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https://github.com/sockspls/badfish
synced 2025-04-29 08:13:08 +00:00
We need just one eval margin in search
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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dd8a076128
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debc815352
4 changed files with 35 additions and 38 deletions
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@ -230,7 +230,7 @@ namespace {
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// Function prototypes
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, Value margins[]);
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Value do_evaluate(const Position& pos, Value& margin);
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template<Color Us, bool HasPopCnt>
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void init_eval_info(const Position& pos, EvalInfo& ei);
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@ -239,7 +239,7 @@ namespace {
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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template<Color Us, bool HasPopCnt>
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin);
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template<Color Us>
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Score evaluate_threats(const Position& pos, EvalInfo& ei);
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@ -273,16 +273,16 @@ void prefetchPawn(Key key, int threadID) {
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/// evaluate() is the main evaluation function. It always computes two
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/// values, an endgame score and a middle game score, and interpolates
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/// between them based on the remaining material.
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Value evaluate(const Position& pos, Value margins[]) {
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Value evaluate(const Position& pos, Value& margin) {
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return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
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: do_evaluate<false>(pos, margins);
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return CpuHasPOPCNT ? do_evaluate<true>(pos, margin)
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: do_evaluate<false>(pos, margin);
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}
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namespace {
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, Value margins[]) {
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Value do_evaluate(const Position& pos, Value& margin) {
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EvalInfo ei;
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ScaleFactor factor[2];
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@ -296,9 +296,9 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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// in the position object (material + piece square tables).
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Score bonus = pos.value();
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// margins[color] is the uncertainty estimation of position's evaluation
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// margin is the uncertainty estimation of position's evaluation
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// and typically is used by the search for pruning decisions.
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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margin = VALUE_ZERO;
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// Probe the material hash table
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MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
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@ -329,8 +329,8 @@ Value do_evaluate(const Position& pos, Value margins[]) {
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// Evaluate kings after all other pieces because we need complete attack
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// information when computing the king safety evaluation.
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bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
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- evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
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bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margin)
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- evaluate_king<BLACK, HasPopCnt>(pos, ei, margin);
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// Evaluate tactical threats, we need full attack information including king
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bonus += evaluate_threats<WHITE>(pos, ei)
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@ -663,7 +663,7 @@ namespace {
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool HasPopCnt>
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -764,7 +764,8 @@ namespace {
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// be very big, and so capturing a single attacking piece can therefore
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// result in a score change far bigger than the value of the captured piece.
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bonus -= KingDangerTable[Us][attackUnits];
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margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
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if (pos.side_to_move() == Us)
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margin += mg_value(KingDangerTable[Us][attackUnits]);
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}
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return bonus;
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}
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@ -26,7 +26,7 @@
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class Position;
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extern Value evaluate(const Position& pos, Value margins[]);
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extern Value evaluate(const Position& pos, Value& margin);
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extern void init_eval(int threads);
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extern void quit_eval();
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extern void read_weights(Color sideToMove);
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@ -716,13 +716,12 @@ namespace {
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Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
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Value margins[2];
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StateInfo st;
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CheckInfo ci(pos);
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int64_t nodes;
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Move move;
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Depth depth, ext, newDepth;
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Value value, alpha, beta;
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Value value, evalMargin, alpha, beta;
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bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
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int researchCountFH, researchCountFL;
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@ -741,7 +740,7 @@ namespace {
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// Step 5. Evaluate the position statically
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// At root we do this only to get reference value for child nodes
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ss->eval = isCheck ? VALUE_NONE : evaluate(pos, margins);
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ss->eval = isCheck ? VALUE_NONE : evaluate(pos, evalMargin);
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// Step 6. Razoring (omitted at root)
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// Step 7. Static null move pruning (omitted at root)
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@ -977,13 +976,12 @@ namespace {
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assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
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Move movesSearched[MOVES_MAX];
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Value margins[2];
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StateInfo st;
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const TTEntry *tte;
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Key posKey;
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Move ttMove, move, excludedMove, threatMove;
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Depth ext, newDepth;
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Value bestValue, value, oldAlpha;
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Value bestValue, value, evalMargin, oldAlpha;
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Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
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bool isCheck, singleEvasion, singularExtensionNode, moveIsCheck, captureOrPromotion, dangerous;
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bool mateThreat = false;
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@ -1047,19 +1045,19 @@ namespace {
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// update gain statistics of parent move.
