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Unroll color loops in evaluate_passed_pawns()

Speed increase is on 1.5% on Intel pgo build.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-10-10 10:31:43 +01:00
parent eddfd46a10
commit ed19a9f909

View file

@ -889,30 +889,28 @@ namespace {
} }
// evaluate_passed_pawns() evaluates the passed pawns for both sides // evaluate_passed_pawns() evaluates the passed pawns of the given color
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { template<Color Us>
void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) {
bool hasUnstoppable[2] = {false, false}; const Color Them = (Us == WHITE ? BLACK : WHITE);
int movesToGo[2] = {100, 100};
for (Color us = WHITE; us <= BLACK; us++) Bitboard b2, b3, b4;
{ Square ourKingSq = pos.king_square(Us);
Color them = opposite_color(us); Square theirKingSq = pos.king_square(Them);
Square ourKingSq = pos.king_square(us); Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us);
Square theirKingSq = pos.king_square(them);
Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4;
while (b) while (b)
{ {
Square s = pop_1st_bit(&b); Square s = pop_1st_bit(&b);
assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
assert(pos.pawn_is_passed(us, s)); assert(pos.pawn_is_passed(Us, s));
int r = int(relative_rank(us, s) - RANK_2); int r = int(relative_rank(Us, s) - RANK_2);
int tr = Max(0, r * (r - 1)); int tr = Max(0, r * (r - 1));
Square blockSq = s + pawn_push(us); Square blockSq = s + pawn_push(Us);
// Base bonus based on rank // Base bonus based on rank
Value mbonus = Value(20 * tr); Value mbonus = Value(20 * tr);
@ -922,27 +920,27 @@ namespace {
if (tr != 0) if (tr != 0)
{ {
ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus // If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq)) if (pos.square_is_empty(blockSq))
{ {
b2 = squares_in_front_of(us, s); b2 = squares_in_front_of(Us, s);
b3 = b2 & ei.attacked_by(them); b3 = b2 & ei.attacked_by(Them);
b4 = b2 & ei.attacked_by(us); b4 = b2 & ei.attacked_by(Us);
// If there is an enemy rook or queen attacking the pawn from behind, // If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. // add all X-ray attacks by the rook or queen.
if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
&& (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
b3 = b2; b3 = b2;
// Squares attacked or occupied by enemy pieces // Squares attacked or occupied by enemy pieces
b3 |= (b2 & pos.pieces_of_color(them)); b3 |= (b2 & pos.pieces_of_color(Them));
// There are no enemy pawns in the pawn's path // There are no enemy pawns in the pawn's path
assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
// Are any of the squares in the pawn's path attacked or occupied by the enemy? // Are any of the squares in the pawn's path attacked or occupied by the enemy?
if (b3 == EmptyBoardBB) if (b3 == EmptyBoardBB)
@ -957,43 +955,44 @@ namespace {
// At last, add a small bonus when there are no *friendly* pieces // At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path. // in the pawn's path.
if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
ebonus += Value(tr); ebonus += Value(tr);
} }
} } // tr != 0
// If the pawn is supported by a friendly pawn, increase bonus // If the pawn is supported by a friendly pawn, increase bonus
b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
if (b2 & rank_bb(s)) if (b2 & rank_bb(s))
ebonus += Value(r * 20); ebonus += Value(r * 20);
else if (pos.attacks_from<PAWN>(s, them) & b2) else if (pos.attacks_from<PAWN>(s, Them) & b2)
ebonus += Value(r * 12); ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is // If the other side has only a king, check whether the pawn is
// unstoppable // unstoppable
if (pos.non_pawn_material(them) == Value(0)) if (pos.non_pawn_material(Them) == Value(0))
{ {
Square qsq; Square qsq;
int d; int d;
qsq = relative_square(us, make_square(square_file(s), RANK_8)); qsq = relative_square(Us, make_square(square_file(s), RANK_8));
d = square_distance(s, qsq) d = square_distance(s, qsq)
- square_distance(theirKingSq, qsq) - square_distance(theirKingSq, qsq)
+ (us != pos.side_to_move()); + (Us != pos.side_to_move());
if (d < 0) if (d < 0)
{ {
int mtg = RANK_8 - relative_rank(us, s); int mtg = RANK_8 - relative_rank(Us, s);
int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares());
mtg += blockerCount; mtg += blockerCount;
d += blockerCount; d += blockerCount;
if (d < 0) if (d < 0)
{ {
hasUnstoppable[us] = true; hasUnstoppable[Us] = true;
movesToGo[us] = Min(movesToGo[us], mtg); movesToGo[Us] = Min(movesToGo[Us], mtg);
} }
} }
} }
// Rook pawns are a special case: They are sometimes worse, and // Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find // sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now, // good rules for determining whether they are good or bad. For now,
@ -1002,19 +1001,32 @@ namespace {
// value if the other side has a rook or queen. // value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H) if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{ {
if ( pos.non_pawn_material(them) <= KnightValueMidgame if ( pos.non_pawn_material(Them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1) && pos.piece_count(Them, KNIGHT) <= 1)
ebonus += ebonus / 4; ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, them)) else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4; ebonus -= ebonus / 4;
} }
// Add the scores for this pawn to the middle game and endgame eval. // Add the scores for this pawn to the middle game and endgame eval.
ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame); ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame);
ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame); ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame);
}
} // while
} }
// evaluate_passed_pawns() evaluates the passed pawns for both sides
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
bool hasUnstoppable[2] = {false, false};
int movesToGo[2] = {100, 100};
// Evaluate pawns for each color
evaluate_passed_pawns_of_color<WHITE>(pos, hasUnstoppable, movesToGo, ei);
evaluate_passed_pawns_of_color<BLACK>(pos, hasUnstoppable, movesToGo, ei);
// Does either side have an unstoppable passed pawn? // Does either side have an unstoppable passed pawn?
if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);