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Unroll color loops in get_pawn_info

This allow to resolve a lot of addresses at compile time
instead of an indirect access at runtime.

Speed up on pgo compile is of 1.3%

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-10-09 12:30:43 +01:00
parent 564ed5b38c
commit ccdb634b77
2 changed files with 206 additions and 193 deletions

View file

@ -190,206 +190,214 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
pi->clear(); pi->clear();
pi->key = key; pi->key = key;
Value mgValue[2] = {Value(0), Value(0)};
Value egValue[2] = {Value(0), Value(0)};
// Calculate pawn attacks // Calculate pawn attacks
pi->pawnAttacks[WHITE] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB); Bitboard whitePawns = pos.pieces(PAWN, WHITE);
pi->pawnAttacks[BLACK] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB); Bitboard blackPawns = pos.pieces(PAWN, BLACK);
pi->pawnAttacks[WHITE] = ((whitePawns << 9) & ~FileABB) | ((whitePawns << 7) & ~FileHBB);
pi->pawnAttacks[BLACK] = ((blackPawns >> 7) & ~FileABB) | ((blackPawns >> 9) & ~FileHBB);
// Loop through the pawns for both colors // Evaluate pawns for both colors
for (Color us = WHITE; us <= BLACK; us++) Values whiteValues = evaluate_pawns<WHITE>(pos, whitePawns, blackPawns, pi);
{ Values blackValues = evaluate_pawns<BLACK>(pos, blackPawns, whitePawns, pi);
Color them = opposite_color(us);
Bitboard ourPawns = pos.pieces(PAWN, us);
Bitboard theirPawns = pos.pieces(PAWN, them);
Bitboard pawns = ourPawns;
// Initialize pawn storm scores by giving bonuses for open files pi->mgValue = int16_t(whiteValues.first - blackValues.first);
for (File f = FILE_A; f <= FILE_H; f++) pi->egValue = int16_t(whiteValues.second - blackValues.second);
if (!(pawns & file_bb(f)))
{
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
pi->halfOpenFiles[us] |= (1 << f);
}
// Loop through all pawns of the current color and score each pawn
while (pawns)
{
Square s = pop_1st_bit(&pawns);
File f = square_file(s);
Rank r = square_rank(s);
assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
// Passed, isolated or doubled pawn?
bool passed = Position::pawn_is_passed(theirPawns, us, s);
bool isolated = Position::pawn_is_isolated(ourPawns, s);
bool doubled = Position::pawn_is_doubled(ourPawns, us, s);
// We calculate kingside and queenside pawn storm
// scores for both colors. These are used when evaluating
// middle game positions with opposite side castling.
//
// Each pawn is given a base score given by a piece square table
// (KStormTable[] or QStormTable[]). Pawns which seem to have good
// chances of creating an open file by exchanging itself against an
// enemy pawn on an adjacent file gets an additional bonus.
// Kingside pawn storms
int bonus = KStormTable[relative_square(us, s)];
if (f >= FILE_F)
{
Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_H)
bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
}
}
pi->ksStormValue[us] += bonus;
// Queenside pawn storms
bonus = QStormTable[relative_square(us, s)];
if (f <= FILE_C)
{
Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_A)
bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
}
}
pi->qsStormValue[us] += bonus;
// Member of a pawn chain (but not the backward one)? We could speed up
// the test a little by introducing an array of masks indexed by color
// and square for doing the test, but because everything is hashed,
// it probably won't make any noticable difference.
bool chain = ourPawns
& neighboring_files_bb(f)
& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
// Test for backward pawn
//
// If the pawn is passed, isolated, or member of a pawn chain
// it cannot be backward. If can capture an enemy pawn or if
// there are friendly pawns behind on neighboring files it cannot
// be backward either.
bool backward;
if ( (passed | isolated | chain)
|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f))
|| (pos.attacks_from<PAWN>(s, us) & theirPawns))
backward = false;
else
{
// We now know that there are no friendly pawns beside or behind this
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
Bitboard b = pos.attacks_from<PAWN>(s, us);
if (us == WHITE)
{
for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
backward = (b | (b << 8)) & theirPawns;
}
else
{
for ( ; !(b & (ourPawns | theirPawns)); b >>= 8);
backward = (b | (b >> 8)) & theirPawns;
}
}
// Test for candidate passed pawn
bool candidate;
candidate = !passed
&& !(theirPawns & file_bb(f))
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
>= 0);
// In order to prevent doubled passed pawns from receiving a too big
// bonus, only the frontmost passed pawn on each file is considered as
// a true passed pawn.
if (passed && (ourPawns & squares_in_front_of(us, s)))
passed = false;
// Score this pawn
if (passed)
set_bit(&(pi->passedPawns), s);
if (isolated)
{
mgValue[us] -= IsolatedPawnMidgamePenalty[f];
egValue[us] -= IsolatedPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mgValue[us] -= IsolatedPawnMidgamePenalty[f] / 2;
egValue[us] -= IsolatedPawnEndgamePenalty[f] / 2;
}
}
if (doubled)
{
mgValue[us] -= DoubledPawnMidgamePenalty[f];
egValue[us] -= DoubledPawnEndgamePenalty[f];
}
if (backward)
{
mgValue[us] -= BackwardPawnMidgamePenalty[f];
egValue[us] -= BackwardPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mgValue[us] -= BackwardPawnMidgamePenalty[f] / 2;
egValue[us] -= BackwardPawnEndgamePenalty[f] / 2;
}
}
if (chain)
{
mgValue[us] += ChainMidgameBonus[f];
egValue[us] += ChainEndgameBonus[f];
}
if (candidate)
{
mgValue[us] += CandidateMidgameBonus[relative_rank(us, s)];
egValue[us] += CandidateEndgameBonus[relative_rank(us, s)];
