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https://github.com/sockspls/badfish
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There is no need of storing mobility in EvalInfo
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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74033b004e
commit
d73eea3f71
2 changed files with 20 additions and 19 deletions
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@ -194,7 +194,7 @@ namespace {
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void init_attack_tables(const Position& pos, 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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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
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template<Color Us, bool HasPopCnt>
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void evaluate_king(const Position& pos, EvalInfo& ei);
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@ -242,6 +242,7 @@ template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei) {
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ScaleFactor factor[2];
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Score mobility;
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assert(pos.is_ok());
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assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
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@ -250,7 +251,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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memset(&ei, 0, sizeof(EvalInfo));
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// Initialize by reading the incrementally updated scores included in the
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// position object (material + piece square tables)
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// position object (material + piece square tables).
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ei.value = pos.value();
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// Probe the material hash table
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@ -258,7 +259,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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ei.value += ei.mi->material_value();
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// If we have a specialized evaluation function for the current material
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// configuration, call it and return
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// configuration, call it and return.
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if (ei.mi->specialized_eval_exists())
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return ei.mi->evaluate(pos);
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@ -274,9 +275,10 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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init_attack_tables<WHITE, HasPopCnt>(pos, ei);
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init_attack_tables<BLACK, HasPopCnt>(pos, ei);
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// Evaluate pieces
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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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// Evaluate pieces and mobility
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mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei)
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- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
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ei.value += apply_weight(mobility, Weights[Mobility]);
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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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@ -316,9 +318,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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}
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}
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// Mobility
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ei.value += apply_weight(ei.mobility, Weights[Mobility]);
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those
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if ( phase < PHASE_MIDGAME
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@ -465,12 +464,13 @@ namespace {
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
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template<PieceType Piece, Color Us, bool HasPopCnt>
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void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
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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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Score mobility = SCORE_ZERO;
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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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@ -504,7 +504,7 @@ namespace {
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mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
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: count_1s<HasPopCnt>(b & no_mob_area));
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ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
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mobility += MobilityBonus[Piece][mob];
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// Decrease score if we are attacked by an enemy pawn. Remaining part
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// of threat evaluation must be done later when we have full attack info.
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@ -563,6 +563,7 @@ namespace {
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}
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}
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}
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return mobility;
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}
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@ -603,22 +604,25 @@ namespace {
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// pieces of a given 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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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Score mobility = SCORE_ZERO;
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// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
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const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
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evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
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evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
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evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
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evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
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mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
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mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
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mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
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mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
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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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return mobility;
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}
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@ -89,9 +89,6 @@ struct EvalInfo {
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// 2 to kingAdjacentZoneAttacksCount[BLACK].
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int kingAdjacentZoneAttacksCount[2];
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// Middle game and endgame mobility scores
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Score mobility;
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// Value of the danger for the king of the given color
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Value kingDanger[2];
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};
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