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More readable trapped rook condition

Prefer

file_of(s) < file_of(ksq)

to the inidrect

file_of(ksq) < FILE_E

To evaluate if semiopen side to check is the left side.

Also other small touches while there.

No functional change.
This commit is contained in:
Marco Costalba 2014-04-13 13:35:58 +02:00
parent 81a8c1118b
commit 7bce8831d3
3 changed files with 32 additions and 30 deletions

View file

@ -379,10 +379,10 @@ namespace {
} }
// Give a bonus for a rook on a open or semi-open file // Give a bonus for a rook on a open or semi-open file
if (ei.pi->semiopen(Us, file_of(s))) if (ei.pi->semiopen_file(Us, file_of(s)))
score += ei.pi->semiopen(Them, file_of(s)) ? RookOpenFile : RookSemiopenFile; score += ei.pi->semiopen_file(Them, file_of(s)) ? RookOpenFile : RookSemiopenFile;
if (mob > 3 || ei.pi->semiopen(Us, file_of(s))) if (mob > 3 || ei.pi->semiopen_file(Us, file_of(s)))
continue; continue;
Square ksq = pos.king_square(Us); Square ksq = pos.king_square(Us);
@ -391,8 +391,8 @@ namespace {
// king has lost its castling capability. // king has lost its castling capability.
if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
&& (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1)
&& !ei.pi->semiopen_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E)) && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq)))
score -= (TrappedRook - make_score(mob * 8, 0)) * (pos.can_castle(Us) ? 1 : 2); score -= (TrappedRook - make_score(mob * 8, 0)) * (1 + !pos.can_castle(Us));
} }
// An important Chess960 pattern: A cornered bishop blocked by a friendly // An important Chess960 pattern: A cornered bishop blocked by a friendly

View file

@ -280,12 +280,11 @@ Value Entry::shelter_storm(const Position& pos, Square ksq) {
} }
/// Entry::update_safety() calculates and caches a bonus for king safety. /// Entry::do_king_safety() calculates a bonus for king safety. It is called only
/// It is called only when king square changes, which is about 20% of total /// when king square changes, which is about 20% of total king_safety() calls.
/// king_safety() calls.
template<Color Us> template<Color Us>
Score Entry::update_safety(const Position& pos, Square ksq) { Score Entry::do_king_safety(const Position& pos, Square ksq) {
kingSquares[Us] = ksq; kingSquares[Us] = ksq;
castlingRights[Us] = pos.can_castle(Us); castlingRights[Us] = pos.can_castle(Us);
@ -296,7 +295,7 @@ Score Entry::update_safety(const Position& pos, Square ksq) {
while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {} while (!(DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4) if (relative_rank(Us, ksq) > RANK_4)
return kingSafety[Us] = make_score(0, -16 * minKPdistance[Us]); return make_score(0, -16 * minKPdistance[Us]);
Value bonus = shelter_storm<Us>(pos, ksq); Value bonus = shelter_storm<Us>(pos, ksq);
@ -307,11 +306,11 @@ Score Entry::update_safety(const Position& pos, Square ksq) {
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right)) if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1))); bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]); return make_score(bonus, -16 * minKPdistance[Us]);
} }
// Explicit template instantiation // Explicit template instantiation
template Score Entry::update_safety<WHITE>(const Position& pos, Square ksq); template Score Entry::do_king_safety<WHITE>(const Position& pos, Square ksq);
template Score Entry::update_safety<BLACK>(const Position& pos, Square ksq); template Score Entry::do_king_safety<BLACK>(const Position& pos, Square ksq);
} // namespace Pawns } // namespace Pawns

View file

@ -26,11 +26,9 @@
namespace Pawns { namespace Pawns {
/// Pawns::Entry contains various information about a pawn structure. Currently, /// Pawns::Entry contains various information about a pawn structure. A lookup
/// it only includes a middlegame and endgame pawn structure evaluation, and a /// to the pawn hash table (performed by calling the probe function) returns a
/// bitboard of passed pawns. We may want to add further information in the future. /// pointer to an Entry object.
/// A lookup to the pawn hash table (performed by calling the probe function)
/// returns a pointer to an Entry object.
struct Entry { struct Entry {
@ -38,37 +36,42 @@ struct Entry {
Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; } Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
Bitboard passed_pawns(Color c) const { return passedPawns[c]; } Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
Bitboard candidate_pawns(Color c) const { return candidatePawns[c]; } Bitboard candidate_pawns(Color c) const { return candidatePawns[c]; }
int pawns_on_same_color_squares(Color c, Square s) const { return pawnsOnSquares[c][!!(DarkSquares & s)]; }
int semiopen(Color c, File f) const { return semiopenFiles[c] & (1 << int(f)); }
int semiopen_on_side(Color c, File f, bool left) const {
return semiopenFiles[c] & (left ? ((1 << int(f)) - 1) : ~((1 << int(f+1)) - 1)); int semiopen_file(Color c, File f) const {
return semiopenFiles[c] & (1 << f);
}
int semiopen_side(Color c, File f, bool leftSide) const {
return semiopenFiles[c] & (leftSide ? (1 << f) - 1 : ~((1 << (f + 1)) - 1));
}
int pawns_on_same_color_squares(Color c, Square s) const {
return pawnsOnSquares[c][!!(DarkSquares & s)];
} }
template<Color Us> template<Color Us>
Score king_safety(const Position& pos, Square ksq) { Score king_safety(const Position& pos, Square ksq) {
return kingSquares[Us] == ksq && castlingRights[Us] == pos.can_castle(Us) return kingSquares[Us] == ksq && castlingRights[Us] == pos.can_castle(Us)
? kingSafety[Us] : update_safety<Us>(pos, ksq); ? kingSafety[Us] : (kingSafety[Us] = do_king_safety<Us>(pos, ksq));
} }
template<Color Us> template<Color Us>
Score update_safety(const Position& pos, Square ksq); Score do_king_safety(const Position& pos, Square ksq);
template<Color Us> template<Color Us>
Value shelter_storm(const Position& pos, Square ksq); Value shelter_storm(const Position& pos, Square ksq);
Key key; Key key;
Score value;
Bitboard passedPawns[COLOR_NB]; Bitboard passedPawns[COLOR_NB];
Bitboard candidatePawns[COLOR_NB]; Bitboard candidatePawns[COLOR_NB];
Bitboard pawnAttacks[COLOR_NB]; Bitboard pawnAttacks[COLOR_NB];
Square kingSquares[COLOR_NB]; Square kingSquares[COLOR_NB];
Score kingSafety[COLOR_NB];
int minKPdistance[COLOR_NB]; int minKPdistance[COLOR_NB];
int castlingRights[COLOR_NB]; int castlingRights[COLOR_NB];
Score value;
int semiopenFiles[COLOR_NB]; int semiopenFiles[COLOR_NB];
Score kingSafety[COLOR_NB]; int pawnsOnSquares[COLOR_NB][COLOR_NB]; // [color][light/dark squares]
int pawnsOnSquares[COLOR_NB][COLOR_NB];
}; };
typedef HashTable<Entry, 16384> Table; typedef HashTable<Entry, 16384> Table;
@ -76,6 +79,6 @@ typedef HashTable<Entry, 16384> Table;
void init(); void init();
Entry* probe(const Position& pos, Table& entries); Entry* probe(const Position& pos, Table& entries);
} } // namespace Pawns
#endif // #ifndef PAWNS_H_INCLUDED #endif // #ifndef PAWNS_H_INCLUDED