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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>
This commit is contained in:
Marco Costalba 2010-04-25 08:39:24 +01:00
parent b2c1e15698
commit e6b5d03cc4

View file

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