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Move Tempo to evaluation
Apart from the semplification it is now more clear that the actual Tempo added was half of the indicated score. This is becuase at start compute_psq_score() added half Tempo unit and in do_move() white/black were respectively adding/subtracting one Tempo unit. Now we have directly halved Tempo constant and everything is more clear. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 16 additions and 27 deletions
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@ -150,6 +150,9 @@ namespace {
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#undef S
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// Bonus for having the side to move (modified by Joona Kiiski)
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const Score Tempo = make_score(24, 11);
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// Rooks and queens on the 7th rank (modified by Joona Kiiski)
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const Score RookOn7thBonus = make_score(47, 98);
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const Score QueenOn7thBonus = make_score(27, 54);
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@ -362,14 +365,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
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Value margins[2];
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Score score, mobilityWhite, mobilityBlack;
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables).
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score = pos.psq_score();
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// margins[] store the uncertainty estimation of position's evaluation
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// that typically is used by the search for pruning decisions.
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables) and adding
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// Tempo bonus. Score is computed from the point of view of white.
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score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
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// Probe the material hash table
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ei.mi = pos.this_thread()->materialTable.probe(pos);
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score += ei.mi->material_value();
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@ -62,15 +62,8 @@ const Value PieceValueEndgame[17] = {
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RookValueEndgame, QueenValueEndgame
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};
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namespace {
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// Bonus for having the side to move (modified by Joona Kiiski)
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const Score Tempo = make_score(48, 22);
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// To convert a Piece to and from a FEN char
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const string PieceToChar(" PNBRQK pnbrqk .");
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}
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// To convert a Piece to and from a FEN char
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static const string PieceToChar(" PNBRQK pnbrqk .");
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/// CheckInfo c'tor
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@ -934,9 +927,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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}
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}
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// Finish
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sideToMove = ~sideToMove;
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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assert(pos_is_ok());
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}
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@ -1127,9 +1118,7 @@ void Position::do_castle_move(Move m) {
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// Update checkers BB
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st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
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// Finish
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sideToMove = ~sideToMove;
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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else
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// Undo: point our state pointer back to the previous state
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@ -1172,7 +1161,6 @@ void Position::do_null_move(StateInfo& backupSt) {
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st->epSquare = SQ_NONE;
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st->rule50++;
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st->pliesFromNull = 0;
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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assert(pos_is_ok());
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@ -1406,18 +1394,15 @@ Key Position::compute_material_key() const {
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/// updated by do_move and undo_move when the program is running in debug mode.
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Score Position::compute_psq_score() const {
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Bitboard b;
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Score result = SCORE_ZERO;
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Bitboard b = pieces();
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for (Color c = WHITE; c <= BLACK; c++)
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for (PieceType pt = PAWN; pt <= KING; pt++)
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{
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b = pieces(pt, c);
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while (b)
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result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
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}
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while (b)
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{
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Square s = pop_1st_bit(&b);
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result += pieceSquareTable[piece_on(s)][s];
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}
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result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
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return result;
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}
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