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https://github.com/sockspls/badfish
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Rewrite evaluate_common() as a template
Seems to speed up this very hot path and code is cleaner too. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 29 additions and 33 deletions
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@ -559,17 +559,24 @@ namespace {
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// evaluate_common() computes terms common to all pieces attack
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// evaluate_common() computes terms common to all pieces attack
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int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei,
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template<PieceType Piece>
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int AttackWeight, const Value* mgBonus, const Value* egBonus,
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int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
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Square s = SQ_NONE, const Value* OutpostBonus = NULL) {
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static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
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static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
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static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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// Update attack info
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ei.attackedBy[us][Piece] |= b;
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// King attack
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// King attack
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if (b & ei.kingZone[us])
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if (b & ei.kingZone[us])
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{
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{
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ei.kingAttackersCount[us]++;
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ei.kingAttackersCount[us]++;
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ei.kingAttackersWeight[us] += AttackWeight;
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ei.kingAttackersWeight[us] += AttackWeight[Piece];
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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if (bb)
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if (bb)
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ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
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ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
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@ -580,16 +587,17 @@ namespace {
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// Mobility
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// Mobility
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int mob = count_1s_max_15(bb & ~p.pieces_of_color(us));
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int mob = count_1s_max_15(bb & ~p.pieces_of_color(us));
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ei.mgMobility += Sign[us] * mgBonus[mob];
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ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[us] * egBonus[mob];
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ei.egMobility += Sign[us] * EgBonus[Piece][mob];
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// Bishop and Knight outposts
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// Bishop and Knight outposts
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if (!OutpostBonus || !p.square_is_weak(s, them))
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if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition
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|| !p.square_is_weak(s, them))
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return mob;
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return mob;
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// Initial bonus based on square
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// Initial bonus based on square
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Value v, bonus;
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Value v, bonus;
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v = bonus = OutpostBonus[relative_square(us, s)];
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v = bonus = OutpostBonus[Piece][relative_square(us, s)];
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// Increase bonus if supported by pawn, especially if the opponent has
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// Increase bonus if supported by pawn, especially if the opponent has
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// no minor piece which can exchange the outpost piece
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// no minor piece which can exchange the outpost piece
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@ -609,42 +617,34 @@ namespace {
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// evaluate_knight() assigns bonuses and penalties to a knight of a given
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// evaluate_knight() assigns bonuses and penalties to a knight of a given
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// color on a given square.
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// color on a given square.
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void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
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void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = p.piece_attacks<KNIGHT>(s);
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// Attacks, mobility and outposts
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ei.attackedBy[us][KNIGHT] |= b;
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evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
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// King attack, mobility and outposts
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evaluate_common(p, b, us, ei, KnightAttackWeight, MidgameKnightMobilityBonus,
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EndgameKnightMobilityBonus, s, KnightOutpostBonus);
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}
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}
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// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
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// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
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// color on a given square.
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// color on a given square.
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void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
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void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
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Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
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ei.attackedBy[us][BISHOP] |= b;
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// King attack, mobility and outposts
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// Attacks, mobility and outposts
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evaluate_common(p, b, us, ei, BishopAttackWeight, MidgameBishopMobilityBonus,
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evaluate_common<BISHOP>(p, b, us, ei, s);
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EndgameBishopMobilityBonus, s, BishopOutpostBonus);
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}
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}
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// evaluate_rook() assigns bonuses and penalties to a rook of a given
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// evaluate_rook() assigns bonuses and penalties to a rook of a given
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// color on a given square.
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// color on a given square.
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void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
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void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
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Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
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ei.attackedBy[us][ROOK] |= b;
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// King attack and mobility
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// Attacks and mobility
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int mob = evaluate_common(p, b, us, ei, RookAttackWeight, MidgameRookMobilityBonus,
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int mob = evaluate_common<ROOK>(p, b, us, ei);
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EndgameRookMobilityBonus);
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// Rook on 7th rank
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// Rook on 7th rank
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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@ -703,14 +703,10 @@ namespace {
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// evaluate_queen() assigns bonuses and penalties to a queen of a given
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// evaluate_queen() assigns bonuses and penalties to a queen of a given
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// color on a given square.
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// color on a given square.
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void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
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void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
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Bitboard b = p.piece_attacks<QUEEN>(s);
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// Attacks and mobility
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ei.attackedBy[us][QUEEN] |= b;
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evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
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// King attack and mobility
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evaluate_common(p, b, us, ei, QueenAttackWeight, MidgameQueenMobilityBonus,
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EndgameQueenMobilityBonus);
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// Queen on 7th rank
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// Queen on 7th rank
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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@ -731,7 +727,7 @@ namespace {
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// evaluate_king() assigns bonuses and penalties to a king of a given
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// evaluate_king() assigns bonuses and penalties to a king of a given
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// color on a given square.
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// color on a given square.
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void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
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void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
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int shelter = 0, sign = Sign[us];
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int shelter = 0, sign = Sign[us];
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