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https://github.com/sockspls/badfish
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Code style massage evaluate()
No functional changes. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 99 additions and 114 deletions
213
src/evaluate.cpp
213
src/evaluate.cpp
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@ -290,141 +290,122 @@ namespace {
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/// between them based on the remaining material.
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Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
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Color stm;
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Square s;
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ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
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Phase phase;
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memset(&ei, 0, sizeof(EvalInfo));
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assert(pos.is_ok());
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assert(threadID >= 0 && threadID < THREAD_MAX);
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stm = pos.side_to_move();
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memset(&ei, 0, sizeof(EvalInfo));
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// Initialize by reading the incrementally updated scores included in the
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// position object (material + piece square tables):
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// position object (material + piece square tables)
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ei.mgValue = pos.mg_value();
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ei.egValue = pos.eg_value();
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// Probe the material hash table:
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// Probe the material hash table
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ei.mi = MaterialTable[threadID]->get_material_info(pos);
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ei.mgValue += ei.mi->mg_value();
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ei.egValue += ei.mi->eg_value();
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// If we have a specialized evaluation function for the current material
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// configuration, call it and return
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if (ei.mi->specialized_eval_exists())
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return ei.mi->evaluate(pos);
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// After get_material_info() call that modifies them
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ScaleFactor factor[2];
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factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
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factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
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// If we have a specialized evaluation function for the current material
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// configuration, call it and return:
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if(ei.mi->specialized_eval_exists())
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return ei.mi->evaluate(pos);
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phase = pos.game_phase();
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// Probe the pawn hash table:
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// Probe the pawn hash table
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ei.pi = PawnTable[threadID]->get_pawn_info(pos);
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ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
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ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
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// Initialize king attack bitboards and king attack zones for both sides:
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// Initialize king attack bitboards and king attack zones for both sides
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ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
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ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
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ei.kingZone[WHITE] =
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ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
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ei.kingZone[BLACK] =
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ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
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ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
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ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
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// Initialize pawn attack bitboards for both sides:
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ei.attackedBy[WHITE][PAWN] =
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((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
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ei.kingAttackersCount[WHITE] +=
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count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
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ei.attackedBy[BLACK][PAWN] =
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((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
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ei.kingAttackersCount[BLACK] +=
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count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
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// Evaluate pieces:
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for(Color c = WHITE; c <= BLACK; c++) {
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Bitboard b;
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// Initialize pawn attack bitboards for both sides
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ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
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ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
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ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
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ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
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// Evaluate pieces
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for (Color c = WHITE; c <= BLACK; c++)
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{
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// Knights
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for(int i = 0; i < pos.knight_count(c); i++) {
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s = pos.knight_list(c, i);
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evaluate_knight(pos, s, c, ei);
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}
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for (int i = 0; i < pos.knight_count(c); i++)
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evaluate_knight(pos, pos.knight_list(c, i), c, ei);
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// Bishops
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for(int i = 0; i < pos.bishop_count(c); i++) {
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s = pos.bishop_list(c, i);
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evaluate_bishop(pos, s, c, ei);
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}
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for (int i = 0; i < pos.bishop_count(c); i++)
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evaluate_bishop(pos, pos.bishop_list(c, i), c, ei);
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// Rooks
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for(int i = 0; i < pos.rook_count(c); i++) {
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s = pos.rook_list(c, i);
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evaluate_rook(pos, s, c, ei);
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}
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for (int i = 0; i < pos.rook_count(c); i++)
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evaluate_rook(pos, pos.rook_list(c, i), c, ei);
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// Queens
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for(int i = 0; i < pos.queen_count(c); i++) {
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s = pos.queen_list(c, i);
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evaluate_queen(pos, s, c, ei);
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for(int i = 0; i < pos.queen_count(c); i++)
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evaluate_queen(pos, pos.queen_list(c, i), c, ei);
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// Special pattern: trapped bishops on a7/h7/a2/h2
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Bitboard b = pos.bishops(c) & MaskA7H7[c];
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while (b)
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{
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Square s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a7h7(pos, s, c, ei);
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}
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// Some special patterns:
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// Trapped bishops on a7/h7/a2/h2
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b = pos.bishops(c) & MaskA7H7[c];
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while(b) {
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s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a7h7(pos, s, c, ei);
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// Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
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if (Chess960)
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{
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b = pos.bishops(c) & MaskA1H1[c];
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while (b)
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{
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Square s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a1h1(pos, s, c, ei);
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}
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}
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// Trapped bishops on a1/h1/a8/h8 in Chess960:
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if(Chess960) {
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b = pos.bishops(c) & MaskA1H1[c];
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while(b) {
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s = pop_1st_bit(&b);
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evaluate_trapped_bishop_a1h1(pos, s, c, ei);
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}
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}
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ei.attackedBy[c][0] =
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ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
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| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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// Sum up all attacked squares
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ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
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| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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}
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// Kings. Kings are evaluated after all other pieces for both sides,
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// because we need complete attack information for all pieces when computing
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// the king safety evaluation.
