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Rearrange table layout in evaluate.cpp

A bit more cache friendly.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-11-12 17:42:43 +01:00
parent 5e340346db
commit 764229a2e2

View file

@ -69,9 +69,11 @@ namespace {
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
CACHE_LINE_ALIGNMENT
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
const Score KnightMobilityBonus[] = {
const Score KnightMobilityBonus[16] = {
S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
};
@ -79,7 +81,7 @@ namespace {
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
const Score BishopMobilityBonus[] = {
const Score BishopMobilityBonus[16] = {
S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
@ -89,7 +91,7 @@ namespace {
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
const Score RookMobilityBonus[] = {
const Score RookMobilityBonus[16] = {
S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
S( 23, 95), S( 26,106), S(27,111), S(28,114),
@ -98,7 +100,7 @@ namespace {
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Score QueenMobilityBonus[] = {
const Score QueenMobilityBonus[32] = {
S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
@ -108,7 +110,8 @@ namespace {
};
// Pointers table to access mobility tables through piece type
const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
RookMobilityBonus, QueenMobilityBonus, 0, 0 };
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
@ -136,6 +139,30 @@ namespace {
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
// ThreatBonus[][] contains bonus according to which piece type
// attacks which one.
#define Z make_score(0, 0)
const Score ThreatBonus[8][8] = {
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
{ Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
{ Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Score ThreatedByPawnPenalty[8] = {
Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
};
#undef Z
#undef S
// Bonus for unstoppable passed pawns
const Value UnstoppablePawnValue = Value(0x500);
@ -208,30 +235,6 @@ namespace {
// Bonus for having a mate threat, initialized from UCI options
int MateThreatBonus;
// ThreatBonus[][] contains bonus according to which piece type
// attacks which one.
#define Z make_score(0, 0)
const Score ThreatBonus[8][8] = {
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
{ Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks
{ Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
const Score ThreatedByPawnPenalty[8] = {
Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
};
#undef Z
#undef S
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
const int InitKingDanger[64] = {
@ -528,7 +531,7 @@ namespace {
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (pos.attacks_from<PAWN>(s, Them) & pos.pieces(PAWN, Us)))
if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
{
if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
@ -543,7 +546,7 @@ namespace {
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard mob_area) {
void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
@ -555,6 +558,7 @@ namespace {
while ((s = *ptr++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
@ -578,8 +582,8 @@ namespace {
}
// Mobility
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
: count_1s<HasPopCnt>(b & mob_area));
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
: count_1s<HasPopCnt>(b & no_mob_area));
ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
@ -603,15 +607,13 @@ namespace {
evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
}
if (Piece == ROOK || Piece == QUEEN)
{
// Queen or rook on 7th rank
if ( relative_rank(Us, s) == RANK_7
if ( (Piece == ROOK || Piece == QUEEN)
&& relative_rank(Us, s) == RANK_7
&& relative_rank(Us, pos.king_square(Them)) == RANK_8)
{
ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
}
}
// Special extra evaluation for rooks
if (Piece == ROOK)
@ -698,12 +700,12 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, mob_area);
evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, mob_area);
evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, mob_area);
evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, mob_area);
evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]