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https://github.com/sockspls/badfish
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Unroll color loops in evaluate
Use templates to manually unroll the loops so that many values could be calculated at compile time or at runtime but with a fast direct memory access instead of an indirect one. This change gives a speed up of 3.5 % on pgo build !!! :-) No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
60e23693f0
commit
d56345c9ae
1 changed files with 127 additions and 118 deletions
245
src/evaluate.cpp
245
src/evaluate.cpp
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@ -270,11 +270,11 @@ namespace {
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID);
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template<PieceType Piece, bool HasPopCnt>
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void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
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template<Color Us, bool HasPopCnt>
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void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
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template<bool HasPopCnt>
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void evaluate_king(const Position& p, Color us, EvalInfo &ei);
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template<Color Us, bool HasPopCnt>
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void evaluate_king(const Position& p, EvalInfo &ei);
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void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
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void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
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@ -359,24 +359,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b2)/2;
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// Evaluate pieces
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for (Color c = WHITE; c <= BLACK; c++)
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{
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evaluate_pieces<KNIGHT, HasPopCnt>(pos, c, ei);
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evaluate_pieces<BISHOP, HasPopCnt>(pos, c, ei);
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evaluate_pieces<ROOK, HasPopCnt>(pos, c, ei);
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evaluate_pieces<QUEEN, HasPopCnt>(pos, c, ei);
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// Sum up all attacked squares
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ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
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| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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}
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evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
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evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
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// Kings. Kings are evaluated after all other pieces for both sides,
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// because we need complete attack information for all pieces when computing
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// the king safety evaluation.
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for (Color c = WHITE; c <= BLACK; c++)
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evaluate_king<HasPopCnt>(pos, c, ei);
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evaluate_king<WHITE, HasPopCnt>(pos, ei);
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evaluate_king<BLACK, HasPopCnt>(pos, ei);
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// because we need to know which side promotes first in positions where
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@ -546,113 +536,117 @@ namespace {
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// evaluate_mobility() computes mobility and attacks for every piece
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template<PieceType Piece, bool HasPopCnt>
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int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) {
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template<PieceType Piece, Color Us, bool HasPopCnt>
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int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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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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// Update attack info
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ei.attackedBy[us][Piece] |= b;
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ei.attackedBy[Us][Piece] |= b;
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// King attacks
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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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ei.kingAttackersCount[us]++;
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ei.kingAttackersWeight[us] += AttackWeight[Piece];
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += AttackWeight[Piece];
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Bitboard bb = (b & ei.attackedBy[Them][KING]);
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if (bb)
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ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15<HasPopCnt>(bb);
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ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
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}
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// Remove squares protected by enemy pawns
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Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
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Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]);
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// Mobility
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int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(us))
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: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(us)));
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int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(Us))
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: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(Us)));
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ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[us] * EgBonus[Piece][mob];
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ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
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return mob;
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}
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// evaluate_outposts() evaluates bishop and knight outposts squares
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template<PieceType Piece>
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void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) {
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template<PieceType Piece, Color Us>
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void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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// Initial bonus based on square
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Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)]
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: KnightOutpostBonus[relative_square(us, s)]);
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Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)]
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: KnightOutpostBonus[relative_square(Us, s)]);
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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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if (bonus && (p.attacks_from<PAWN>(s, them) & p.pieces(PAWN, us)))
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if (bonus && (p.attacks_from<PAWN>(s, Them) & p.pieces(PAWN, Us)))
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{
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if ( p.pieces(KNIGHT, them) == EmptyBoardBB
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&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB)
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if ( p.pieces(KNIGHT, Them) == EmptyBoardBB
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&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB)
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bonus += bonus + bonus / 2;
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else
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bonus += bonus / 2;
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}
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ei.mgValue += Sign[us] * bonus;
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ei.egValue += Sign[us] * bonus;
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ei.mgValue += Sign[Us] * bonus;
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ei.egValue += Sign[Us] * bonus;
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}
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
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// color.
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template<PieceType Piece, bool HasPopCnt>
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void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) {
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template<PieceType Piece, Color Us, bool HasPopCnt>
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void evaluate_pieces(const Position& pos, EvalInfo& ei) {
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Bitboard b;
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Square s, ksq;
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int mob;
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File f;
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Color them = opposite_color(us);
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const Square* ptr = pos.piece_list_begin(us, Piece);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square* ptr = pos.piece_list_begin(Us, Piece);
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while ((s = *ptr++) != SQ_NONE)
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{
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if (Piece == KNIGHT || Piece == QUEEN)
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b = pos.attacks_from<Piece>(s);
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else if (Piece == BISHOP)
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b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us));
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b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
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else if (Piece == ROOK)
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b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us));
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b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
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else
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assert(false);
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// Attacks and mobility
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mob = evaluate_mobility<Piece, HasPopCnt>(pos, b, us, them, ei);
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mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, b, ei);
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// Bishop and knight outposts squares
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if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them))
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evaluate_outposts<Piece>(pos, us, them, ei, s);
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if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
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evaluate_outposts<Piece, Us>(pos, ei, s);
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// Special patterns: trapped bishops on a7/h7/a2/h2
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// and trapped bishops on a1/h1/a8/h8 in Chess960.
