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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

@ -290,109 +290,89 @@ namespace {
/// between them based on the remaining material. /// between them based on the remaining material.
Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { 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(pos.is_ok());
assert(threadID >= 0 && threadID < THREAD_MAX); 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 // 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.mgValue = pos.mg_value();
ei.egValue = pos.eg_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.mi = MaterialTable[threadID]->get_material_info(pos);
ei.mgValue += ei.mi->mg_value(); ei.mgValue += ei.mi->mg_value();
ei.egValue += ei.mi->eg_value(); ei.egValue += ei.mi->eg_value();
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 // If we have a specialized evaluation function for the current material
// configuration, call it and return: // configuration, call it and return
if (ei.mi->specialized_eval_exists()) if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos); return ei.mi->evaluate(pos);
phase = pos.game_phase(); // 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);
// Probe the pawn hash table: // Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos); ei.pi = PawnTable[threadID]->get_pawn_info(pos);
ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame); ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); 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[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK)); ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
ei.kingZone[WHITE] = ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
ei.kingZone[BLACK] =
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides: // Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
((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] += ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
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;
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;
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
// Knights // Knights
for(int i = 0; i < pos.knight_count(c); i++) { for (int i = 0; i < pos.knight_count(c); i++)
s = pos.knight_list(c, i); evaluate_knight(pos, pos.knight_list(c, i), c, ei);
evaluate_knight(pos, s, c, ei);
}
// Bishops // Bishops
for(int i = 0; i < pos.bishop_count(c); i++) { for (int i = 0; i < pos.bishop_count(c); i++)
s = pos.bishop_list(c, i); evaluate_bishop(pos, pos.bishop_list(c, i), c, ei);
evaluate_bishop(pos, s, c, ei);
}
// Rooks // Rooks
for(int i = 0; i < pos.rook_count(c); i++) { for (int i = 0; i < pos.rook_count(c); i++)
s = pos.rook_list(c, i); evaluate_rook(pos, pos.rook_list(c, i), c, ei);
evaluate_rook(pos, s, c, ei);
}
// Queens // Queens
for(int i = 0; i < pos.queen_count(c); i++) { for(int i = 0; i < pos.queen_count(c); i++)
s = pos.queen_list(c, i); evaluate_queen(pos, pos.queen_list(c, i), c, ei);
evaluate_queen(pos, s, c, ei);
}
// Some special patterns: // Special pattern: trapped bishops on a7/h7/a2/h2
Bitboard b = pos.bishops(c) & MaskA7H7[c];
// Trapped bishops on a7/h7/a2/h2 while (b)
b = pos.bishops(c) & MaskA7H7[c]; {
while(b) { Square s = pop_1st_bit(&b);
s = pop_1st_bit(&b);
evaluate_trapped_bishop_a7h7(pos, s, c, ei); evaluate_trapped_bishop_a7h7(pos, s, c, ei);
} }
// Trapped bishops on a1/h1/a8/h8 in Chess960: // Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
if(Chess960) { if (Chess960)
{
b = pos.bishops(c) & MaskA1H1[c]; b = pos.bishops(c) & MaskA1H1[c];
while(b) { while (b)
s = pop_1st_bit(&b); {
Square s = pop_1st_bit(&b);
evaluate_trapped_bishop_a1h1(pos, s, c, ei); evaluate_trapped_bishop_a1h1(pos, s, c, ei);
} }
} }
ei.attackedBy[c][0] = // Sum up all attacked squares
ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
} }
@ -400,10 +380,8 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
// Kings. Kings are evaluated after all other pieces for both sides, // Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing // because we need complete attack information for all pieces when computing
// the king safety evaluation. // the king safety evaluation.
for(Color c = WHITE; c <= BLACK; c++) { for (Color c = WHITE; c <= BLACK; c++)
s = pos.king_square(c); evaluate_king(pos, pos.king_square(c), c, ei);
evaluate_king(pos, s, c, ei);
}
// Evaluate passed pawns. We evaluate passed pawns for both sides at once, // Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where // because we need to know which side promotes first in positions where
@ -411,20 +389,23 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
if (ei.pi->passed_pawns()) if (ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei); evaluate_passed_pawns(pos, ei);
// Middle-game specific evaluation terms Phase phase = pos.game_phase();
if(phase > PHASE_ENDGAME) {
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
{
// Pawn storms in positions with opposite castling. // Pawn storms in positions with opposite castling.
if(square_file(pos.king_square(WHITE)) >= FILE_E && if ( square_file(pos.king_square(WHITE)) >= FILE_E
square_file(pos.king_square(BLACK)) <= FILE_D) && square_file(pos.king_square(BLACK)) <= FILE_D)
ei.mgValue +=
ei.pi->queenside_storm_value(WHITE) - ei.mgValue += ei.pi->queenside_storm_value(WHITE)
ei.pi->kingside_storm_value(BLACK); - ei.pi->kingside_storm_value(BLACK);
else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
square_file(pos.king_square(BLACK)) >= FILE_E) else if ( square_file(pos.king_square(WHITE)) <= FILE_D
ei.mgValue += && square_file(pos.king_square(BLACK)) >= FILE_E)
ei.pi->kingside_storm_value(WHITE) -
ei.pi->queenside_storm_value(BLACK); ei.mgValue += ei.pi->kingside_storm_value(WHITE)
- ei.pi->queenside_storm_value(BLACK);
} }
// Mobility // Mobility
@ -433,20 +414,24 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
// If we don't already have an unusual scale factor, check for opposite // If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those: // colored bishop endgames, and use a lower scale for those:
if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops() if ( phase < PHASE_MIDGAME
&& ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) || && pos.opposite_colored_bishops()
(factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) { && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0))
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0))))
2*BishopValueMidgame) { {
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == 2*BishopValueMidgame)
{
// Only the two bishops // 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. // KBP vs KB with only a single pawn; almost certainly a draw.
if (factor[WHITE] == SCALE_FACTOR_NORMAL) if (factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(8); factor[WHITE] = ScaleFactor(8);
if (factor[BLACK] == SCALE_FACTOR_NORMAL) if (factor[BLACK] == SCALE_FACTOR_NORMAL)
factor[BLACK] = ScaleFactor(8); factor[BLACK] = ScaleFactor(8);
} }
else { else
{
// At least two pawns // At least two pawns
if (factor[WHITE] == SCALE_FACTOR_NORMAL) if (factor[WHITE] == SCALE_FACTOR_NORMAL)
factor[WHITE] = ScaleFactor(32); factor[WHITE] = ScaleFactor(32);
@ -454,7 +439,8 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
factor[BLACK] = ScaleFactor(32); factor[BLACK] = ScaleFactor(32);
} }
} }
else { else
{
// Endgame with opposite-colored bishops, but also other pieces. // Endgame with opposite-colored bishops, but also other pieces.
// Still a bit drawish, but not as drawish as with only the two // Still a bit drawish, but not as drawish as with only the two
// bishops. // bishops.
@ -466,13 +452,12 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
} }
// Interpolate between the middle game and the endgame score, and // Interpolate between the middle game and the endgame score, and
// return: // return
Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); Color stm = pos.side_to_move();
if(ei.mateThreat[stm] != MOVE_NONE) Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
return 8 * QueenValueMidgame - Sign[stm] * value;
else return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
return Sign[stm] * value;
} }