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Remove dependency from ei.value in evaluate functions

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-08-25 20:32:25 +01:00
parent 3107e68c03
commit 9ee42d83b6

View file

@ -235,19 +235,19 @@ namespace {
void init_attack_tables(const Position& pos, EvalInfo& ei); void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template<Color Us> template<Color Us>
void evaluate_threats(const Position& pos, EvalInfo& ei); Score evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
int evaluate_space(const Position& pos, EvalInfo& ei); int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us> template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
inline Score apply_weight(Score v, Score weight); inline Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
@ -284,7 +284,7 @@ Value do_evaluate(const Position& pos, Value margins[]) {
EvalInfo ei; EvalInfo ei;
ScaleFactor factor[2]; ScaleFactor factor[2];
Score mobility; Score w_mob, b_mob;
assert(pos.is_ok()); assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
@ -320,23 +320,24 @@ Value do_evaluate(const Position& pos, Value margins[]) {
init_attack_tables<BLACK, HasPopCnt>(pos, ei); init_attack_tables<BLACK, HasPopCnt>(pos, ei);
// Evaluate pieces and mobility // Evaluate pieces and mobility
mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei) ei.value += evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei, w_mob)
- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei); - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei, b_mob);
ei.value += apply_weight(mobility, Weights[Mobility]);
ei.value += apply_weight(w_mob - b_mob, Weights[Mobility]);
// 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.
evaluate_king<WHITE, HasPopCnt>(pos, ei, margins); ei.value += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
evaluate_king<BLACK, HasPopCnt>(pos, ei, margins); - evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
// Evaluate tactical threats, we need full attack info including king // Evaluate tactical threats, we need full attack info including king
evaluate_threats<WHITE>(pos, ei); ei.value += evaluate_threats<WHITE>(pos, ei)
evaluate_threats<BLACK>(pos, ei); - evaluate_threats<BLACK>(pos, ei);
// Evaluate passed pawns, we need full attack info including king // Evaluate passed pawns, we need full attack info including king
evaluate_passed_pawns<WHITE>(pos, ei); ei.value += evaluate_passed_pawns<WHITE>(pos, ei)
evaluate_passed_pawns<BLACK>(pos, ei); - evaluate_passed_pawns<BLACK>(pos, ei);
Phase phase = mi->game_phase(); Phase phase = mi->game_phase();
@ -482,7 +483,7 @@ namespace {
// evaluate_outposts() evaluates bishop and knight outposts squares // evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us> template<PieceType Piece, Color Us>
void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -501,20 +502,20 @@ namespace {
else else
bonus += bonus / 2; bonus += bonus / 2;
} }
ei.value += Sign[Us] * make_score(bonus, bonus); return make_score(bonus, bonus);
} }
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt> template<PieceType Piece, Color Us, bool HasPopCnt>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) { Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard no_mob_area) {
Bitboard b; Bitboard b;
Square s, ksq; Square s, ksq;
int mob; int mob;
File f; File f;
Score mobility = SCORE_ZERO; Score bonus = SCORE_ZERO;
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece); const Square* ptr = pos.piece_list_begin(Us, Piece);
@ -555,18 +556,18 @@ namespace {
// Decrease score if we are attacked by an enemy pawn. Remaining part // Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info. // of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s)) if (bit_is_set(ei.attackedBy[Them][PAWN], s))
ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece]; bonus -= ThreatedByPawnPenalty[Piece];
// Bishop and knight outposts squares // Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us)) if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
evaluate_outposts<Piece, Us>(pos, ei, s); bonus += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank // Queen or rook on 7th rank
if ( (Piece == ROOK || Piece == QUEEN) if ( (Piece == ROOK || Piece == QUEEN)
&& relative_rank(Us, s) == RANK_7 && relative_rank(Us, s) == RANK_7
&& relative_rank(Us, pos.king_square(Them)) == RANK_8) && relative_rank(Us, pos.king_square(Them)) == RANK_8)
{ {
ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
} }
// Special extra evaluation for rooks // Special extra evaluation for rooks
@ -577,9 +578,9 @@ namespace {
if (ei.pi->file_is_half_open(Us, f)) if (ei.pi->file_is_half_open(Us, f))
{ {
if (ei.pi->file_is_half_open(Them, f)) if (ei.pi->file_is_half_open(Them, f))
ei.value += Sign[Us] * RookOpenFileBonus; bonus += RookOpenFileBonus;
else else
ei.value += Sign[Us] * RookHalfOpenFileBonus; bonus += RookHalfOpenFileBonus;
} }
// Penalize rooks which are trapped inside a king. Penalize more if // Penalize rooks which are trapped inside a king. Penalize more if
@ -609,7 +610,7 @@ namespace {
} }
} }
} }
return mobility; return bonus;
} }
@ -617,7 +618,7 @@ namespace {
// and the type of attacked one. // and the type of attacked one.
template<Color Us> template<Color Us>
void evaluate_threats(const Position& pos, EvalInfo& ei) { Score evaluate_threats(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -629,7 +630,7 @@ namespace {
& ~ei.attackedBy[Them][PAWN] & ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][0]; & ei.attackedBy[Us][0];
if (!weakEnemies) if (!weakEnemies)
return; return SCORE_ZERO;
// Add bonus according to type of attacked enemy pieces and to the // Add bonus according to type of attacked enemy pieces and to the
// type of attacking piece, from knights to queens. Kings are not // type of attacking piece, from knights to queens. Kings are not
@ -642,7 +643,7 @@ namespace {
if (b & pos.pieces(pt2)) if (b & pos.pieces(pt2))
bonus += ThreatBonus[pt1][pt2]; bonus += ThreatBonus[pt1][pt2];
} }
ei.value += Sign[Us] * bonus; return bonus;
} }
@ -650,32 +651,34 @@ namespace {
// pieces of a given color. // pieces of a given color.
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
Score mobility = SCORE_ZERO; Score bonus = SCORE_ZERO;
mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_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));
mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area); bonus += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area); bonus += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area); bonus += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area); bonus += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, mobility, no_mob_area);
// Sum up all attacked squares // Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
return mobility; return bonus;
} }
// evaluate_king<>() assigns bonuses and penalties to a king of a given color // evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -685,7 +688,7 @@ namespace {
const Square ksq = pos.king_square(Us); const Square ksq = pos.king_square(Us);
// King shelter // King shelter
ei.value += Sign[Us] * ei.pi->king_shelter(pos, Us, ksq); Score bonus = ei.pi->king_shelter(pos, Us, ksq);
// King safety. This is quite complicated, and is almost certainly far // King safety. This is quite complicated, and is almost certainly far
// from optimally tuned. // from optimally tuned.
@ -756,20 +759,21 @@ namespace {
attackUnits = Min(99, Max(0, attackUnits)); attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[] // Finally, extract the king danger score from the KingDangerTable[]
// array and subtract the score from evaluation. Set also ei.margin[] // array and subtract the score from evaluation. Set also margins[]
// value that will be used for pruning because this value can sometimes // value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore // be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece. // result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits]; bonus -= KingDangerTable[Us][attackUnits];
margins[Us] += mg_value(KingDangerTable[Us][attackUnits]); margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
} }
return bonus;
} }
// evaluate_passed_pawns<>() evaluates the passed pawns of the given color // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
template<Color Us> template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -778,7 +782,7 @@ namespace {
Bitboard b = ei.pi->passed_pawns(Us); Bitboard b = ei.pi->passed_pawns(Us);
if (!b) if (!b)
return; return SCORE_ZERO;
do { do {
Square s = pop_1st_bit(&b); Square s = pop_1st_bit(&b);
@ -860,7 +864,7 @@ namespace {
} while (b); } while (b);
// Add the scores to the middle game and endgame eval // Add the scores to the middle game and endgame eval
ei.value += Sign[Us] * apply_weight(bonus, Weights[PassedPawns]); return apply_weight(bonus, Weights[PassedPawns]);
} }