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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
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3 changed files with 24 additions and 37 deletions
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@ -148,17 +148,16 @@ namespace {
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{ S(18, 5), S(27, 8) } // Bishops
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{ S(18, 5), S(27, 8) } // Bishops
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};
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};
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// Threat[defended/weak][minor/rook attacking][attacked PieceType] contains
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// Threat[minor/rook][attacked PieceType] contains
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// bonuses according to which piece type attacks which one.
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// bonuses according to which piece type attacks which one.
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const Score Threat[][2][PIECE_TYPE_NB] = {
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// Attacks on lesser pieces which are pawn defended are not considered.
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{ { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Minor on Defended
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const Score Threat[2][PIECE_TYPE_NB] = {
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{ S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Rook on Defended
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{ S(0, 0), S(0, 32), S(25, 39), S(28, 44), S(42, 98), S(35,105) }, // Minor attacks
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{ { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Minor on Weak
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{ S(0, 0), S(0, 27), S(26, 57), S(26, 57), S( 0, 30), S(23, 51) } // Rook attacks
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{ S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Rook on Weak
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};
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};
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// ThreatenedByPawn[PieceType] contains a penalty according to which piece
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// ThreatenedByPawn[PieceType] contains a penalty according to which piece
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// type is attacked by an enemy pawn.
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// type is attacked by a pawn.
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const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
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const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
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S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
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S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
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};
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};
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@ -484,7 +483,6 @@ namespace {
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const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
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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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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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enum { Defended, Weak };
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enum { Minor, Rook };
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enum { Minor, Rook };
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Bitboard b, weak, defended, safeThreats;
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Bitboard b, weak, defended, safeThreats;
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@ -510,33 +508,21 @@ namespace {
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// Non-pawn enemies defended by a pawn
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// Non-pawn enemies defended by a pawn
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
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// Add a bonus according to the kind of attacking pieces
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if (defended)
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{
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b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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while (b)
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score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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b = defended & ei.attackedBy[Us][ROOK];
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while (b)
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score += Threat[Defended][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
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}
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// Enemies not defended by a pawn and under our attack
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// Enemies not defended by a pawn and under our attack
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weak = pos.pieces(Them)
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weak = pos.pieces(Them)
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& ~ei.attackedBy[Them][PAWN]
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& ~ei.attackedBy[Them][PAWN]
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& ei.attackedBy[Us][ALL_PIECES];
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& ei.attackedBy[Us][ALL_PIECES];
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// Add a bonus according to the kind of attacking pieces
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// Add a bonus according to the kind of attacking pieces
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if (weak)
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if (defended | weak)
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{
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{
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b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
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while (b)
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while (b)
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score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))];
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b = weak & ei.attackedBy[Us][ROOK];
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b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
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while (b)
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while (b)
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score += Threat[Weak][Rook][type_of(pos.piece_on(pop_lsb(&b)))];
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score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
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b = weak & ~ei.attackedBy[Them][ALL_PIECES];
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b = weak & ~ei.attackedBy[Them][ALL_PIECES];
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if (b)
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if (b)
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@ -688,12 +674,13 @@ namespace {
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}
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}
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// evaluate_initiative() computes the initiative correction value for the position, i.e.
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// evaluate_initiative() computes the initiative correction value for the
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// second order bonus/malus based on the known attacking/defending status of the players.
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// position, i.e. second order bonus/malus based on the known attacking/defending
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// status of the players.
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Score evaluate_initiative(const Position& pos, const EvalInfo& ei, const Score positional_score) {
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Score evaluate_initiative(const Position& pos, const EvalInfo& ei, const Score positional_score) {
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int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
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int king_separation = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
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int king_separation = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
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int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
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int asymmetry = ei.pi->pawn_asymmetry();
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int asymmetry = ei.pi->pawn_asymmetry();
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// Compute the initiative bonus for the attacking side
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// Compute the initiative bonus for the attacking side
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@ -703,9 +690,9 @@ namespace {
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// of the endgame value of "positional_score", and that we carefully cap the bonus so
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// of the endgame value of "positional_score", and that we carefully cap the bonus so
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// that the endgame score with the correction will never be divided by more than two.
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// that the endgame score with the correction will never be divided by more than two.
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int eg = eg_value(positional_score);
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int eg = eg_value(positional_score);
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int value = ((eg > 0) - (eg < 0)) * std::max( attacker_bonus , -abs( eg / 2 ) );
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int value = ((eg > 0) - (eg < 0)) * std::max(attacker_bonus, -abs(eg / 2));
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return make_score( 0 , value ) ;
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return make_score(0, value);
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}
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}
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} // namespace
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} // namespace
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@ -127,7 +127,7 @@ MovePicker::MovePicker(const Position& p, Move ttm, const HistoryStats& h,
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template<>
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template<>
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void MovePicker::score<CAPTURES>() {
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void MovePicker::score<CAPTURES>() {
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// Winning and equal captures in the main search are ordered by MVV, preferring
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// Winning and equal captures in the main search are ordered by MVV, preferring
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// captures near our home rank. Suprisingly, this appears to perform slightly
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// captures near our home rank. Surprisingly, this appears to perform slightly
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// better than SEE based move ordering: exchanging big pieces before capturing
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// better than SEE based move ordering: exchanging big pieces before capturing
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// a hanging piece probably helps to reduce the subtree size.
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// a hanging piece probably helps to reduce the subtree size.
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// In main search we want to push captures with negative SEE values to the
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// In main search we want to push captures with negative SEE values to the
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@ -243,7 +243,7 @@ Entry* probe(const Position& pos) {
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e->key = key;
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e->key = key;
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e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
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e->score = evaluate<WHITE>(pos, e) - evaluate<BLACK>(pos, e);
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e->asymmetry = popcount<Max15>( e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK] );
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e->asymmetry = popcount<Max15>(e->semiopenFiles[WHITE] ^ e->semiopenFiles[BLACK]);
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return e;
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return e;
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}
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}
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