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Use a specialized function for king evaluation
King evaluation is special in any case and as an added benefit we can use the HasPopCnt optimization also for king. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 15 additions and 16 deletions
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@ -274,8 +274,8 @@ namespace {
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template<PieceType Piece, bool HasPopCnt>
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void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
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template<>
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void evaluate_pieces<KING, false>(const Position& p, Color us, EvalInfo &ei);
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template<bool HasPopCnt>
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void evaluate_king(const Position& p, Color us, EvalInfo &ei);
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void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
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void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
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@ -368,11 +368,11 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
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}
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// Kings. Kings are evaluated after all other pieces for both sides,
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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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// the king safety evaluation.
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for (Color c = WHITE; c <= BLACK; c++)
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evaluate_pieces<KING, false>(pos, c, ei);
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evaluate_king<HasPopCnt>(pos, c, ei);
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// because we need to know which side promotes first in positions where
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@ -704,11 +704,10 @@ namespace {
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return b >> (num << 3);
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}
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// evaluate_pieces<KING>() assigns bonuses and penalties to a king of a given
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// color.
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color.
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template<>
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void evaluate_pieces<KING, false>(const Position& p, Color us, EvalInfo& ei) {
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template<bool HasPopCnt>
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void evaluate_king(const Position& p, Color us, EvalInfo& ei) {
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int shelter = 0, sign = Sign[us];
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Square s = p.king_square(us);
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@ -761,7 +760,7 @@ namespace {
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// quality of the pawn shelter.
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int attackUnits =
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Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
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+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
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+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
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+ InitKingDanger[relative_square(us, s)] - (shelter >> 5);
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// Analyse safe queen contact checks
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@ -777,7 +776,7 @@ namespace {
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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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int count = count_1s_max_15(b);
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int count = count_1s_max_15<HasPopCnt>(b);
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attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
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// Is there a mate threat?
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@ -817,12 +816,12 @@ namespace {
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// Queen checks
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b2 = b & ei.attacked_by(them, QUEEN);
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if( b2)
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attackUnits += QueenCheckBonus * count_1s_max_15(b2);
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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// Rook checks
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b2 = b & ei.attacked_by(them, ROOK);
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if (b2)
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attackUnits += RookCheckBonus * count_1s_max_15(b2);
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attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
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{
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@ -831,12 +830,12 @@ namespace {
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// Queen checks
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b2 = b & ei.attacked_by(them, QUEEN);
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if (b2)
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attackUnits += QueenCheckBonus * count_1s_max_15(b2);
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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// Bishop checks
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b2 = b & ei.attacked_by(them, BISHOP);
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if (b2)
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attackUnits += BishopCheckBonus * count_1s_max_15(b2);
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attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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if (KnightCheckBonus > 0)
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{
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@ -845,7 +844,7 @@ namespace {
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// Knight checks
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b2 = b & ei.attacked_by(them, KNIGHT);
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if (b2)
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attackUnits += KnightCheckBonus * count_1s_max_15(b2);
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attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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}
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// Analyse discovered checks (only for non-pawns right now, consider
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@ -854,7 +853,7 @@ namespace {
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{
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b = p.discovered_check_candidates(them) & ~p.pawns();
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
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}
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// Has a mate threat been found? We don't do anything here if the
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