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Mobility is zero for a pinned piece

A little bit more overhead, but better mobility evaluation.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-02-17 11:29:14 +01:00
parent 2c955f25de
commit 9f5b709db7

View file

@ -272,11 +272,11 @@ namespace {
uint8_t BitCount8Bit[256];
// Function prototypes
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei);
void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
@ -352,21 +352,23 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
Bitboard pinned = pos.pinned_pieces(c);
// Knights
for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, pinned, ei);
// Bishops
for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, pinned, ei);
// Rooks
for (int i = 0; i < pos.piece_count(c, ROOK); i++)
evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, pinned, ei);
// Queens
for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei);
evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, pinned, ei);
// Special pattern: trapped bishops on a7/h7/a2/h2
Bitboard b = pos.bishops(c) & MaskA7H7[c];
@ -560,13 +562,14 @@ namespace {
// evaluate_common() computes terms common to all pieces attack
template<PieceType Piece>
int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
int evaluate_common(const Position& p, const Bitboard& b, Color us, Bitboard pinned, EvalInfo& ei, Square s = SQ_NONE) {
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
int mob;
Color them = opposite_color(us);
// Update attack info
@ -582,15 +585,20 @@ namespace {
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Remove squares protected by enemy pawns
Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
if (pinned && bit_is_set(pinned, s))
mob = 0;
else
{
// Remove squares protected by enemy pawns
Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
// Mobility
int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
// Mobility
mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
: count_1s(bb & ~p.pieces_of_color(us)));
ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
ei.egMobility += Sign[us] * EgBonus[Piece][mob];
ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
ei.egMobility += Sign[us] * EgBonus[Piece][mob];
}
// Bishop and Knight outposts
if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition
@ -619,34 +627,34 @@ namespace {
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
void evaluate_knight(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
// Attacks, mobility and outposts
evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, pinned, ei, s);
}
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
void evaluate_bishop(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
// Attacks, mobility and outposts
evaluate_common<BISHOP>(p, b, us, ei, s);
evaluate_common<BISHOP>(p, b, us, pinned, ei, s);
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
void evaluate_rook(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
// Attacks and mobility
int mob = evaluate_common<ROOK>(p, b, us, ei);
int mob = evaluate_common<ROOK>(p, b, us, pinned, ei);
// Rook on 7th rank
Color them = opposite_color(us);
@ -705,10 +713,10 @@ namespace {
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
void evaluate_queen(const Position& p, Square s, Color us, Bitboard pinned, EvalInfo& ei) {
// Attacks and mobility
evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, pinned, ei);
// Queen on 7th rank
Color them = opposite_color(us);