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Convert mobility bonus tables to Score

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-11-07 15:02:10 +01:00
parent 1ab01f1c14
commit e9757f7610
2 changed files with 29 additions and 59 deletions

View file

@ -72,76 +72,48 @@ namespace {
// //
// Visually better to define tables constants // Visually better to define tables constants
typedef Value V; typedef Value V;
typedef Score S;
// Knight mobility bonus in middle game and endgame, indexed by the number // Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess. // of attacked squares not occupied by friendly piecess.
const Value MidgameKnightMobilityBonus[] = { const Score KnightMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 8 S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
};
const Value EndgameKnightMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 8
V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27)
}; };
// Bishop mobility bonus in middle game and endgame, indexed by the number // Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through // of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included. // queens are also included.
const Value MidgameBishopMobilityBonus[] = { const Score BishopMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
// 8 9 10 11 12 13 14 15 S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) S( 79, 74), S( 80, 75), S(81, 76), S(81, 76)
};
const Value EndgameBishopMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60),
// 8 9 10 11 12 13 14 15
V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76)
}; };
// Rook mobility bonus in middle game and endgame, indexed by the number // Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through // of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included. // queens and rooks are also included.
const Value MidgameRookMobilityBonus[] = { const Score RookMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
// 8 9 10 11 12 13 14 15 S( 23, 95), S( 26,106), S(27,111), S(28,114),
V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) S( 29,116), S( 30,117), S(31,118), S(32,118)
};
const Value EndgameRookMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79),
// 8 9 10 11 12 13 14 15
V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118)
}; };
// Queen mobility bonus in middle game and endgame, indexed by the number // Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. // of attacked squares not occupied by friendly pieces.
const Value MidgameQueenMobilityBonus[] = { const Score QueenMobilityBonus[] = {
// 0 1 2 3 4 5 6 7 S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
// 8 9 10 11 12 13 14 15 S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
// 16 17 18 19 20 21 22 23 S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), S( 20, 35), S(20, 35)
// 24 25 26 27 28 29 30 31
V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20)
}; };
const Value EndgameQueenMobilityBonus[] = { // Pointers table to access mobility tables through piece type
// 0 1 2 3 4 5 6 7 const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19),
// 8 9 10 11 12 13 14 15
V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35),
// 16 17 18 19 20 21 22 23
V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35),
// 24 25 26 27 28 29 30 31
V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35)
};
// Outpost bonuses for knights and bishops, indexed by square (from white's // Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view). // point of view).
@ -225,12 +197,14 @@ namespace {
/// the strength of the attack are added up into an integer, which is used /// the strength of the attack are added up into an integer, which is used
/// as an index to SafetyTable[]. /// as an index to SafetyTable[].
// Attack weights for each piece type // Attack weights for each piece type and table indexed on piece type
const int QueenAttackWeight = 5; const int QueenAttackWeight = 5;
const int RookAttackWeight = 3; const int RookAttackWeight = 3;
const int BishopAttackWeight = 2; const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2; const int KnightAttackWeight = 2;
const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
// Bonuses for safe checks, initialized from UCI options // Bonuses for safe checks, initialized from UCI options
int QueenContactCheckBonus, DiscoveredCheckBonus; int QueenContactCheckBonus, DiscoveredCheckBonus;
int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus; int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus;
@ -435,7 +409,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
} }
// Mobility // Mobility
ei.value += apply_weight(Score(ei.mgMobility, ei.egMobility), WeightMobilityMidgame, WeightMobilityEndgame); ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
// If we don't already have an unusual scale factor, check for opposite // If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those // colored bishop endgames, and use a lower scale for those
@ -567,9 +541,6 @@ namespace {
int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) { int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
// Update attack info // Update attack info
ei.attackedBy[Us][Piece] |= b; ei.attackedBy[Us][Piece] |= b;
@ -588,8 +559,7 @@ namespace {
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area) int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
: count_1s<HasPopCnt>(b & mob_area)); : count_1s<HasPopCnt>(b & mob_area));
ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
return mob; return mob;
} }

View file

@ -91,7 +91,7 @@ struct EvalInfo {
Move mateThreat[2]; Move mateThreat[2];
// Middle game and endgame mobility scores. // Middle game and endgame mobility scores.
Value mgMobility, egMobility; Score mobility;
// Extra futility margin. This is added to the standard futility margin // Extra futility margin. This is added to the standard futility margin
// in the quiescence search. // in the quiescence search.