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Code style massage evaluate()

No functional changes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-09-25 10:31:41 +02:00
parent d6618d7325
commit 597ef38c39

View file

@ -290,141 +290,122 @@ namespace {
/// between them based on the remaining material.
Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
Color stm;
Square s;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
memset(&ei, 0, sizeof(EvalInfo));
assert(pos.is_ok());
assert(threadID >= 0 && threadID < THREAD_MAX);
stm = pos.side_to_move();
memset(&ei, 0, sizeof(EvalInfo));
// Initialize by reading the incrementally updated scores included in the
// position object (material + piece square tables):
// position object (material + piece square tables)
ei.mgValue = pos.mg_value();
ei.egValue = pos.eg_value();
// Probe the material hash table:
// Probe the material hash table
ei.mi = MaterialTable[threadID]->get_material_info(pos);
ei.mgValue += ei.mi->mg_value();
ei.egValue += ei.mi->eg_value();
// If we have a specialized evaluation function for the current material
// configuration, call it and return
if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
// After get_material_info() call that modifies them
ScaleFactor factor[2];
factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
// If we have a specialized evaluation function for the current material
// configuration, call it and return:
if(ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
phase = pos.game_phase();
// Probe the pawn hash table:
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides:
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
ei.kingZone[WHITE] =
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] =
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.kingAttackersCount[WHITE] +=
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
ei.kingAttackersCount[BLACK] +=
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
for(Color c = WHITE; c <= BLACK; c++) {
Bitboard b;
// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
// Knights
for(int i = 0; i < pos.knight_count(c); i++) {
s = pos.knight_list(c, i);
evaluate_knight(pos, s, c, ei);
}
for (int i = 0; i < pos.knight_count(c); i++)
evaluate_knight(pos, pos.knight_list(c, i), c, ei);
// Bishops
for(int i = 0; i < pos.bishop_count(c); i++) {
s = pos.bishop_list(c, i);
evaluate_bishop(pos, s, c, ei);
}
for (int i = 0; i < pos.bishop_count(c); i++)
evaluate_bishop(pos, pos.bishop_list(c, i), c, ei);
// Rooks
for(int i = 0; i < pos.rook_count(c); i++) {
s = pos.rook_list(c, i);
evaluate_rook(pos, s, c, ei);
}
for (int i = 0; i < pos.rook_count(c); i++)
evaluate_rook(pos, pos.rook_list(c, i), c, ei);
// Queens
for(int i = 0; i < pos.queen_count(c); i++) {
s = pos.queen_list(c, i);
evaluate_queen(pos, s, c, ei);
for(int i = 0; i < pos.queen_count(c); i++)
evaluate_queen(pos, pos.queen_list(c, i), c, ei);
// Special pattern: trapped bishops on a7/h7/a2/h2
Bitboard b = pos.bishops(c) & MaskA7H7[c];
while (b)
{
Square s = pop_1st_bit(&b);
evaluate_trapped_bishop_a7h7(pos, s, c, ei);
}
// Some special patterns:
// Trapped bishops on a7/h7/a2/h2
b = pos.bishops(c) & MaskA7H7[c];
while(b) {
s = pop_1st_bit(&b);
evaluate_trapped_bishop_a7h7(pos, s, c, ei);
// Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
if (Chess960)
{
b = pos.bishops(c) & MaskA1H1[c];
while (b)
{
Square s = pop_1st_bit(&b);
evaluate_trapped_bishop_a1h1(pos, s, c, ei);
}
}
// Trapped bishops on a1/h1/a8/h8 in Chess960:
if(Chess960) {
b = pos.bishops(c) & MaskA1H1[c];
while(b) {
s = pop_1st_bit(&b);
evaluate_trapped_bishop_a1h1(pos, s, c, ei);
}
}
ei.attackedBy[c][0] =
ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
// Sum up all attacked squares
ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
// the king safety evaluation.
for(Color c = WHITE; c <= BLACK; c++) {
s = pos.king_square(c);
evaluate_king(pos, s, c, ei);
}
for (Color c = WHITE; c <= BLACK; c++)
evaluate_king(pos, pos.king_square(c), c, ei);
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
// both sides have an unstoppable passed pawn.
if(ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
if (ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
Phase phase = pos.game_phase();
// Middle-game specific evaluation terms
if(phase > PHASE_ENDGAME) {
if (phase > PHASE_ENDGAME)
{
// Pawn storms in positions with opposite castling.
if(square_file(pos.king_square(WHITE)) >= FILE_E &&
square_file(pos.king_square(BLACK)) <= FILE_D)
ei.mgValue +=
ei.pi->queenside_storm_value(WHITE) -
ei.pi->kingside_storm_value(BLACK);
else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
square_file(pos.king_square(BLACK)) >= FILE_E)
ei.mgValue +=
ei.pi->kingside_storm_value(WHITE) -
ei.pi->queenside_storm_value(BLACK);
if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D)
ei.mgValue += ei.pi->queenside_storm_value(WHITE)
- ei.pi->kingside_storm_value(BLACK);
else if ( square_file(pos.king_square(WHITE)) <= FILE_D
&& square_file(pos.king_square(BLACK)) >= FILE_E)
ei.mgValue += ei.pi->kingside_storm_value(WHITE)
- ei.pi->queenside_storm_value(BLACK);
}
// Mobility
@ -433,46 +414,50 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those:
if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops()
&& ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) ||
(factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) {
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) ==
2*BishopValueMidgame) {
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0))
|| (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0))))
{
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == 2*BishopValueMidgame)
{
// Only the two bishops
if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) {
if (pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1)
{
// KBP vs KB with only a single pawn; almost certainly a draw.
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(8);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(8);
if (factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(8);
if (factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(8);
}
else {
else
{
// At least two pawns
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(32);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(32);
if (factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(32);
if (factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(32);
}
}
else {
else
{
// Endgame with opposite-colored bishops, but also other pieces.
// Still a bit drawish, but not as drawish as with only the two
// bishops.
if(factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(50);
if(factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(50);
if (factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(50);
if (factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(50);
}
}
// Interpolate between the middle game and the endgame score, and
// return:
Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
// return
Color stm = pos.side_to_move();
if(ei.mateThreat[stm] != MOVE_NONE)
return 8 * QueenValueMidgame - Sign[stm] * value;
else
return Sign[stm] * value;
Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
}