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We need just one eval margin in search

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-09-14 10:57:48 +02:00
parent dd8a076128
commit debc815352
4 changed files with 35 additions and 38 deletions

View file

@ -230,7 +230,7 @@ namespace {
// Function prototypes
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, Value margins[]);
Value do_evaluate(const Position& pos, Value& margin);
template<Color Us, bool HasPopCnt>
void init_eval_info(const Position& pos, EvalInfo& ei);
@ -239,7 +239,7 @@ namespace {
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool HasPopCnt>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin);
template<Color Us>
Score evaluate_threats(const Position& pos, EvalInfo& ei);
@ -273,16 +273,16 @@ void prefetchPawn(Key key, int threadID) {
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
Value evaluate(const Position& pos, Value margins[]) {
Value evaluate(const Position& pos, Value& margin) {
return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
: do_evaluate<false>(pos, margins);
return CpuHasPOPCNT ? do_evaluate<true>(pos, margin)
: do_evaluate<false>(pos, margin);
}
namespace {
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, Value margins[]) {
Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
ScaleFactor factor[2];
@ -296,9 +296,9 @@ Value do_evaluate(const Position& pos, Value margins[]) {
// in the position object (material + piece square tables).
Score bonus = pos.value();
// margins[color] is the uncertainty estimation of position's evaluation
// margin is the uncertainty estimation of position's evaluation
// and typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
margin = VALUE_ZERO;
// Probe the material hash table
MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
@ -329,8 +329,8 @@ Value do_evaluate(const Position& pos, Value margins[]) {
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
- evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margin)
- evaluate_king<BLACK, HasPopCnt>(pos, ei, margin);
// Evaluate tactical threats, we need full attack information including king
bonus += evaluate_threats<WHITE>(pos, ei)
@ -663,7 +663,7 @@ namespace {
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool HasPopCnt>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -764,7 +764,8 @@ namespace {
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
bonus -= KingDangerTable[Us][attackUnits];
margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
if (pos.side_to_move() == Us)
margin += mg_value(KingDangerTable[Us][attackUnits]);
}
return bonus;
}

View file

@ -26,7 +26,7 @@
class Position;
extern Value evaluate(const Position& pos, Value margins[]);
extern Value evaluate(const Position& pos, Value& margin);
extern void init_eval(int threads);
extern void quit_eval();
extern void read_weights(Color sideToMove);

