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There is no need of storing mobility in EvalInfo

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-08-24 15:35:13 +02:00
parent 74033b004e
commit d73eea3f71
2 changed files with 20 additions and 19 deletions

View file

@ -194,7 +194,7 @@ namespace {
void init_attack_tables(const Position& pos, EvalInfo& ei); void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei); void evaluate_king(const Position& pos, EvalInfo& ei);
@ -242,6 +242,7 @@ template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei) { Value do_evaluate(const Position& pos, EvalInfo& ei) {
ScaleFactor factor[2]; ScaleFactor factor[2];
Score mobility;
assert(pos.is_ok()); assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
@ -250,7 +251,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
memset(&ei, 0, sizeof(EvalInfo)); memset(&ei, 0, sizeof(EvalInfo));
// Initialize by reading the incrementally updated scores included in the // Initialize by reading the incrementally updated scores included in the
// position object (material + piece square tables) // position object (material + piece square tables).
ei.value = pos.value(); ei.value = pos.value();
// Probe the material hash table // Probe the material hash table
@ -258,7 +259,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
ei.value += ei.mi->material_value(); ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material // If we have a specialized evaluation function for the current material
// configuration, call it and return // configuration, call it and return.
if (ei.mi->specialized_eval_exists()) if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos); return ei.mi->evaluate(pos);
@ -274,9 +275,10 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
init_attack_tables<WHITE, HasPopCnt>(pos, ei); init_attack_tables<WHITE, HasPopCnt>(pos, ei);
init_attack_tables<BLACK, HasPopCnt>(pos, ei); init_attack_tables<BLACK, HasPopCnt>(pos, ei);
// Evaluate pieces // Evaluate pieces and mobility
evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei); mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei)
evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei); - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
ei.value += apply_weight(mobility, Weights[Mobility]);
// Kings. Kings are evaluated after all other pieces for both sides, // Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing // because we need complete attack information for all pieces when computing
@ -316,9 +318,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
} }
} }
// Mobility
ei.value += apply_weight(ei.mobility, Weights[Mobility]);
// If we don't already have an unusual scale factor, check for opposite // If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those // colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME if ( phase < PHASE_MIDGAME
@ -465,12 +464,13 @@ namespace {
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt> template<PieceType Piece, Color Us, bool HasPopCnt>
void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) { Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b; Bitboard b;
Square s, ksq; Square s, ksq;
int mob; int mob;
File f; File f;
Score mobility = SCORE_ZERO;
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece); const Square* ptr = pos.piece_list_begin(Us, Piece);
@ -504,7 +504,7 @@ namespace {
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area) mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
: count_1s<HasPopCnt>(b & no_mob_area)); : count_1s<HasPopCnt>(b & no_mob_area));
ei.mobility += Sign[Us] * MobilityBonus[Piece][mob]; mobility += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part // Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info. // of threat evaluation must be done later when we have full attack info.
@ -563,6 +563,7 @@ namespace {
} }
} }
} }
return mobility;
} }
@ -603,22 +604,25 @@ namespace {
// pieces of a given color. // pieces of a given color.
template<Color Us, bool HasPopCnt> template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
Score mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area); mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area); mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area); mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area); mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
// Sum up all attacked squares // Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
return mobility;
} }

View file

@ -89,9 +89,6 @@ struct EvalInfo {
// 2 to kingAdjacentZoneAttacksCount[BLACK]. // 2 to kingAdjacentZoneAttacksCount[BLACK].
int kingAdjacentZoneAttacksCount[2]; int kingAdjacentZoneAttacksCount[2];
// Middle game and endgame mobility scores
Score mobility;
// Value of the danger for the king of the given color // Value of the danger for the king of the given color
Value kingDanger[2]; Value kingDanger[2];
}; };