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if (Piece == BISHOP)
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{
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if (bit_is_set(MaskA7H7[us], s))
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evaluate_trapped_bishop_a7h7(pos, s, us, ei);
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if (bit_is_set(MaskA7H7[Us], s))
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evaluate_trapped_bishop_a7h7(pos, s, Us, ei);
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if (Chess960 && bit_is_set(MaskA1H1[us], s))
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evaluate_trapped_bishop_a1h1(pos, s, us, ei);
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if (Chess960 && bit_is_set(MaskA1H1[Us], s))
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evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
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}
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if (Piece == ROOK || Piece == QUEEN)
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{
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// Queen or rook on 7th rank
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if ( relative_rank(us, s) == RANK_7
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&& relative_rank(us, pos.king_square(them)) == RANK_8)
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if ( relative_rank(Us, s) == RANK_7
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&& relative_rank(Us, pos.king_square(Them)) == RANK_8)
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{
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ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
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ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
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ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
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ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
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}
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}
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@ -661,84 +655,99 @@ namespace {
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{
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// Open and half-open files
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f = square_file(s);
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if (ei.pi->file_is_half_open(us, f))
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if (ei.pi->file_is_half_open(Us, f))
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{
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if (ei.pi->file_is_half_open(them, f))
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if (ei.pi->file_is_half_open(Them, f))
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{
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ei.mgValue += Sign[us] * RookOpenFileBonus;
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ei.egValue += Sign[us] * RookOpenFileBonus;
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ei.mgValue += Sign[Us] * RookOpenFileBonus;
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ei.egValue += Sign[Us] * RookOpenFileBonus;
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}
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else
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{
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ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
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ei.egValue += Sign[us] * RookHalfOpenFileBonus;
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ei.mgValue += Sign[Us] * RookHalfOpenFileBonus;
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ei.egValue += Sign[Us] * RookHalfOpenFileBonus;
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}
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}
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// Penalize rooks which are trapped inside a king. Penalize more if
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// king has lost right to castle.
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if (mob > 6 || ei.pi->file_is_half_open(us, f))
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if (mob > 6 || ei.pi->file_is_half_open(Us, f))
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continue;
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ksq = pos.king_square(us);
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ksq = pos.king_square(Us);
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if ( square_file(ksq) >= FILE_E
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&& square_file(s) > square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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&& (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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if (!ei.pi->has_open_file_to_right(Us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[Us] * (TrappedRookPenalty - mob * 16);
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}
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else if ( square_file(ksq) <= FILE_D
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&& square_file(s) < square_file(ksq)
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&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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&& (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
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{
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// Is there a half-open file between the king and the edge of the board?
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if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[us] * (TrappedRookPenalty - mob * 16);
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if (!ei.pi->has_open_file_to_left(Us, square_file(ksq)))
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ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2)
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: Sign[Us] * (TrappedRookPenalty - mob * 16);
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}
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}
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}
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}
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// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given
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// color.
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template<Color Us, bool HasPopCnt>
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void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
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evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei);
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evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei);
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evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei);
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evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei);
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// Sum up all attacked squares
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ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
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| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
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| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
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}
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color.
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template<bool HasPopCnt>
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void evaluate_king(const Position& p, Color us, EvalInfo& ei) {
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template<Color Us, bool HasPopCnt>
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void evaluate_king(const Position& p, EvalInfo& ei) {
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int shelter = 0, sign = Sign[us];
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Square s = p.king_square(us);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square s = p.king_square(Us);
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int shelter = 0;
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// King shelter
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if (relative_rank(us, s) <= RANK_4)
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if (relative_rank(Us, s) <= RANK_4)
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{
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shelter = ei.pi->get_king_shelter(p, us, s);
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ei.mgValue += sign * Value(shelter);
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shelter = ei.pi->get_king_shelter(p, Us, s);
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ei.mgValue += Sign[Us] * Value(shelter);
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}
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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Color them = opposite_color(us);
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if ( p.piece_count(them, QUEEN) >= 1
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&& ei.kingAttackersCount[them] >= 2
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&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingAdjacentZoneAttacksCount[them])
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if ( p.piece_count(Them, QUEEN) >= 1
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&& ei.kingAttackersCount[Them] >= 2
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&& p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingAdjacentZoneAttacksCount[Them])
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{
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// Is it the attackers turn to move?
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bool sente = (them == p.side_to_move());
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bool sente = (Them == p.side_to_move());
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// Find the attacked squares around the king which has no defenders
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// apart from the king itself
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Bitboard undefended =
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ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
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& ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
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& ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
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& ei.attacked_by(us, KING);
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ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
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& ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
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& ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
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& ei.attacked_by(Us, KING);
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Bitboard occ = p.occupied_squares(), b, b2;
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@ -748,17 +757,17 @@ namespace {
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// undefended squares around the king, the square of the king, and the
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// quality of the pawn shelter.