View file

@ -716,13 +716,12 @@ namespace {
Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
Value margins[2];
StateInfo st;
CheckInfo ci(pos);
int64_t nodes;
Move move;
Depth depth, ext, newDepth;
Value value, alpha, beta;
Value value, evalMargin, alpha, beta;
bool isCheck, moveIsCheck, captureOrPromotion, dangerous;
int researchCountFH, researchCountFL;
@ -741,7 +740,7 @@ namespace {
// Step 5. Evaluate the position statically
// At root we do this only to get reference value for child nodes
ss->eval = isCheck ? VALUE_NONE : evaluate(pos, margins);
ss->eval = isCheck ? VALUE_NONE : evaluate(pos, evalMargin);
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
@ -977,13 +976,12 @@ namespace {
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
Move movesSearched[MOVES_MAX];
Value margins[2];
StateInfo st;
const TTEntry *tte;
Key posKey;
Move ttMove, move, excludedMove, threatMove;
Depth ext, newDepth;
Value bestValue, value, oldAlpha;
Value bestValue, value, evalMargin, oldAlpha;
Value refinedValue, nullValue, futilityBase, futilityValueScaled; // Non-PV specific
bool isCheck, singleEvasion, singularExtensionNode, moveIsCheck, captureOrPromotion, dangerous;
bool mateThreat = false;
@ -1047,19 +1045,19 @@ namespace {
// update gain statistics of parent move.
isCheck = pos.is_check();
if (isCheck)
ss->eval = VALUE_NONE;
ss->eval = evalMargin = VALUE_NONE;
else if (tte)
{
assert(tte->static_value() != VALUE_NONE);
ss->eval = tte->static_value();
margins[pos.side_to_move()] = tte->static_value_margin();
evalMargin = tte->static_value_margin();
refinedValue = refine_eval(tte, ss->eval, ply);
}
else
{
refinedValue = ss->eval = evaluate(pos, margins);
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
refinedValue = ss->eval = evaluate(pos, evalMargin);
TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
}
// Save gain for the parent non-capture move
@ -1184,7 +1182,7 @@ namespace {
CheckInfo ci(pos);
ss->bestMove = MOVE_NONE;
singleEvasion = isCheck && mp.number_of_evasions() == 1;
futilityBase = ss->eval + margins[pos.side_to_move()];
futilityBase = ss->eval + evalMargin;
singularExtensionNode = depth >= SingularExtensionDepth[PvNode]
&& tte
&& tte->move()
@ -1374,7 +1372,7 @@ namespace {
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
move = (bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove);
TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, margins[pos.side_to_move()]);
TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, evalMargin);
// Update killers and history only for non capture moves that fails high
if ( bestValue >= beta
@ -1404,10 +1402,9 @@ namespace {
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
Value margins[2];
StateInfo st;
Move ttMove, move;
Value bestValue, value, futilityValue, futilityBase;
Value bestValue, value, evalMargin, futilityValue, futilityBase;
bool isCheck, deepChecks, enoughMaterial, moveIsCheck, evasionPrunable;
const TTEntry* tte;
Value oldAlpha = alpha;
@ -1436,7 +1433,7 @@ namespace {
if (isCheck)
{
bestValue = futilityBase = -VALUE_INFINITE;
ss->eval = VALUE_NONE;
ss->eval = evalMargin = VALUE_NONE;
deepChecks = enoughMaterial = false;
}
else
@ -1445,11 +1442,11 @@ namespace {
{
assert(tte->static_value() != VALUE_NONE);
margins[pos.side_to_move()] = tte->static_value_margin();
evalMargin = tte->static_value_margin();
bestValue = tte->static_value();
}
else
bestValue = evaluate(pos, margins);
bestValue = evaluate(pos, evalMargin);
ss->eval = bestValue;
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
@ -1458,7 +1455,7 @@ namespace {
if (bestValue >= beta)
{
if (!tte)
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, evalMargin);
return bestValue;
}
@ -1470,7 +1467,7 @@ namespace {
deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
// Futility pruning parameters, not needed when in check
futilityBase = bestValue + FutilityMarginQS + margins[pos.side_to_move()];
futilityBase = bestValue + FutilityMarginQS + evalMargin;
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
}
@ -1555,7 +1552,7 @@ namespace {
// Update transposition table
Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, margins[pos.side_to_move()]);
TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, evalMargin);
// Update killers only for checking moves that fails high
if ( bestValue >= beta
@ -2245,16 +2242,15 @@ namespace {
StateInfo st;
TTEntry* tte;
Position p(pos, pos.thread());
Value margins[2];
Value v;
Value v, m = VALUE_NONE;
for (int i = 0; pv[i] != MOVE_NONE; i++)
{
tte = TT.retrieve(p.get_key());
if (!tte || tte->move() != pv[i])
{
v = (p.is_check() ? VALUE_NONE : evaluate(p, margins));
TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, margins[pos.side_to_move()]);
v = (p.is_check() ? VALUE_NONE : evaluate(p, m));
TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, m);
}
p.do_move(pv[i], st);
}

View file

@ -150,10 +150,10 @@ namespace {
}
else if (token == "eval")
{
Value margins[2];
Value evalMargin;
cout << "Incremental mg: " << mg_value(RootPosition.value())
<< "\nIncremental eg: " << eg_value(RootPosition.value())
<< "\nFull eval: " << evaluate(RootPosition, margins) << endl;
<< "\nFull eval: " << evaluate(RootPosition, evalMargin) << endl;
}
else if (token == "key")
cout << "key: " << hex << RootPosition.get_key()