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https://github.com/sockspls/badfish
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Small renaming in material weights
Also dropped some temporary variable: compiler is more than able to push on stack temp values by itself (verified). No functional change.
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264c8637a3
commit
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1 changed files with 13 additions and 15 deletions
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@ -30,9 +30,9 @@ namespace {
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// Polynomial material balance parameters
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// Polynomial material balance parameters
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// pair pawn knight bishop rook queen
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// pair pawn knight bishop rook queen
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const int LinearCoefficients[6] = { 1852, -162, -1122, -183, 249, -154 };
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const int Linear[6] = { 1852, -162, -1122, -183, 249, -154 };
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const int QuadraticCoefficientsSameSide[][PIECE_TYPE_NB] = {
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const int QuadraticSameSide[][PIECE_TYPE_NB] = {
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// OUR PIECES
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// OUR PIECES
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// pair pawn knight bishop rook queen
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// pair pawn knight bishop rook queen
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{ 0 }, // Bishop pair
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{ 0 }, // Bishop pair
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@ -43,7 +43,7 @@ namespace {
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{-177, 25, 129, 142, -137, 0 } // Queen
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{-177, 25, 129, 142, -137, 0 } // Queen
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};
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};
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const int QuadraticCoefficientsOppositeSide[][PIECE_TYPE_NB] = {
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const int QuadraticOppositeSide[][PIECE_TYPE_NB] = {
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// THEIR PIECES
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// THEIR PIECES
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// pair pawn knight bishop rook queen
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// pair pawn knight bishop rook queen
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{ 0 }, // Bishop pair
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{ 0 }, // Bishop pair
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@ -93,26 +93,24 @@ namespace {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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int pt1, pt2, pc, v;
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int bonus = 0;
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int value = 0;
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// Second-degree polynomial material imbalance by Tord Romstad
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// Second-degree polynomial material imbalance by Tord Romstad
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for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; ++pt1)
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{
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{
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pc = pieceCount[Us][pt1];
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if (!pieceCount[Us][pt1])
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if (!pc)
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continue;
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continue;
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v = LinearCoefficients[pt1];
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int v = Linear[pt1];
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for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
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for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; ++pt2)
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v += QuadraticCoefficientsSameSide[pt1][pt2] * pieceCount[Us][pt2]
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v += QuadraticSameSide[pt1][pt2] * pieceCount[Us][pt2]
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+ QuadraticCoefficientsOppositeSide[pt1][pt2] * pieceCount[Them][pt2];
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+ QuadraticOppositeSide[pt1][pt2] * pieceCount[Them][pt2];
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value += pc * v;
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bonus += pieceCount[Us][pt1] * v;
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}
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}
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return value;
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return bonus;
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}
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}
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} // namespace
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} // namespace
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