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Get rid of an evaluate_pieces() overload

Rewrite and greatly simplify that part of code.

No functional change.
This commit is contained in:
Marco Costalba 2014-04-10 19:45:18 +02:00
parent 8863afeb84
commit e3b54235ad

View file

@ -216,8 +216,8 @@ namespace {
template<Color Us> template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei); void init_eval_info(const Position& pos, EvalInfo& ei);
template<bool Trace> template<PieceType Pt, Color Us, bool Trace>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility); Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea);
template<Color Us, bool Trace> template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei); Score evaluate_king(const Position& pos, const EvalInfo& ei);
@ -319,8 +319,21 @@ Value do_evaluate(const Position& pos) {
init_eval_info<WHITE>(pos, ei); init_eval_info<WHITE>(pos, ei);
init_eval_info<BLACK>(pos, ei); init_eval_info<BLACK>(pos, ei);
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
// Evaluate pieces and mobility // Evaluate pieces and mobility
score += evaluate_pieces<Trace>(pos, ei, mobility); score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
// Sum up all attacked squares (updated in evaluate_pieces)
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[WHITE][PAWN] | ei.attackedBy[WHITE][KNIGHT]
| ei.attackedBy[WHITE][BISHOP] | ei.attackedBy[WHITE][ROOK]
| ei.attackedBy[WHITE][QUEEN] | ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] = ei.attackedBy[BLACK][PAWN] | ei.attackedBy[BLACK][KNIGHT]
| ei.attackedBy[BLACK][BISHOP] | ei.attackedBy[BLACK][ROOK]
| ei.attackedBy[BLACK][QUEEN] | ei.attackedBy[BLACK][KING];
score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]); score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
@ -383,6 +396,8 @@ Value do_evaluate(const Position& pos) {
Tracing::add_term(Tracing::PST, pos.psq_score()); Tracing::add_term(Tracing::PST, pos.psq_score());
Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value()); Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value());
Tracing::add_term(PAWN, ei.pi->pawns_value()); Tracing::add_term(PAWN, ei.pi->pawns_value());
Tracing::add_term(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
, apply_weight(mobility[BLACK], Weights[Mobility]));
Score w = ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei); Score w = ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei);
Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei); Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
Tracing::add_term(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space])); Tracing::add_term(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
@ -452,7 +467,7 @@ Value do_evaluate(const Position& pos) {
// 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 Pt, Color Us, bool Trace> template<PieceType Pt, Color Us, bool Trace>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard mobilityArea) { Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea) {
Bitboard b; Bitboard b;
Square s; Square s;
@ -489,8 +504,8 @@ Value do_evaluate(const Position& pos) {
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]); | ei.attackedBy[Them][ROOK]);
int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea) int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea[Us])
: popcount<Full >(b & mobilityArea); : popcount<Full >(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob]; mobility[Us] += MobilityBonus[Pt][mob];
@ -572,46 +587,15 @@ Value do_evaluate(const Position& pos) {
if (Trace) if (Trace)
Tracing::terms[Us][Pt] = score; Tracing::terms[Us][Pt] = score;
return score; const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
} }
template<>
// evaluate_pieces() assigns bonuses and penalties to all the pieces of both colors Score evaluate_pieces<KING, WHITE, false>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
template<>
template<bool Trace> Score evaluate_pieces<KING, WHITE, true>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard whiteMobilityArea = ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING));
const Bitboard blackMobilityArea = ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING));
Score score;
score = evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- evaluate_pieces<KNIGHT, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
score += evaluate_pieces<BISHOP, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- evaluate_pieces<BISHOP, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
score += evaluate_pieces< ROOK, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- evaluate_pieces< ROOK, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
score += evaluate_pieces< QUEEN, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- evaluate_pieces< QUEEN, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
// Sum up all attacked squares (updated in evaluate_pieces)
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[WHITE][PAWN] | ei.attackedBy[WHITE][KNIGHT]
| ei.attackedBy[WHITE][BISHOP] | ei.attackedBy[WHITE][ROOK]
| ei.attackedBy[WHITE][QUEEN] | ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] = ei.attackedBy[BLACK][PAWN] | ei.attackedBy[BLACK][KNIGHT]
| ei.attackedBy[BLACK][BISHOP] | ei.attackedBy[BLACK][ROOK]
| ei.attackedBy[BLACK][QUEEN] | ei.attackedBy[BLACK][KING];
if (Trace)
{
Tracing::terms[WHITE][Tracing::MOBILITY] = apply_weight(mobility[WHITE], Weights[Mobility]);
Tracing::terms[BLACK][Tracing::MOBILITY] = apply_weight(mobility[BLACK], Weights[Mobility]);
}
return score;
}
// evaluate_king() assigns bonuses and penalties to a king of a given color // evaluate_king() assigns bonuses and penalties to a king of a given color