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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>
This commit is contained in:
Marco Costalba 2009-06-28 05:56:58 +02:00
parent d9e3be4790
commit bbb2462576
3 changed files with 41 additions and 40 deletions

View file

@ -268,20 +268,23 @@ void MovePicker::score_noncaptures() {
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
Move m;
Piece piece;
Square from, to;
int hs;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
hs = H.move_ordering_score(pos.piece_on(move_from(m)), move_to(m));
from = move_from(moves[i].move);
to = move_to(moves[i].move);
piece = pos.piece_on(from);
hs = H.move_ordering_score(piece, to);
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;
// pst based scoring
moves[i].score = hs + pos.mg_pst_delta(m);
moves[i].score = hs + pos.pst_delta<Position::MidGame>(piece, from, to);
}
}

View file

@ -735,7 +735,8 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
assert(color_of_piece_on(from) == us);
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
PieceType piece = type_of_piece_on(from);
Piece piece = piece_on(from);
PieceType pt = type_of_piece(piece);
st->capture = type_of_piece_on(to);
@ -745,23 +746,21 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
// Move the piece
Bitboard move_bb = make_move_bb(from, to);
do_move_bb(&(byColorBB[us]), move_bb);
do_move_bb(&(byTypeBB[piece]), move_bb);
do_move_bb(&(byTypeBB[pt]), move_bb);
do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
board[to] = board[from];
board[from] = EMPTY;
// Update hash key
st->key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
// Update incremental scores
st->mgValue -= pst<MidGame>(us, piece, from);
st->mgValue += pst<MidGame>(us, piece, to);
st->egValue -= pst<EndGame>(us, piece, from);
st->egValue += pst<EndGame>(us, piece, to);
st->mgValue += pst_delta<MidGame>(piece, from, to);
st->egValue += pst_delta<EndGame>(piece, from, to);
// If the moving piece was a king, update the king square
if (piece == KING)
if (pt == KING)
kingSquare[us] = to;
// Reset en passant square
@ -772,7 +771,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
}
// If the moving piece was a pawn do some special extra work
if (piece == PAWN)
if (pt == PAWN)
{
// Reset rule 50 draw counter
st->rule50 = 0;
@ -793,7 +792,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
}
// Update piece lists
pieceList[us][piece][index[from]] = to;
pieceList[us][pt][index[from]] = to;
index[to] = index[from];
// Update castle rights, try to shortcut a common case
@ -808,7 +807,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
// Update checkers bitboard, piece must be already moved
st->checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
switch (piece)
switch (pt)
{
case PAWN: update_checkers<PAWN>(&(st->checkersBB), ksq, from, to, dcCandidates); break;
case KNIGHT: update_checkers<KNIGHT>(&(st->checkersBB), ksq, from, to, dcCandidates); break;
@ -923,9 +922,11 @@ void Position::do_castle_move(Move m) {
set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
// Update board array
Piece king = piece_of_color_and_type(us, KING);
Piece rook = piece_of_color_and_type(us, ROOK);
board[kfrom] = board[rfrom] = EMPTY;
board[kto] = piece_of_color_and_type(us, KING);
board[rto] = piece_of_color_and_type(us, ROOK);
board[kto] = king;
board[rto] = rook;
// Update king square
kingSquare[us] = kto;
@ -938,14 +939,10 @@ void Position::do_castle_move(Move m) {
index[rto] = tmp;
// Update incremental scores
st->mgValue -= pst<MidGame>(us, KING, kfrom);
st->mgValue += pst<MidGame>(us, KING, kto);
st->egValue -= pst<EndGame>(us, KING, kfrom);
st->egValue += pst<EndGame>(us, KING, kto);
st->mgValue -= pst<MidGame>(us, ROOK, rfrom);
st->mgValue += pst<MidGame>(us, ROOK, rto);
st->egValue -= pst<EndGame>(us, ROOK, rfrom);
st->egValue += pst<EndGame>(us, ROOK, rto);
st->mgValue += pst_delta<MidGame>(king, kfrom, kto);
st->egValue += pst_delta<EndGame>(king, kfrom, kto);
st->mgValue += pst_delta<MidGame>(rook, rfrom, rto);
st->egValue += pst_delta<EndGame>(rook, rfrom, rto);
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
@ -1121,12 +1118,11 @@ void Position::do_ep_move(Move m) {
st->pawnKey ^= zobrist[them][PAWN][capsq];
// Update incremental scores
Piece pawn = piece_of_color_and_type(us, PAWN);
st->mgValue += pst_delta<MidGame>(pawn, from, to);
st->egValue += pst_delta<EndGame>(pawn, from, to);
st->mgValue -= pst<MidGame>(them, PAWN, capsq);
st->mgValue -= pst<MidGame>(us, PAWN, from);
st->mgValue += pst<MidGame>(us, PAWN, to);
st->egValue -= pst<EndGame>(them, PAWN, capsq);
st->egValue -= pst<EndGame>(us, PAWN, from);
st->egValue += pst<EndGame>(us, PAWN, to);
// Reset en passant square
st->epSquare = SQ_NONE;

View file

@ -127,6 +127,11 @@ class Position {
friend class EndgameFunctions;
public:
enum GamePhase {
MidGame,
EndGame
};
// Constructors
Position() {};
Position(const Position& pos);
@ -272,7 +277,7 @@ public:
Value eg_value() const;
Value non_pawn_material(Color c) const;
Phase game_phase() const;
Value mg_pst_delta(Move m) const;
template<GamePhase> Value pst_delta(Piece piece, Square from, Square to) const;
// Game termination checks
bool is_mate() const;
@ -328,10 +333,6 @@ private:
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
enum GamePhase {
MidGame,
EndGame
};
template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
template<GamePhase> Value compute_value() const;
Value compute_non_pawn_material(Color c) const;
@ -622,15 +623,16 @@ inline Key Position::get_material_key() const {
return st->materialKey;
}
template<Position::GamePhase Phase>
template<Position::GamePhase Ph>
inline Value Position::pst(Color c, PieceType pt, Square s) const {
return (Phase == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
: EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
return (Ph == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
: EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
}
inline Value Position::mg_pst_delta(Move m) const {
return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
-MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
template<Position::GamePhase Ph>
inline Value Position::pst_delta(Piece piece, Square from, Square to) const {
return (Ph == MidGame ? MgPieceSquareTable[piece][to] - MgPieceSquareTable[piece][from]
: EgPieceSquareTable[piece][to] - EgPieceSquareTable[piece][from]);
}
inline Value Position::mg_value() const {