Score Threat[][2][PIECE_TYPE_NB] = {
|
||||
{ { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Minor on Defended
|
||||
{ S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Rook on Defended
|
||||
{ { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Minor on Weak
|
||||
{ S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Rook on Weak
|
||||
// Attacks on lesser pieces which are pawn defended are not considered.
|
||||
const Score Threat[2][PIECE_TYPE_NB] = {
|
||||
{ S(0, 0), S(0, 32), S(25, 39), S(28, 44), S(42, 98), S(35,105) }, // Minor attacks
|
||||
{ S(0, 0), S(0, 27), S(26, 57), S(26, 57), S( 0, 30), S(23, 51) } // Rook attacks
|
||||
};
|
||||
|
||||
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
|
||||
// type is attacked by an enemy pawn.
|
||||
// type is attacked by a pawn.
|
||||
const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
|
||||
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
|
||||
};
|
||||
|
@ -484,7 +483,6 @@ namespace {
|
|||
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
|
||||
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
|
||||
|
||||
enum { Defended, Weak };
|
||||
enum { Minor, Rook };
|
||||
|
||||
Bitboard b, weak, defended, safeThreats;
|
||||
|
@ -510,33 +508,21 @@ namespace {
|
|||
// Non-pawn enemies defended by a pawn
|
||||
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
|
||||
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
if (defended)
|
||||
{
|
||||
b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
while (b)
|
||||
score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = defended & ei.attackedBy[Us][ROOK];
|
||||
while (b)
|
||||
score += Threat[Defended][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
}
|
||||
|
||||
// Enemies not defended by a pawn and under our attack
|
||||
weak = pos.pieces(Them)
|
||||
& ~ei.attackedBy[Them][PAWN]
|
||||
& ei.attackedBy[Us][ALL_PIECES];
|
||||
|
||||
// Add a bonus according to the kind of attacking pieces
|
||||
if (weak)
|
||||
if (defended | weak)
|
||||
{
|
||||
b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
|
||||
while (b)
|
||||
score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = weak & ei.attackedBy[Us][ROOK];
|
||||
b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
|
||||
while (b)
|
||||
score += Threat[Weak][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
|
||||
|
||||
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
|
||||
if (b)
|
||||
|
@ -688,24 +674,25 @@ namespace {
|
|||
}
|
||||
|
||||
|
||||
// evaluate_initiative() computes the initiative correction value for the position, i.e.
|
||||
// second order bonus/malus based on the known attacking/defending status of the players.
|
||||
// evaluate_initiative() computes the initiative correction value for the
|
||||
// position, i.e. second order bonus/malus based on the known attacking/defending
|
||||
// status of the players.
|
||||
Score evaluate_initiative(const Position& pos, const EvalInfo& ei, const Score positional_score) {
|
||||
|
||||
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
|
||||
int king_separation = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
|
||||
int asymmetry = ei.pi->pawn_asymmetry();
|
||||
int king_separation = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
|
||||
int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
|
||||
int asymmetry = ei.pi->pawn_asymmetry();
|
||||
|
||||
// Compute the initiative bonus for the attacking side
|
||||
int attacker_bonus = 8 * (pawns + asymmetry + king_separation) - 120;
|
||||
int attacker_bonus = 8 * (pawns + asymmetry + king_separation) - 120;
|
||||
|
||||
// Now apply the bonus: note that we find the attacking side by extracting the sign
|
||||
// Now apply the bonus: note that we find the attacking side by extracting the sign
|
||||
// of the endgame value of "positional_score", and that we carefully cap the bonus so
|
||||
// that the endgame score with the correction will never be divided by more than two.
|
||||
int eg = eg_value(positional_score);
|
||||
int value = ((eg > 0) - (eg < 0)) * std::max( attacker_bonus , -abs( eg / 2 ) );
|
||||
int value = ((eg > 0) - (eg < 0)) * std::max(attacker_bonus, -abs(eg / 2));
|
||||
|
||||
return make_score( 0 , value ) ;
|
||||
return make_score(0, value);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
@ -789,7 +776,7 @@ Value Eval::evaluate(const Position& pos) {
|
|||
// Evaluate space for both sides, only during opening
|
||||
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
|
||||
score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
|
||||
|
||||
|
||||
// Evaluate initiative
|
||||
score += evaluate_initiative(pos, ei, score);
|
||||
|
||||
|
|
|
@ -127,7 +127,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h,
|
|||
template<>
|
||||
void MovePicker::score<CAPTURES>() {
|
||||
// Winning and equal captures in the main search are ordered by MVV, preferring
|
||||
// captures near our home rank. Suprisingly, this appears to perform slightly
|
||||
// captures near our home rank. Surprisingly, this appears to perform slightly
|
||||
// better than SEE based move ordering: exchanging big pieces before capturing
|
||||
// a hanging piece probably helps to reduce the subtree size.
|
||||
// In main search we want to push captures with negative SEE values to the
|
||||
|
|
|
@ -243,7 +243,7 @@ Entry* probe(const Position& pos) {
|
|||
|
||||
e->key = key;
|
||||
e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
|
||||
e->asymmetry = popcount<Max15>( e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK] );
|
||||
e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
|
||||
return e;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue