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https://github.com/sockspls/badfish
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Introduce evaluate_pawn_storm() to unify redundant code
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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parent
0b49ec9822
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2 changed files with 52 additions and 59 deletions
102
src/pawns.cpp
102
src/pawns.cpp
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@ -143,7 +143,7 @@ void PawnInfo::clear() {
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/// in a hash table, so we don't have to recompute everything when the same
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/// in a hash table, so we don't have to recompute everything when the same
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/// pawn structure occurs again.
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/// pawn structure occurs again.
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PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
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assert(pos.is_ok());
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assert(pos.is_ok());
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@ -178,13 +178,13 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) {
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template<Color Us>
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template<Color Us>
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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Bitboard theirPawns, PawnInfo* pi) {
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Bitboard theirPawns, PawnInfo* pi) const {
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Bitboard b;
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Bitboard b;
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Square s, s2;
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Square s;
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File f;
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File f;
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Rank r, r2;
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Rank r;
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int bonus;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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bool passed, isolated, doubled, opposed, chain, backward, candidate;
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int bonus, v;
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Score value = make_score(0, 0);
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Score value = make_score(0, 0);
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const Square* ptr = pos.piece_list_begin(Us, PAWN);
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const Square* ptr = pos.piece_list_begin(Us, PAWN);
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@ -205,60 +205,15 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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// We calculate kingside and queenside pawn storm scores for
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// Calculate kingside and queenside pawn storm scores for both colors to be
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// both colors. These are used when evaluating middle game
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// used when evaluating middle game positions with opposite side castling.
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// positions with opposite side castling.
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bonus = (f >= FILE_F ? evaluate_pawn_storm<Us, KingSide>(s, r, f, theirPawns) : 0);
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//
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pi->ksStormValue[Us] += KStormTable[relative_square(Us, s)] + bonus;
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// Each pawn is given a base score given by a piece square table
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// (KStormTable[] or QStormTable[]). Pawns which seem to have good
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// chances of creating an open file by exchanging itself against
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// an enemy pawn on an adjacent file gets an additional bonus.
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// Kingside pawn storms
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bonus = (f <= FILE_C ? evaluate_pawn_storm<Us, QueenSide>(s, r, f, theirPawns) : 0);
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bonus = KStormTable[relative_square(Us, s)];
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pi->qsStormValue[Us] += QStormTable[relative_square(Us, s)] + bonus;
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if (f >= FILE_F)
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{
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b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
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while (b)
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{
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// Give a bonus according to the distance of the nearest enemy pawn
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s2 = pop_1st_bit(&b);
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r2 = square_rank(s2);
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v = StormLeverBonus[f] - 2 * rank_distance(r, r2);
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// Our rank plus previous one. Used for chain detection.
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// Big bonus, especially against a weakness on the rook file
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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v *= (square_file(s2) == FILE_H ? 4 : 2);
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bonus += v;
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}
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}
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pi->ksStormValue[Us] += bonus;
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// Queenside pawn storms
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bonus = QStormTable[relative_square(Us, s)];
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if (f <= FILE_C)
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{
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b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
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while (b)
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{
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// Give a bonus according to the distance of the nearest enemy pawn
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s2 = pop_1st_bit(&b);
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r2 = square_rank(s2);
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v = StormLeverBonus[f] - 4 * rank_distance(r, r2);
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// Big bonus, especially against a weakness on the rook file
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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v *= (square_file(s2) == FILE_A ? 4 : 2);
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bonus += v;
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}
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}
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pi->qsStormValue[Us] += bonus;
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// Our rank and previous one. Used for chain detection.
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b = rank_bb(r) | rank_bb(r + (Us == WHITE ? -1 : 1));
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b = rank_bb(r) | rank_bb(r + (Us == WHITE ? -1 : 1));
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// Passed, isolated, doubled or member of a pawn
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// Passed, isolated, doubled or member of a pawn
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@ -342,6 +297,39 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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}
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}
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/// PawnInfoTable::evaluate_pawn_storm() evaluates each pawn which seems
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/// to have good chances of creating an open file by exchanging itself
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/// against an enemy pawn on an adjacent file.
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template<Color Us, PawnInfoTable::SideType Side>
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int PawnInfoTable::evaluate_pawn_storm(Square s, Rank r, File f, Bitboard theirPawns) const {
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const Bitboard StormFilesBB = (Side == KingSide ? FileFBB | FileGBB | FileHBB
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: FileABB | FileBBB | FileCBB);
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const int K = (Side == KingSide ? 2 : 4);
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const File RookFile = (Side == KingSide ? FILE_H : FILE_A);
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Bitboard b = outpost_mask(Us, s) & theirPawns & StormFilesBB;
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int bonus = 0;
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while (b)
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{
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// Give a bonus according to the distance of the nearest enemy pawn
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Square s2 = pop_1st_bit(&b);
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Rank r2 = square_rank(s2);
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int v = StormLeverBonus[f] - K * rank_distance(r, r2);
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// If enemy pawn has no pawn beside itself is particularly vulnerable.
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// Big bonus, especially against a weakness on the rook file
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if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
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v *= (square_file(s2) == RookFile ? 4 : 2);
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bonus += v;
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}
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return bonus;
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}
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/// PawnInfo::updateShelter calculates and caches king shelter. It is called
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/// PawnInfo::updateShelter calculates and caches king shelter. It is called
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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@ -78,14 +78,19 @@ private:
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class PawnInfoTable {
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class PawnInfoTable {
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enum SideType { KingSide, QueenSide };
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public:
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public:
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PawnInfoTable(unsigned numOfEntries);
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PawnInfoTable(unsigned numOfEntries);
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~PawnInfoTable();
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~PawnInfoTable();
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PawnInfo* get_pawn_info(const Position& pos);
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PawnInfo* get_pawn_info(const Position& pos) const;
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private:
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private:
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template<Color Us>
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template<Color Us>
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Score evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi);
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Score evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi) const;
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template<Color Us, SideType Side>
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int evaluate_pawn_storm(Square s, Rank r, File f, Bitboard theirPawns) const;
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unsigned size;
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unsigned size;
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PawnInfo* entries;
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PawnInfo* entries;
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