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https://github.com/sockspls/badfish
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Minor stuff scattered around
Just random minor stuff I found while browsing the code. No functional change.
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3 changed files with 8 additions and 19 deletions
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@ -34,9 +34,8 @@ ifeq ($(UNAME),Haiku)
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endif
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BINDIR = $(PREFIX)/bin
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### Built-in benchmark for pgo-builds and signature
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### Built-in benchmark for pgo-builds
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PGOBENCH = ./$(EXE) bench 32 1 1 default time
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SIGNBENCH = ./$(EXE) bench
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### Object files
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OBJS = benchmark.o bitbase.o bitboard.o book.o endgame.o evaluate.o main.o \
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@ -222,20 +222,6 @@ namespace {
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}
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// interpolate() interpolates between a middlegame and an endgame score,
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// based on game phase. It also scales the return value by a ScaleFactor array.
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
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assert(-VALUE_INFINITE < mg_value(v) && mg_value(v) < VALUE_INFINITE);
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assert(-VALUE_INFINITE < eg_value(v) && eg_value(v) < VALUE_INFINITE);
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assert(PHASE_ENDGAME <= ph && ph <= PHASE_MIDGAME);
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int eg = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
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return Value((mg_value(v) * int(ph) + eg * int(PHASE_MIDGAME - ph)) / PHASE_MIDGAME);
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}
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// init_eval_info() initializes king bitboards for given color adding
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// pawn attacks. To be done at the beginning of the evaluation.
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@ -734,7 +720,7 @@ namespace {
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ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
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ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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// Do not include in mobility squares protected by enemy pawns or occupied by our pawns or king
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Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
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~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
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@ -793,7 +779,11 @@ namespace {
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sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
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}
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Value v = interpolate(score, ei.mi->game_phase(), sf);
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// Interpolate between a middlegame and an endgame score, scaling by 'sf'
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Value v = mg_value(score) * int(ei.mi->game_phase())
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+ eg_value(score) * int(sf) / SCALE_FACTOR_NORMAL * int(PHASE_MIDGAME - ei.mi->game_phase());
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v /= PHASE_MIDGAME;
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// In case of tracing add all single evaluation contributions for both white and black
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if (Trace)
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@ -368,7 +368,7 @@ ExtMove* generate<EVASIONS>(const Position& pos, ExtMove* mlist) {
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Color us = pos.side_to_move();
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Square ksq = pos.king_square(us);
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Bitboard sliderAttacks = 0;
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Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT) & ~pos.pieces(PAWN);
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Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT, PAWN);
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// Find all the squares attacked by slider checkers. We will remove them from
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// the king evasions in order to skip known illegal moves, which avoids any
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