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https://github.com/sockspls/badfish
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Explicitly use delta psqt values when possible
Instead of add and subtract pqst values corrisponding to the move starting and destination squares, do it in one go with the helper function pst_delta<>() This simplifies the code and also better documents that what we need is a delta value, not an absolute one. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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3 changed files with 41 additions and 40 deletions
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@ -268,20 +268,23 @@ void MovePicker::score_noncaptures() {
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// First score by history, when no history is available then use
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// piece/square tables values. This seems to be better then a
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// random choice when we don't have an history for any move.
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Move m;
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Piece piece;
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Square from, to;
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int hs;
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for (int i = 0; i < numOfMoves; i++)
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{
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m = moves[i].move;
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hs = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
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from = move_from(moves[i].move);
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to = move_to(moves[i].move);
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piece = pos.piece_on(from);
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hs = H.move_ordering_score(piece, to);
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// Ensure history is always preferred to pst
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if (hs > 0)
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hs += 1000;
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// pst based scoring
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moves[i].score = hs + pos.mg_pst_delta(m);
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moves[i].score = hs + pos.pst_delta<Position::MidGame>(piece, from, to);
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}
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}
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@ -735,7 +735,8 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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assert(color_of_piece_on(from) == us);
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assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
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PieceType piece = type_of_piece_on(from);
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Piece piece = piece_on(from);
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PieceType pt = type_of_piece(piece);
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st->capture = type_of_piece_on(to);
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@ -745,23 +746,21 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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// Move the piece
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Bitboard move_bb = make_move_bb(from, to);
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do_move_bb(&(byColorBB[us]), move_bb);
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do_move_bb(&(byTypeBB[piece]), move_bb);
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do_move_bb(&(byTypeBB[pt]), move_bb);
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do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
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board[to] = board[from];
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board[from] = EMPTY;
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// Update hash key
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st->key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
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st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
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// Update incremental scores
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st->mgValue -= pst<MidGame>(us, piece, from);
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st->mgValue += pst<MidGame>(us, piece, to);
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st->egValue -= pst<EndGame>(us, piece, from);
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st->egValue += pst<EndGame>(us, piece, to);
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st->mgValue += pst_delta<MidGame>(piece, from, to);
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st->egValue += pst_delta<EndGame>(piece, from, to);
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// If the moving piece was a king, update the king square
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if (piece == KING)
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if (pt == KING)
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kingSquare[us] = to;
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// Reset en passant square
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@ -772,7 +771,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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}
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// If the moving piece was a pawn do some special extra work
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if (piece == PAWN)
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if (pt == PAWN)
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{
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// Reset rule 50 draw counter
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st->rule50 = 0;
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@ -793,7 +792,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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}
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// Update piece lists
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pieceList[us][piece][index[from]] = to;
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pieceList[us][pt][index[from]] = to;
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index[to] = index[from];
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// Update castle rights, try to shortcut a common case
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@ -808,7 +807,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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// Update checkers bitboard, piece must be already moved
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st->checkersBB = EmptyBoardBB;
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Square ksq = king_square(them);
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switch (piece)
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switch (pt)
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{
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case PAWN: update_checkers<PAWN>(&(st->checkersBB), ksq, from, to, dcCandidates); break;
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case KNIGHT: update_checkers<KNIGHT>(&(st->checkersBB), ksq, from, to, dcCandidates); break;
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@ -923,9 +922,11 @@ void Position::do_castle_move(Move m) {
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set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
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// Update board array
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Piece king = piece_of_color_and_type(us, KING);
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Piece rook = piece_of_color_and_type(us, ROOK);
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board[kfrom] = board[rfrom] = EMPTY;
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board[kto] = piece_of_color_and_type(us, KING);
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board[rto] = piece_of_color_and_type(us, ROOK);
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board[kto] = king;
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board[rto] = rook;
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// Update king square
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kingSquare[us] = kto;
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@ -938,14 +939,10 @@ void Position::do_castle_move(Move m) {
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index[rto] = tmp;
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// Update incremental scores
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st->mgValue -= pst<MidGame>(us, KING, kfrom);
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st->mgValue += pst<MidGame>(us, KING, kto);
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st->egValue -= pst<EndGame>(us, KING, kfrom);
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st->egValue += pst<EndGame>(us, KING, kto);
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st->mgValue -= pst<MidGame>(us, ROOK, rfrom);
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st->mgValue += pst<MidGame>(us, ROOK, rto);
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st->egValue -= pst<EndGame>(us, ROOK, rfrom);
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st->egValue += pst<EndGame>(us, ROOK, rto);
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st->mgValue += pst_delta<MidGame>(king, kfrom, kto);
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st->egValue += pst_delta<EndGame>(king, kfrom, kto);
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st->mgValue += pst_delta<MidGame>(rook, rfrom, rto);
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st->egValue += pst_delta<EndGame>(rook, rfrom, rto);
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// Update hash key
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st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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@ -1121,12 +1118,11 @@ void Position::do_ep_move(Move m) {
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st->pawnKey ^= zobrist[them][PAWN][capsq];
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// Update incremental scores
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Piece pawn = piece_of_color_and_type(us, PAWN);
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st->mgValue += pst_delta<MidGame>(pawn, from, to);
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st->egValue += pst_delta<EndGame>(pawn, from, to);
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st->mgValue -= pst<MidGame>(them, PAWN, capsq);
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st->mgValue -= pst<MidGame>(us, PAWN, from);
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st->mgValue += pst<MidGame>(us, PAWN, to);
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st->egValue -= pst<EndGame>(them, PAWN, capsq);
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st->egValue -= pst<EndGame>(us, PAWN, from);
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st->egValue += pst<EndGame>(us, PAWN, to);
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// Reset en passant square
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st->epSquare = SQ_NONE;
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@ -127,6 +127,11 @@ class Position {
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friend class EndgameFunctions;
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public:
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enum GamePhase {
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MidGame,
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EndGame
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};
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// Constructors
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Position() {};
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Position(const Position& pos);
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@ -272,7 +277,7 @@ public:
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Value eg_value() const;
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Value non_pawn_material(Color c) const;
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Phase game_phase() const;
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Value mg_pst_delta(Move m) const;
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template<GamePhase> Value pst_delta(Piece piece, Square from, Square to) const;
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// Game termination checks
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bool is_mate() const;
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@ -328,10 +333,6 @@ private:
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Key compute_material_key() const;
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// Computing incremental evaluation scores and material counts
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enum GamePhase {
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MidGame,
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EndGame
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};
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template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
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template<GamePhase> Value compute_value() const;
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Value compute_non_pawn_material(Color c) const;
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@ -622,15 +623,16 @@ inline Key Position::get_material_key() const {
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return st->materialKey;
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}
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template<Position::GamePhase Phase>
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template<Position::GamePhase Ph>
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inline Value Position::pst(Color c, PieceType pt, Square s) const {
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return (Phase == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
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: EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
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return (Ph == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
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: EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
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}
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inline Value Position::mg_pst_delta(Move m) const {
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return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
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-MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
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template<Position::GamePhase Ph>
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inline Value Position::pst_delta(Piece piece, Square from, Square to) const {
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return (Ph == MidGame ? MgPieceSquareTable[piece][to] - MgPieceSquareTable[piece][from]
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: EgPieceSquareTable[piece][to] - EgPieceSquareTable[piece][from]);
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}
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inline Value Position::mg_value() const {
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