}
} // while(pawns)
} // for(colors)
pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]);
pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]);
return pi; return pi;
} }
/// PawnInfoTable::evaluate_pawns() evaluates each pawn of the given color
template<Color Us>
PawnInfoTable::Values PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnInfo* pi) {
Square s;
File f;
Rank r;
bool passed, isolated, doubled, chain, backward, candidate;
int bonus;
Value mgValue = Value(0);
Value egValue = Value(0);
Bitboard pawns = ourPawns;
// Initialize pawn storm scores by giving bonuses for open files
for (File f = FILE_A; f <= FILE_H; f++)
if (!(ourPawns & file_bb(f)))
{
pi->ksStormValue[Us] += KStormOpenFileBonus[f];
pi->qsStormValue[Us] += QStormOpenFileBonus[f];
pi->halfOpenFiles[Us] |= (1 << f);
}
// Loop through all pawns of the current color and score each pawn
while (pawns)
{
s = pop_1st_bit(&pawns);
f = square_file(s);
r = square_rank(s);
assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
// Passed, isolated or doubled pawn?
passed = Position::pawn_is_passed(theirPawns, Us, s);
isolated = Position::pawn_is_isolated(ourPawns, s);
doubled = Position::pawn_is_doubled(ourPawns, Us, s);
// We calculate kingside and queenside pawn storm
// scores for both colors. These are used when evaluating
// middle game positions with opposite side castling.
//
// Each pawn is given a base score given by a piece square table
// (KStormTable[] or QStormTable[]). Pawns which seem to have good
// chances of creating an open file by exchanging itself against an
// enemy pawn on an adjacent file gets an additional bonus.
// Kingside pawn storms
bonus = KStormTable[relative_square(Us, s)];
if (f >= FILE_F)
{
Bitboard b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_H)
bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
}
}
pi->ksStormValue[Us] += bonus;
// Queenside pawn storms
bonus = QStormTable[relative_square(Us, s)];
if (f <= FILE_C)
{
Bitboard b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_A)
bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
}
}
pi->qsStormValue[Us] += bonus;
// Member of a pawn chain (but not the backward one)? We could speed up
// the test a little by introducing an array of masks indexed by color
// and square for doing the test, but because everything is hashed,
// it probably won't make any noticable difference.
chain = ourPawns
& neighboring_files_bb(f)
& (rank_bb(r) | rank_bb(r - (Us == WHITE ? 1 : -1)));
// Test for backward pawn
//
// If the pawn is passed, isolated, or member of a pawn chain
// it cannot be backward. If can capture an enemy pawn or if
// there are friendly pawns behind on neighboring files it cannot
// be backward either.
if ( (passed | isolated | chain)
|| (ourPawns & behind_bb(Us, r) & neighboring_files_bb(f))
|| (pos.attacks_from<PAWN>(s, Us) & theirPawns))
backward = false;
else
{
// We now know that there are no friendly pawns beside or behind this
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
Bitboard b = pos.attacks_from<PAWN>(s, Us);
// Note that we are sure to find something because pawn is not passed
// nor isolated, so loop is potentially infinite, but it isn't.
while (!(b & (ourPawns | theirPawns)))
Us == WHITE ? b <<= 8 : b >>= 8;
// The friendly pawn needs to be at least two ranks closer than the enemy
// pawn in order to help the potentially backward pawn advance.
backward = (b | (Us == WHITE ? b << 8 : b >> 8)) & theirPawns;
}
// Test for candidate passed pawn
candidate = !passed
&& !(theirPawns & file_bb(f))
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(Us, r) | rank_bb(r)) & ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(Us, r) & theirPawns)
>= 0);
// In order to prevent doubled passed pawns from receiving a too big
// bonus, only the frontmost passed pawn on each file is considered as
// a true passed pawn.
if (passed && (ourPawns & squares_in_front_of(Us, s)))
passed = false;
// Score this pawn
if (passed)
set_bit(&(pi->passedPawns), s);
if (isolated)
{
mgValue -= IsolatedPawnMidgamePenalty[f];
egValue -= IsolatedPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mgValue -= IsolatedPawnMidgamePenalty[f] / 2;
egValue -= IsolatedPawnEndgamePenalty[f] / 2;
}
}
if (doubled)
{
mgValue -= DoubledPawnMidgamePenalty[f];
egValue -= DoubledPawnEndgamePenalty[f];
}
if (backward)
{
mgValue -= BackwardPawnMidgamePenalty[f];
egValue -= BackwardPawnEndgamePenalty[f];
if (!(theirPawns & file_bb(f)))
{
mgValue -= BackwardPawnMidgamePenalty[f] / 2;
egValue -= BackwardPawnEndgamePenalty[f] / 2;
}
}
if (chain)
{
mgValue += ChainMidgameBonus[f];
egValue += ChainEndgameBonus[f];
}
if (candidate)
{
mgValue += CandidateMidgameBonus[relative_rank(Us, s)];
egValue += CandidateEndgameBonus[relative_rank(Us, s)];
}
} // while (pawns)
return Values(mgValue, egValue);
}
/// PawnInfo::updateShelter calculates and caches king shelter. It is called /// PawnInfo::updateShelter calculates and caches king shelter. It is called
/// only when king square changes, about 20% of total get_king_shelter() calls. /// only when king square changes, about 20% of total get_king_shelter() calls.
int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) { int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {

View file

@ -85,6 +85,11 @@ public:
PawnInfo* get_pawn_info(const Position& pos); PawnInfo* get_pawn_info(const Position& pos);
private: private:
typedef std::pair<Value, Value> Values;
template<Color Us>
Values evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi);
unsigned size; unsigned size;
PawnInfo* entries; PawnInfo* entries;
}; };