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https://github.com/sockspls/badfish
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Retire apply_weight()
Use the more natural operator*() instead. No functional change.
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2dbb1adf2a
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1 changed files with 41 additions and 46 deletions
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@ -30,6 +30,23 @@
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namespace {
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namespace Tracing {
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enum Term { // First 8 entries are for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
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};
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Score scores[COLOR_NB][TERM_NB];
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std::ostream& operator<<(std::ostream& os, Term idx);
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double to_cp(Value v);
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void write(int idx, Color c, Score s);
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void write(int idx, Score w, Score b = SCORE_ZERO);
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std::string do_trace(const Position& pos);
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}
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// Struct EvalInfo contains various information computed and collected
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// by the evaluation functions.
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struct EvalInfo {
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@ -71,28 +88,19 @@ namespace {
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Bitboard pinnedPieces[COLOR_NB];
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};
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namespace Tracing {
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enum Term { // First 8 entries are for PieceType
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MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERMS_NB
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};
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Score scores[COLOR_NB][TERMS_NB];
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std::ostream& operator<<(std::ostream& os, Term idx);
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double to_cp(Value v);
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void write(int idx, Color c, Score s);
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void write(int idx, Score w, Score b = SCORE_ZERO);
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std::string do_trace(const Position& pos);
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}
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// Evaluation weights, indexed by evaluation term
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// Evaluation weights, indexed by the corresponding evaluation term
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enum { Mobility, PawnStructure, PassedPawns, Space, KingSafety };
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const struct Weight { int mg, eg; } Weights[] = {
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{289, 344}, {233, 201}, {221, 273}, {46, 0}, {322, 0}
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};
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Score operator*(Score s, const Weight& w) {
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return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
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}
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#define V(v) Value(v)
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#define S(mg, eg) make_score(mg, eg)
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@ -185,11 +193,12 @@ namespace {
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// in KingDanger[]. Various little "meta-bonuses" measuring the strength
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// of the enemy attack are added up into an integer, which is used as an
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// index to KingDanger[].
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//
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Score KingDanger[512];
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// KingAttackWeights[PieceType] contains king attack weights by piece type
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const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 };
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// Bonuses for enemy's safe checks
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// Penalties for enemy's safe checks
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const int QueenContactCheck = 89;
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const int RookContactCheck = 71;
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const int QueenCheck = 50;
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@ -197,15 +206,6 @@ namespace {
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const int BishopCheck = 6;
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const int KnightCheck = 14;
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// KingDanger[attackUnits] contains the actual king danger weighted
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// scores, indexed by a calculated integer number.
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Score KingDanger[512];
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// apply_weight() weighs score 's' by weight 'w' trying to prevent overflow
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Score apply_weight(Score s, const Weight& w) {
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return make_score(mg_value(s) * w.mg / 256, eg_value(s) * w.eg / 256);
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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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@ -301,8 +301,7 @@ namespace {
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| ei.attackedBy[Them][BISHOP]
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| ei.attackedBy[Them][ROOK]);
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int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea[Us])
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: popcount<Full >(b & mobilityArea[Us]);
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int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
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mobility[Us] += MobilityBonus[Pt][mob];
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@ -506,8 +505,7 @@ namespace {
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Score score = SCORE_ZERO;
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// Non-pawn enemies defended by a pawn
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
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& ei.attackedBy[Them][PAWN];
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defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
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// Add a bonus according to the kind of attacking pieces
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if (defended)
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@ -649,10 +647,10 @@ namespace {
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}
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if (Trace)
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Tracing::write(Tracing::PASSED, Us, apply_weight(score, Weights[PassedPawns]));
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Tracing::write(Tracing::PASSED, Us, score * Weights[PassedPawns]);
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// Add the scores to the middlegame and endgame eval
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return apply_weight(score, Weights[PassedPawns]);
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return score * Weights[PassedPawns];
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}
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@ -718,7 +716,7 @@ namespace {
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// Probe the pawn hash table
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ei.pi = Pawns::probe(pos);
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score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
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score += ei.pi->pawns_score() * Weights[PawnStructure];
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// Initialize attack and king safety bitboards
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init_eval_info<WHITE>(pos, ei);
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@ -733,7 +731,7 @@ namespace {
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// Evaluate pieces and mobility
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score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
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score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
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score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
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// Evaluate kings after all other pieces because we need complete attack
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// information when computing the king safety evaluation.
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@ -760,11 +758,8 @@ namespace {
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}
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// Evaluate space for both sides, only during opening
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
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{
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Score s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
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score += apply_weight(s, Weights[Space]);
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}
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 11756)
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score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
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// Scale winning side if position is more drawish than it appears
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Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
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@ -808,14 +803,14 @@ namespace {
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Tracing::write(Tracing::MATERIAL, pos.psq_score());
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Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance());
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Tracing::write(PAWN, ei.pi->pawns_score());
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Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
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, apply_weight(mobility[BLACK], Weights[Mobility]));
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Tracing::write(Tracing::SPACE, apply_weight(evaluate_space<WHITE>(pos, ei), Weights[Space])
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, apply_weight(evaluate_space<BLACK>(pos, ei), Weights[Space]));
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Tracing::write(Tracing::MOBILITY, mobility[WHITE] * Weights[Mobility]
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, mobility[BLACK] * Weights[Mobility]);
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Tracing::write(Tracing::SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
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, evaluate_space<BLACK>(pos, ei) * Weights[Space]);
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Tracing::write(Tracing::TOTAL, score);
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}
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return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo;
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return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
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}
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@ -911,7 +906,7 @@ namespace Eval {
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for (int i = 0; i < 400; ++i)
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{
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t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
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KingDanger[i] = apply_weight(make_score(t / 1000, 0), Weights[KingSafety]);
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KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
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}
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}
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