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Small cleanup and in evaluate_passed_pawns()
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 21 additions and 22 deletions
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@ -892,7 +892,7 @@ namespace {
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// evaluate_passed_pawns() evaluates the passed pawns of the given color
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// evaluate_passed_pawns() evaluates the passed pawns of the given color
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template<Color Us>
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template<Color Us>
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void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) {
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void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -910,15 +910,16 @@ namespace {
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int r = int(relative_rank(Us, s) - RANK_2);
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int r = int(relative_rank(Us, s) - RANK_2);
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int tr = Max(0, r * (r - 1));
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int tr = Max(0, r * (r - 1));
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Square blockSq = s + pawn_push(Us);
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// Base bonus based on rank
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// Base bonus based on rank
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Value mbonus = Value(20 * tr);
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Value mbonus = Value(20 * tr);
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Value ebonus = Value(10 + r * r * 10);
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Value ebonus = Value(10 + r * r * 10);
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// Adjust bonus based on king proximity
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// Adjust bonus based on king proximity
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if (tr != 0)
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if (tr)
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{
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{
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Square blockSq = s + pawn_push(Us);
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ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
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ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
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ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
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@ -926,29 +927,31 @@ namespace {
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// If the pawn is free to advance, increase bonus
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// If the pawn is free to advance, increase bonus
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if (pos.square_is_empty(blockSq))
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if (pos.square_is_empty(blockSq))
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{
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{
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// There are no enemy pawns in the pawn's path
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b2 = squares_in_front_of(Us, s);
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b2 = squares_in_front_of(Us, s);
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b3 = b2 & ei.attacked_by(Them);
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assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
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// Squares attacked by us
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b4 = b2 & ei.attacked_by(Us);
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b4 = b2 & ei.attacked_by(Us);
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// Squares attacked or occupied by enemy pieces
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b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
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// If there is an enemy rook or queen attacking the pawn from behind,
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// If there is an enemy rook or queen attacking the pawn from behind,
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// add all X-ray attacks by the rook or queen.
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// add all X-ray attacks by the rook or queen.
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if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
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if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
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&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
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&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
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b3 = b2;
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b3 = b2;
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// Squares attacked or occupied by enemy pieces
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b3 |= (b2 & pos.pieces_of_color(Them));
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// There are no enemy pawns in the pawn's path
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assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
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// Are any of the squares in the pawn's path attacked or occupied by the enemy?
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// Are any of the squares in the pawn's path attacked or occupied by the enemy?
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if (b3 == EmptyBoardBB)
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if (b3 == EmptyBoardBB)
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// No enemy attacks or pieces, huge bonus!
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// No enemy attacks or pieces, huge bonus!
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// Even bigger if we protect the pawn's path
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ebonus += Value(tr * (b2 == b4 ? 17 : 15));
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ebonus += Value(tr * (b2 == b4 ? 17 : 15));
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else
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else
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// OK, there are enemy attacks or pieces (but not pawns). Are those
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// OK, there are enemy attacks or pieces (but not pawns). Are those
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// squares which are attacked by the enemy also attacked by us?
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// squares which are attacked by the enemy also attacked by us ?
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// If yes, big bonus (but smaller than when there are no enemy attacks),
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// If yes, big bonus (but smaller than when there are no enemy attacks),
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// if no, somewhat smaller bonus.
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// if no, somewhat smaller bonus.
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ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
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ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
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@ -986,10 +989,7 @@ namespace {
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mtg += blockerCount;
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mtg += blockerCount;
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d += blockerCount;
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d += blockerCount;
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if (d < 0)
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if (d < 0)
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{
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movesToGo[Us] = movesToGo[Us] ? Min(movesToGo[Us], mtg) : mtg;
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hasUnstoppable[Us] = true;
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movesToGo[Us] = Min(movesToGo[Us], mtg);
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}
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}
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}
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}
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}
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@ -1020,19 +1020,18 @@ namespace {
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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bool hasUnstoppable[2] = {false, false};
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int movesToGo[2] = {0, 0};
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int movesToGo[2] = {100, 100};
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// Evaluate pawns for each color
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// Evaluate pawns for each color
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evaluate_passed_pawns_of_color<WHITE>(pos, hasUnstoppable, movesToGo, ei);
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evaluate_passed_pawns_of_color<WHITE>(pos, movesToGo, ei);
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evaluate_passed_pawns_of_color<BLACK>(pos, hasUnstoppable, movesToGo, ei);
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evaluate_passed_pawns_of_color<BLACK>(pos, movesToGo, ei);
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// Does either side have an unstoppable passed pawn?
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// Does either side have an unstoppable passed pawn?
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if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
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if (movesToGo[WHITE] && !movesToGo[BLACK])
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ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
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ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
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else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE])
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else if (movesToGo[BLACK] && !movesToGo[WHITE])
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ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
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ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
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else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE])
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else if (movesToGo[BLACK] && movesToGo[WHITE])
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{
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{
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// Both sides have unstoppable pawns! Try to find out who queens
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// Both sides have unstoppable pawns! Try to find out who queens
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// first. We begin by transforming 'movesToGo' to the number of
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// first. We begin by transforming 'movesToGo' to the number of
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