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isCheck = pos.is_check();
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if (isCheck)
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ss->eval = VALUE_NONE;
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ss->eval = evalMargin = VALUE_NONE;
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else if (tte)
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{
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assert(tte->static_value() != VALUE_NONE);
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ss->eval = tte->static_value();
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margins[pos.side_to_move()] = tte->static_value_margin();
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evalMargin = tte->static_value_margin();
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refinedValue = refine_eval(tte, ss->eval, ply);
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}
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else
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{
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refinedValue = ss->eval = evaluate(pos, margins);
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TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
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refinedValue = ss->eval = evaluate(pos, evalMargin);
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TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
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}
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// Save gain for the parent non-capture move
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@ -1184,7 +1182,7 @@ namespace {
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CheckInfo ci(pos);
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ss->bestMove = MOVE_NONE;
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singleEvasion = isCheck && mp.number_of_evasions() == 1;
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futilityBase = ss->eval + margins[pos.side_to_move()];
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futilityBase = ss->eval + evalMargin;
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singularExtensionNode = depth >= SingularExtensionDepth[PvNode]
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&& tte
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&& tte->move()
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@ -1374,7 +1372,7 @@ namespace {
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ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
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move = (bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove);
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TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, margins[pos.side_to_move()]);
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TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, evalMargin);
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// Update killers and history only for non capture moves that fails high
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if ( bestValue >= beta
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@ -1404,10 +1402,9 @@ namespace {
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assert(ply > 0 && ply < PLY_MAX);
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assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
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Value margins[2];
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StateInfo st;
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Move ttMove, move;
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Value bestValue, value, futilityValue, futilityBase;
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Value bestValue, value, evalMargin, futilityValue, futilityBase;
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bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
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const TTEntry* tte;
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Value oldAlpha = alpha;
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@ -1436,7 +1433,7 @@ namespace {
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if (isCheck)
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{
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bestValue = futilityBase = -VALUE_INFINITE;
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ss->eval = VALUE_NONE;
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ss->eval = evalMargin = VALUE_NONE;
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deepChecks = enoughMaterial = false;
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}
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else
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@ -1445,11 +1442,11 @@ namespace {
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{
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assert(tte->static_value() != VALUE_NONE);
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margins[pos.side_to_move()] = tte->static_value_margin();
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evalMargin = tte->static_value_margin();
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bestValue = tte->static_value();
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}
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else
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bestValue = evaluate(pos, margins);
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bestValue = evaluate(pos, evalMargin);
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ss->eval = bestValue;
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update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
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@ -1458,7 +1455,7 @@ namespace {
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if (bestValue >= beta)
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{
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if (!tte)
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
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return bestValue;
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}
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@ -1470,7 +1467,7 @@ namespace {
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deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
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// Futility pruning parameters, not needed when in check
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futilityBase = bestValue + FutilityMarginQS + margins[pos.side_to_move()];
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futilityBase = bestValue + FutilityMarginQS + evalMargin;
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enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
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}
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@ -1555,7 +1552,7 @@ namespace {
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// Update transposition table
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Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
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ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, margins[pos.side_to_move()]);
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TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);
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// Update killers only for checking moves that fails high
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if ( bestValue >= beta
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@ -2245,16 +2242,15 @@ namespace {
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StateInfo st;
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TTEntry* tte;
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Position p(pos, pos.thread());
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Value margins[2];
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Value v;
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Value v, m = VALUE_NONE;
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for (int i = 0; pv[i] != MOVE_NONE; i++)
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{
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tte = TT.retrieve(p.get_key());
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if (!tte || tte->move() != pv[i])
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{
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v = (p.is_check() ? VALUE_NONE : evaluate(p, margins));
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TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, margins[pos.side_to_move()]);
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v = (p.is_check() ? VALUE_NONE : evaluate(p, m));
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TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, m);
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}
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p.do_move(pv[i], st);
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}
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@ -150,10 +150,10 @@ namespace {
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}
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else if (token == "eval")
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{
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Value margins[2];
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Value evalMargin;
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cout << "Incremental mg: " << mg_value(RootPosition.value())
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<< "\nIncremental eg: " << eg_value(RootPosition.value())
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<< "\nFull eval: " << evaluate(RootPosition, margins) << endl;
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<< "\nFull eval: " << evaluate(RootPosition, evalMargin) << endl;
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}
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else if (token == "key")
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cout << "key: " << hex << RootPosition.get_key()
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