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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>
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1 changed files with 130 additions and 118 deletions
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@ -889,30 +889,28 @@ namespace {
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}
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// evaluate_passed_pawns() evaluates the passed pawns for both sides
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// evaluate_passed_pawns() evaluates the passed pawns of the given color
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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template<Color Us>
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void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) {
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bool hasUnstoppable[2] = {false, false};
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int movesToGo[2] = {100, 100};
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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for (Color us = WHITE; us <= BLACK; us++)
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{
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Color them = opposite_color(us);
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Square ourKingSq = pos.king_square(us);
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Square theirKingSq = pos.king_square(them);
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Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4;
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Bitboard b2, b3, b4;
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Square ourKingSq = pos.king_square(Us);
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Square theirKingSq = pos.king_square(Them);
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Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us);
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while (b)
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{
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Square s = pop_1st_bit(&b);
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assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
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assert(pos.pawn_is_passed(us, s));
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assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
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assert(pos.pawn_is_passed(Us, s));
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int r = int(relative_rank(us, s) - RANK_2);
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int r = int(relative_rank(Us, s) - RANK_2);
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int tr = Max(0, r * (r - 1));
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Square blockSq = s + pawn_push(us);
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Square blockSq = s + pawn_push(Us);
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// Base bonus based on rank
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Value mbonus = Value(20 * tr);
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@ -922,27 +920,27 @@ namespace {
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if (tr != 0)
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{
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ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
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ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
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ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
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// If the pawn is free to advance, increase bonus
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if (pos.square_is_empty(blockSq))
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{
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b2 = squares_in_front_of(us, s);
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b3 = b2 & ei.attacked_by(them);
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b4 = b2 & ei.attacked_by(us);
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b2 = squares_in_front_of(Us, s);
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b3 = b2 & ei.attacked_by(Them);
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b4 = b2 & ei.attacked_by(Us);
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// If there is an enemy rook or queen attacking the pawn from behind,
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// add all X-ray attacks by the rook or queen.
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if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
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&& (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them)))
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if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
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&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
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b3 = b2;
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// Squares attacked or occupied by enemy pieces
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b3 |= (b2 & pos.pieces_of_color(them));
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b3 |= (b2 & pos.pieces_of_color(Them));
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// There are no enemy pawns in the pawn's path
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assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB);
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assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
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// Are any of the squares in the pawn's path attacked or occupied by the enemy?
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if (b3 == EmptyBoardBB)
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@ -957,43 +955,44 @@ namespace {
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// At last, add a small bonus when there are no *friendly* pieces
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// in the pawn's path.
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if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
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if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
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ebonus += Value(tr);
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}
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}
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} // tr != 0
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// If the pawn is supported by a friendly pawn, increase bonus
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b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s);
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b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
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if (b2 & rank_bb(s))
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ebonus += Value(r * 20);
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else if (pos.attacks_from<PAWN>(s, them) & b2)
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else if (pos.attacks_from<PAWN>(s, Them) & b2)
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ebonus += Value(r * 12);
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// If the other side has only a king, check whether the pawn is
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// unstoppable
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if (pos.non_pawn_material(them) == Value(0))
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if (pos.non_pawn_material(Them) == Value(0))
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{
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Square qsq;
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int d;
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qsq = relative_square(us, make_square(square_file(s), RANK_8));
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qsq = relative_square(Us, make_square(square_file(s), RANK_8));
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d = square_distance(s, qsq)
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- square_distance(theirKingSq, qsq)
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+ (us != pos.side_to_move());
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+ (Us != pos.side_to_move());
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if (d < 0)
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{
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int mtg = RANK_8 - relative_rank(us, s);
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int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares());
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int mtg = RANK_8 - relative_rank(Us, s);
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int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares());
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mtg += blockerCount;
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d += blockerCount;
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if (d < 0)
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{
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hasUnstoppable[us] = true;
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movesToGo[us] = Min(movesToGo[us], mtg);
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hasUnstoppable[Us] = true;
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movesToGo[Us] = Min(movesToGo[Us], mtg);
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}
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}
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}
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// Rook pawns are a special case: They are sometimes worse, and
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// sometimes better than other passed pawns. It is difficult to find
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// good rules for determining whether they are good or bad. For now,
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@ -1002,19 +1001,32 @@ namespace {
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// value if the other side has a rook or queen.
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if (square_file(s) == FILE_A || square_file(s) == FILE_H)
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{
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if ( pos.non_pawn_material(them) <= KnightValueMidgame
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&& pos.piece_count(them, KNIGHT) <= 1)
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if ( pos.non_pawn_material(Them) <= KnightValueMidgame
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&& pos.piece_count(Them, KNIGHT) <= 1)
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ebonus += ebonus / 4;
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else if (pos.pieces(ROOK, QUEEN, them))
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else if (pos.pieces(ROOK, QUEEN, Them))
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ebonus -= ebonus / 4;
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}
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// Add the scores for this pawn to the middle game and endgame eval.
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ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame);
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ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame);
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}
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ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame);
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ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame);
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} // while
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}
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// evaluate_passed_pawns() evaluates the passed pawns for both sides
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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bool hasUnstoppable[2] = {false, false};
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int movesToGo[2] = {100, 100};
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// Evaluate pawns for each color
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evaluate_passed_pawns_of_color<WHITE>(pos, hasUnstoppable, movesToGo, ei);
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evaluate_passed_pawns_of_color<BLACK>(pos, hasUnstoppable, movesToGo, ei);
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// Does either side have an unstoppable passed pawn?
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if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
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ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
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