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https://github.com/sockspls/badfish
synced 2025-04-30 00:33:09 +00:00
Small passed pawns evaluation cleanup
Moved evaluation of unstoppable pawns out of evauation of passed pawns because event frequency is much lower. Added evaluate_unstoppable_pawns() that is called very seldom and contains all the unstoppable pawn logic. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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b2c1e15698
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1 changed files with 63 additions and 62 deletions
125
src/evaluate.cpp
125
src/evaluate.cpp
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@ -280,7 +280,7 @@ namespace {
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template<Color Us, bool HasPopCnt>
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void evaluate_space(const Position& pos, EvalInfo& ei);
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
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void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
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inline Score apply_weight(Score v, Score weight);
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@ -308,6 +308,9 @@ namespace {
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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Bitboard b;
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ScaleFactor factor[2];
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assert(pos.is_ok());
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assert(threadID >= 0 && threadID < MAX_THREADS);
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assert(!pos.is_check());
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@ -328,7 +331,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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return ei.mi->evaluate(pos);
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// After get_material_info() call that modifies them
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ScaleFactor factor[2];
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factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
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factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
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@ -344,14 +346,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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// Initialize pawn attack bitboards for both sides
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ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE);
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ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK);
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Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
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Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
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if (b1)
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ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b1)/2;
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b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
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if (b)
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ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b)/2;
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if (b2)
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ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b2)/2;
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ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK);
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b = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
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if (b)
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ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b)/2;
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// Evaluate pieces
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evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
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@ -363,16 +365,17 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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evaluate_king<WHITE, HasPopCnt>(pos, ei);
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evaluate_king<BLACK, HasPopCnt>(pos, ei);
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// Evaluate tactical threats, we need full attack info
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// Evaluate tactical threats, we need full attack info including king
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evaluate_threats<WHITE>(pos, ei);
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evaluate_threats<BLACK>(pos, 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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// both sides have an unstoppable passed pawn. To be called after all attacks
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// are computed, included king.
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if (ei.pi->passed_pawns())
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evaluate_passed_pawns(pos, ei);
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// Evaluate passed pawns, we need full attack info including king
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evaluate_passed_pawns<WHITE>(pos, ei);
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evaluate_passed_pawns<BLACK>(pos, ei);
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// If one side has only a king, check whether exsists any unstoppable passed pawn
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if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
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evaluate_unstoppable_pawns(pos, ei);
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Phase phase = ei.mi->game_phase();
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@ -870,17 +873,14 @@ namespace {
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}
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// evaluate_passed_pawns_of_color() evaluates the passed pawns of the given color
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// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
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template<Color Us>
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void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) {
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard b2, b3, b4;
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Square ourKingSq = pos.king_square(Us);
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Square theirKingSq = pos.king_square(Them);
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Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us);
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Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
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while (b)
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{
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@ -901,23 +901,23 @@ namespace {
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{
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Square blockSq = s + pawn_push(Us);
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ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
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ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * tr);
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * 1 * tr);
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ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * tr);
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// If the pawn is free to advance, increase bonus
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if (pos.square_is_empty(blockSq))
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{
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// There are no enemy pawns in the pawn's path
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b2 = squares_in_front_of(Us, s);
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Bitboard b2 = squares_in_front_of(Us, s);
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assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
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// Squares attacked by us
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b4 = b2 & ei.attacked_by(Us);
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Bitboard b4 = b2 & ei.attacked_by(Us);
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// Squares attacked or occupied by enemy pieces
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b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
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Bitboard b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
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// If there is an enemy rook or queen attacking the pawn from behind,
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// add all X-ray attacks by the rook or queen.
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@ -945,38 +945,12 @@ namespace {
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} // tr != 0
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// If the pawn is supported by a friendly pawn, increase bonus
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b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
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if (b2 & rank_bb(s))
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Bitboard b1 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
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if (b1 & rank_bb(s))
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ebonus += Value(r * 20);
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else if (pos.attacks_from<PAWN>(s, Them) & b2)
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else if (pos.attacks_from<PAWN>(s, Them) & b1)
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ebonus += Value(r * 12);
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// If the other side has only a king, check whether the pawn is
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// unstoppable
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if (pos.non_pawn_material(Them) == Value(0))
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{
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Square qsq;
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int d;
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qsq = relative_square(Us, make_square(square_file(s), RANK_8));
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d = square_distance(s, qsq)
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- square_distance(theirKingSq, qsq)
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+ int(Us != pos.side_to_move());
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if (d < 0)
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{
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int mtg = RANK_8 - relative_rank(Us, s);
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int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares());
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mtg += blockerCount;
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d += blockerCount;
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if (d < 0 && (!movesToGo[Us] || movesToGo[Us] > mtg))
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{
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movesToGo[Us] = mtg;
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pawnToGo[Us] = s;
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}
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}
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}
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// Rook pawns are a special case: They are sometimes worse, and
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// sometimes better than other passed pawns. It is difficult to find
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// good rules for determining whether they are good or bad. For now,
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@ -999,16 +973,43 @@ namespace {
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}
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// evaluate_passed_pawns() evaluates the passed pawns for both sides
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// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
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int movesToGo[2] = {0, 0};
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Square pawnToGo[2] = {SQ_NONE, SQ_NONE};
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// Evaluate pawns for each color
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evaluate_passed_pawns_of_color<WHITE>(pos, movesToGo, pawnToGo, ei);
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evaluate_passed_pawns_of_color<BLACK>(pos, movesToGo, pawnToGo, ei);
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for (Color c = WHITE; c <= BLACK; c++)
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{
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// Skip evaluation if other side has non-pawn pieces
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if (pos.non_pawn_material(opposite_color(c)))
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continue;
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Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c);
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while (b)
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{
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Square s = pop_1st_bit(&b);
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Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
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int d = square_distance(s, queeningSquare)
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- square_distance(pos.king_square(opposite_color(c)), queeningSquare)
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+ int(c != pos.side_to_move());
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if (d < 0)
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{
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int mtg = RANK_8 - relative_rank(c, s);
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int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares());
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mtg += blockerCount;
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d += blockerCount;
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if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg))
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{
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movesToGo[c] = mtg;
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pawnToGo[c] = s;
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}
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}
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}
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}
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// Neither side has an unstoppable passed pawn?
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if (!(movesToGo[WHITE] | movesToGo[BLACK]))
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