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Convert mobility bonus tables to Score
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 29 additions and 59 deletions
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@ -72,76 +72,48 @@ namespace {
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//
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// Visually better to define tables constants
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typedef Value V;
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typedef Score S;
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// Knight mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly piecess.
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const Value MidgameKnightMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7 8
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V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38)
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};
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const Value EndgameKnightMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7 8
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V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27)
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const Score KnightMobilityBonus[] = {
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S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
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S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
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};
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// Bishop mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces. X-ray attacks through
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// queens are also included.
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const Value MidgameBishopMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65),
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// 8 9 10 11 12 13 14 15
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V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81)
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};
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const Value EndgameBishopMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60),
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// 8 9 10 11 12 13 14 15
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V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76)
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const Score BishopMobilityBonus[] = {
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S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
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S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
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S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
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S( 79, 74), S( 80, 75), S(81, 76), S(81, 76)
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};
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// Rook mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces. X-ray attacks through
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// queens and rooks are also included.
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const Value MidgameRookMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19),
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// 8 9 10 11 12 13 14 15
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V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32)
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};
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const Value EndgameRookMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79),
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// 8 9 10 11 12 13 14 15
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V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118)
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const Score RookMobilityBonus[] = {
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S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
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S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
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S( 23, 95), S( 26,106), S(27,111), S(28,114),
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S( 29,116), S( 30,117), S(31,118), S(32,118)
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};
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// Queen mobility bonus in middle game and endgame, indexed by the number
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// of attacked squares not occupied by friendly pieces.
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const Value MidgameQueenMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5),
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// 8 9 10 11 12 13 14 15
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V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20),
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// 16 17 18 19 20 21 22 23
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V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20),
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// 24 25 26 27 28 29 30 31
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V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20)
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const Score QueenMobilityBonus[] = {
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S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
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S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
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S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
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S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
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S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
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S( 20, 35), S(20, 35)
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};
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const Value EndgameQueenMobilityBonus[] = {
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// 0 1 2 3 4 5 6 7
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V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19),
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// 8 9 10 11 12 13 14 15
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V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35),
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// 16 17 18 19 20 21 22 23
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V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35),
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// 24 25 26 27 28 29 30 31
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V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35)
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};
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// Pointers table to access mobility tables through piece type
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const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
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// Outpost bonuses for knights and bishops, indexed by square (from white's
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// point of view).
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@ -225,12 +197,14 @@ namespace {
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/// the strength of the attack are added up into an integer, which is used
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/// as an index to SafetyTable[].
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// Attack weights for each piece type
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// Attack weights for each piece type and table indexed on piece type
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const int QueenAttackWeight = 5;
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const int RookAttackWeight = 3;
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const int BishopAttackWeight = 2;
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const int KnightAttackWeight = 2;
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const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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// Bonuses for safe checks, initialized from UCI options
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int QueenContactCheckBonus, DiscoveredCheckBonus;
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int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus;
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@ -435,7 +409,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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}
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// Mobility
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ei.value += apply_weight(Score(ei.mgMobility, ei.egMobility), WeightMobilityMidgame, WeightMobilityEndgame);
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ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those
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@ -567,9 +541,6 @@ namespace {
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int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
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static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
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// Update attack info
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ei.attackedBy[Us][Piece] |= b;
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@ -588,8 +559,7 @@ namespace {
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int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
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: count_1s<HasPopCnt>(b & mob_area));
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ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
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ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
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return mob;
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}
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@ -91,7 +91,7 @@ struct EvalInfo {
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Move mateThreat[2];
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// Middle game and endgame mobility scores.
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Value mgMobility, egMobility;
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Score mobility;
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// Extra futility margin. This is added to the standard futility margin
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// in the quiescence search.
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