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int attackUnits =
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Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
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+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
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+ InitKingDanger[relative_square(us, s)] - (shelter >> 5);
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Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
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+ (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
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+ InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
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// Analyse safe queen contact checks
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b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
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b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them);
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if (b)
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{
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Bitboard attackedByOthers =
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ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
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| ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
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ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
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| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
|
||||
|
||||
b &= attackedByOthers;
|
||||
if (b)
|
||||
|
@ -772,7 +781,7 @@ namespace {
|
|||
if (QueenContactMates && !p.is_check())
|
||||
{
|
||||
Bitboard escapeSquares =
|
||||
p.attacks_from<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
|
||||
p.attacks_from<KING>(s) & ~p.pieces_of_color(Us) & ~attackedByOthers;
|
||||
|
||||
while (b)
|
||||
{
|
||||
|
@ -781,15 +790,15 @@ namespace {
|
|||
{
|
||||
// We have a mate, unless the queen is pinned or there
|
||||
// is an X-ray attack through the queen.
|
||||
for (int i = 0; i < p.piece_count(them, QUEEN); i++)
|
||||
for (int i = 0; i < p.piece_count(Them, QUEEN); i++)
|
||||
{
|
||||
from = p.piece_list(them, QUEEN, i);
|
||||
from = p.piece_list(Them, QUEEN, i);
|
||||
if ( bit_is_set(p.attacks_from<QUEEN>(from), to)
|
||||
&& !bit_is_set(p.pinned_pieces(them), from)
|
||||
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us))
|
||||
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us)))
|
||||
&& !bit_is_set(p.pinned_pieces(Them), from)
|
||||
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us))
|
||||
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us)))
|
||||
|
||||
ei.mateThreat[them] = make_move(from, to);
|
||||
ei.mateThreat[Them] = make_move(from, to);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -800,38 +809,38 @@ namespace {
|
|||
// Analyse safe distance checks
|
||||
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
|
||||
{
|
||||
b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
|
||||
b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
|
||||
|
||||
// Queen checks
|
||||
b2 = b & ei.attacked_by(them, QUEEN);
|
||||
b2 = b & ei.attacked_by(Them, QUEEN);
|
||||
if( b2)
|
||||
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
|
||||
|
||||
// Rook checks
|
||||
b2 = b & ei.attacked_by(them, ROOK);
|
||||
b2 = b & ei.attacked_by(Them, ROOK);
|
||||
if (b2)
|
||||
attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
|
||||
}
|
||||
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
|
||||
{
|
||||
b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
|
||||
b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
|
||||
|
||||
// Queen checks
|
||||
b2 = b & ei.attacked_by(them, QUEEN);
|
||||
b2 = b & ei.attacked_by(Them, QUEEN);
|
||||
if (b2)
|
||||
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
|
||||
|
||||
// Bishop checks
|
||||
b2 = b & ei.attacked_by(them, BISHOP);
|
||||
b2 = b & ei.attacked_by(Them, BISHOP);
|
||||
if (b2)
|
||||
attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
|
||||
}
|
||||
if (KnightCheckBonus > 0)
|
||||
{
|
||||
b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
|
||||
b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
|
||||
|
||||
// Knight checks
|
||||
b2 = b & ei.attacked_by(them, KNIGHT);
|
||||
b2 = b & ei.attacked_by(Them, KNIGHT);
|
||||
if (b2)
|
||||
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
|
||||
}
|
||||
|
@ -840,16 +849,16 @@ namespace {
|
|||
// adding pawns later).
|
||||
if (DiscoveredCheckBonus)
|
||||
{
|
||||
b = p.discovered_check_candidates(them) & ~p.pieces(PAWN);
|
||||
b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN);
|
||||
if (b)
|
||||
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
|
||||
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
|
||||
}
|
||||
|
||||
// Has a mate threat been found? We don't do anything here if the
|
||||
// side with the mating move is the side to move, because in that
|
||||
// case the mating side will get a huge bonus at the end of the main
|
||||
// evaluation function instead.
|
||||
if (ei.mateThreat[them] != MOVE_NONE)
|
||||
if (ei.mateThreat[Them] != MOVE_NONE)
|
||||
attackUnits += MateThreatBonus;
|
||||
|
||||
// Ensure that attackUnits is between 0 and 99, in order to avoid array
|
||||
|
@ -866,11 +875,11 @@ namespace {
|
|||
// that the king safety scores can sometimes be very big, and that
|
||||
// capturing a single attacking piece can therefore result in a score
|
||||
// change far bigger than the value of the captured piece.
|
||||
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]);
|
||||
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
|
||||
|
||||
ei.mgValue -= sign * v;
|
||||
ei.mgValue -= Sign[Us] * v;
|
||||
|
||||
if (us == p.side_to_move())
|
||||
if (Us == p.side_to_move())
|
||||
ei.futilityMargin += v;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue