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More uniform tracing code

No functional change.
This commit is contained in:
Marco Costalba 2013-05-25 11:57:18 +02:00
parent d4a02b135d
commit eafb66e1aa

View file

@ -237,13 +237,13 @@ namespace {
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template<Color Us>
template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us>
int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
template<Color Us, bool Trace>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
@ -392,12 +392,12 @@ Value do_evaluate(const Position& pos, Value& margin) {
- evaluate_king<BLACK, Trace>(pos, ei, margins);
// Evaluate tactical threats, we need full attack information including king
score += evaluate_threats<WHITE>(pos, ei)
- evaluate_threats<BLACK>(pos, ei);
score += evaluate_threats<WHITE, Trace>(pos, ei)
- evaluate_threats<BLACK, Trace>(pos, ei);
// Evaluate passed pawns, we need full attack information including king
score += evaluate_passed_pawns<WHITE>(pos, ei)
- evaluate_passed_pawns<BLACK>(pos, ei);
score += evaluate_passed_pawns<WHITE, Trace>(pos, ei)
- evaluate_passed_pawns<BLACK, Trace>(pos, ei);
// If one side has only a king, check whether exists any unstoppable passed pawn
if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
@ -444,9 +444,6 @@ Value do_evaluate(const Position& pos, Value& margin) {
trace_add(PST, pos.psq_score());
trace_add(IMBALANCE, ei.mi->material_value());
trace_add(PAWN, ei.pi->pawns_value());
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
@ -631,7 +628,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// evaluate_threats<>() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
template<Color Us>
template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -651,12 +648,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
if (!weakEnemies)
return score;
// Add bonus according to type of attacked enemy piece and to the
// type of attacking piece, from knights to queens. Kings are not
// considered because are already handled in king evaluation.
if (weakEnemies)
for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
{
b = ei.attackedBy[Us][pt1] & weakEnemies;
@ -665,6 +660,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
if (b & pos.pieces(pt2))
score += ThreatBonus[pt1][pt2];
}
if (Trace)
TracedScores[Us][THREAT] = score;
return score;
}
@ -691,6 +690,9 @@ Value do_evaluate(const Position& pos, Value& margin) {
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
if (Trace)
TracedScores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]);
return score;
}
@ -810,7 +812,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
template<Color Us>
template<Color Us, bool Trace>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -820,10 +822,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
b = ei.pi->passed_pawns(Us);
if (!b)
return SCORE_ZERO;
do {
while (b)
{
Square s = pop_lsb(&b);
assert(pos.pawn_is_passed(Us, s));
@ -902,7 +902,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
score += make_score(mbonus, ebonus);
} while (b);
}
if (Trace)
TracedScores[Us][PASSED] = apply_weight(score, Weights[PassedPawns]);
// Add the scores to the middle game and endgame eval
return apply_weight(score, Weights[PassedPawns]);