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Retire mate threat detection from evaluation
Remove a lot of complex, obscure and useless code. After 999 games at 1+0 Mod vs Orig +162 =673 -164 -1 ELO Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 18 additions and 76 deletions
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@ -214,12 +214,6 @@ namespace {
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const int BishopCheckBonus = 1;
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const int KnightCheckBonus = 1;
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// Scan for queen contact mates?
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const bool QueenContactMates = true;
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// Bonus for having a mate threat
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const int MateThreatBonus = 3;
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// InitKingDanger[] contains bonuses based on the position of the defending
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// king.
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const int InitKingDanger[64] = {
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@ -418,11 +412,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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}
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// Interpolate between the middle game and the endgame score
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Color stm = pos.side_to_move();
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Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor);
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return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
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return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor);
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}
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} // namespace
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@ -695,8 +685,7 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
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Square from, to;
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Bitboard undefended, b, b1, b2, safe;
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bool sente;
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int attackUnits, shelter = 0;
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const Square ksq = pos.king_square(Us);
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@ -711,8 +700,8 @@ namespace {
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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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if ( pos.piece_count(Them, QUEEN) >= 1
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&& ei.kingAttackersCount[Them] >= 2
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingAttackersCount[Them] >= 2
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&& pos.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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@ -735,60 +724,29 @@ namespace {
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+ InitKingDanger[relative_square(Us, ksq)]
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- shelter / 32;
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// Analyse safe queen contact checks
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// Analyse enemy's safe queen contact checks. First find undefended
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// squares around the king attacked by enemy queen...
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b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
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if (b)
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{
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attackedByOthers = 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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b &= attackedByOthers;
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// Squares attacked by the queen and supported by another enemy piece and
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// not defended by other pieces but our king.
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// ...then remove squares not supported by another enemy piece
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b &= ( 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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if (b)
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{
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// The bitboard b now contains the squares available for safe queen
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// contact checks.
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attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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// Is there a mate threat?
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if (QueenContactMates && !pos.is_check())
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{
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escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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occ = pos.occupied_squares();
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while (b)
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{
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to = pop_1st_bit(&b);
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// Do we have escape squares from queen contact check attack ?
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
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{
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// We have a mate, unless the queen is pinned or there
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// is an X-ray attack through the queen.
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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// Set the mate threat move
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ei.mateThreat[Them] = make_move(from, to);
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}
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}
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}
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}
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}
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}
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// Analyse enemy's safe distance checks
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// Analyse enemy's safe distance checks for sliders and knights
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safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
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b1 = pos.attacks_from<ROOK>(ksq) & safe;
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b2 = pos.attacks_from<BISHOP>(ksq) & safe;
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// Enemy queen safe checks
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b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
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if (b)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy rooks safe checks
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b = b1 & ei.attacked_by(Them, ROOK);
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if (b)
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@ -799,31 +757,18 @@ namespace {
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if (b)
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy queens safe checks
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b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
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if (b)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Enemy knights safe checks
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b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
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if (b)
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attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
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// Analyse discovered checks (only for non-pawns right now, consider
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// adding pawns later).
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// Analyse enemy's discovered checks (only for non-pawns right now,
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// consider adding pawns later).
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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// Has a mate threat been found? We don't do anything here if the
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// side with the mating move is the side to move, because in that
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// case the mating side will get a huge bonus at the end of the main
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// evaluation function instead.
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if (ei.mateThreat[Them] != MOVE_NONE)
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attackUnits += MateThreatBonus;
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// Ensure that attackUnits is between 0 and 99, in order to avoid array
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// out of bounds errors.
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// To index KingDangerTable[] attackUnits must be in [0, 99] range
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attackUnits = Min(99, Max(0, attackUnits));
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// Finally, extract the king danger score from the KingDangerTable[]
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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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// mateThreat[color] is a move for the given side which gives a direct mate.
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Move mateThreat[2];
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// Middle game and endgame mobility scores
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Score mobility;
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