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for(Color c = WHITE; c <= BLACK; c++) {
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s = pos.king_square(c);
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evaluate_king(pos, s, c, ei);
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}
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for (Color c = WHITE; c <= BLACK; c++)
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evaluate_king(pos, pos.king_square(c), c, ei);
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// because we need to know which side promotes first in positions where
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// both sides have an unstoppable passed pawn.
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if(ei.pi->passed_pawns())
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evaluate_passed_pawns(pos, ei);
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if (ei.pi->passed_pawns())
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evaluate_passed_pawns(pos, ei);
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Phase phase = pos.game_phase();
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// Middle-game specific evaluation terms
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if(phase > PHASE_ENDGAME) {
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if (phase > PHASE_ENDGAME)
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{
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// Pawn storms in positions with opposite castling.
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if(square_file(pos.king_square(WHITE)) >= FILE_E &&
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square_file(pos.king_square(BLACK)) <= FILE_D)
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ei.mgValue +=
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ei.pi->queenside_storm_value(WHITE) -
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ei.pi->kingside_storm_value(BLACK);
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else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
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square_file(pos.king_square(BLACK)) >= FILE_E)
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ei.mgValue +=
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ei.pi->kingside_storm_value(WHITE) -
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ei.pi->queenside_storm_value(BLACK);
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if ( square_file(pos.king_square(WHITE)) >= FILE_E
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&& square_file(pos.king_square(BLACK)) <= FILE_D)
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ei.mgValue += ei.pi->queenside_storm_value(WHITE)
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- ei.pi->kingside_storm_value(BLACK);
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else if ( square_file(pos.king_square(WHITE)) <= FILE_D
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&& square_file(pos.king_square(BLACK)) >= FILE_E)
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ei.mgValue += ei.pi->kingside_storm_value(WHITE)
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- ei.pi->queenside_storm_value(BLACK);
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}
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// Mobility
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@ -433,46 +414,50 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those:
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if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops()
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&& ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) ||
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(factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) {
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if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) ==
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2*BishopValueMidgame) {
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if ( phase < PHASE_MIDGAME
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&& pos.opposite_colored_bishops()
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&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0))
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|| (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0))))
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{
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == 2*BishopValueMidgame)
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{
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// Only the two bishops
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if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) {
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if (pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1)
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{
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// KBP vs KB with only a single pawn; almost certainly a draw.
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if(factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(8);
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if(factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(8);
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if (factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(8);
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if (factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(8);
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}
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else {
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else
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{
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// At least two pawns
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if(factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(32);
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if(factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(32);
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if (factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(32);
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if (factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(32);
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}
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}
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else {
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else
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{
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// Endgame with opposite-colored bishops, but also other pieces.
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// Still a bit drawish, but not as drawish as with only the two
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// bishops.
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if(factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(50);
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if(factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(50);
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if (factor[WHITE] == SCALE_FACTOR_NORMAL)
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factor[WHITE] = ScaleFactor(50);
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if (factor[BLACK] == SCALE_FACTOR_NORMAL)
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factor[BLACK] = ScaleFactor(50);
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}
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}
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// Interpolate between the middle game and the endgame score, and
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// return:
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Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
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// return
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Color stm = pos.side_to_move();
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if(ei.mateThreat[stm] != MOVE_NONE)
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return 8 * QueenValueMidgame - Sign[stm] * value;
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else
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return Sign[stm] * value;
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Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
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return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
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}
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