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https://github.com/sockspls/badfish
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Revert mobility of pinned pieces for now
We will redo after rewriting the handling of pinned bitboard and its friends.
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1 changed files with 24 additions and 32 deletions
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@ -272,11 +272,11 @@ namespace {
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uint8_t BitCount8Bit[256];
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// Function prototypes
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void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
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void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
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void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
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void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
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void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei);
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void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
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void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
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void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
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@ -352,23 +352,21 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
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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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Bitboard pinned = pos.pinned_pieces(c);
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// Knights
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for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
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evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, pinned, ei);
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evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
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// Bishops
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for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
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evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, pinned, ei);
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evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
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// Rooks
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for (int i = 0; i < pos.piece_count(c, ROOK); i++)
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evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, pinned, ei);
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evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
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// Queens
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for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
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evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, pinned, ei);
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evaluate_queen(pos, pos.piece_list(c, QUEEN, 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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@ -562,14 +560,13 @@ namespace {
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// evaluate_common() computes terms common to all pieces attack
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template<PieceType Piece>
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int evaluate_common(const Position& p, const Bitboard& b, Color us, Bitboard pinned, EvalInfo& ei, Square s = SQ_NONE) {
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int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
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static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
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static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
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static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
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int mob;
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Color them = opposite_color(us);
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// Update attack info
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@ -585,20 +582,15 @@ namespace {
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ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
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}
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if (pinned && bit_is_set(pinned, s))
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mob = 0;
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else
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{
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// Remove squares protected by enemy pawns
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Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
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// Mobility
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mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
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int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
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: count_1s(bb & ~p.pieces_of_color(us)));
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ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[us] * EgBonus[Piece][mob];
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}
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// Bishop and Knight outposts
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if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition
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@ -627,34 +619,34 @@ namespace {
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// evaluate_knight() assigns bonuses and penalties to a knight of a given
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// color on a given square.
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void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
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void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
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// Attacks, mobility and outposts
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evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, pinned, ei, s);
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evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
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}
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// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
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// color on a given square.
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void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
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void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
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// Attacks, mobility and outposts
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evaluate_common<BISHOP>(p, b, us, pinned, ei, s);
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evaluate_common<BISHOP>(p, b, us, ei, s);
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}
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// evaluate_rook() assigns bonuses and penalties to a rook of a given
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// color on a given square.
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void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
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void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
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// Attacks and mobility
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int mob = evaluate_common<ROOK>(p, b, us, pinned, ei);
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int mob = evaluate_common<ROOK>(p, b, us, ei);
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// Rook on 7th rank
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Color them = opposite_color(us);
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@ -713,10 +705,10 @@ namespace {
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// evaluate_queen() assigns bonuses and penalties to a queen of a given
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// color on a given square.
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void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
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void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
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// Attacks and mobility
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evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, pinned, ei);
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evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
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// Queen on 7th rank
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Color them = opposite_color(us);
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