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Retire compute_weight() in evaluation.cpp

Is used only in weight_option() so inline there.
Unroll color loop also for evaluate_space() and
finally also some assorted code style fixes.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-09-28 12:27:05 +01:00
parent d56345c9ae
commit fa0bffeafa

View file

@ -274,22 +274,18 @@ namespace {
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& p, EvalInfo &ei);
void evaluate_king(const Position& pos, EvalInfo& ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei);
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
template<bool HasPopCnt>
void evaluate_space(const Position &p, Color us, EvalInfo &ei);
template<Color Us, bool HasPopCnt>
void evaluate_space(const Position& pos, EvalInfo& ei);
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
int compute_weight(int uciWeight, int internalWeight);
int weight_option(const std::string& opt, int weight);
void init_safety();
}
@ -368,7 +364,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
evaluate_king<WHITE, HasPopCnt>(pos, ei);
evaluate_king<BLACK, HasPopCnt>(pos, ei);
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
// both sides have an unstoppable passed pawn.
if (ei.pi->passed_pawns())
@ -395,8 +391,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
{
evaluate_space<HasPopCnt>(pos, WHITE, ei);
evaluate_space<HasPopCnt>(pos, BLACK, ei);
evaluate_space<WHITE, HasPopCnt>(pos, ei);
evaluate_space<BLACK, HasPopCnt>(pos, ei);
}
}
@ -433,8 +429,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
factor[BLACK] = sf;
}
// Interpolate between the middle game and the endgame score, and
// return
// Interpolate between the middle game and the endgame score
Color stm = pos.side_to_move();
Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
@ -445,7 +440,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
} // namespace
/// quick_evaluate() does a very approximate evaluation of the current position.
/// It currently considers only material and piece square table scores. Perhaps
/// It currently considers only material and piece square table scores. Perhaps
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
@ -464,7 +459,7 @@ Value quick_evaluate(const Position &pos) {
}
/// init_eval() initializes various tables used by the evaluation function.
/// init_eval() initializes various tables used by the evaluation function
void init_eval(int threads) {
@ -488,7 +483,7 @@ void init_eval(int threads) {
}
/// quit_eval() releases heap-allocated memory at program termination.
/// quit_eval() releases heap-allocated memory at program termination
void quit_eval() {
@ -502,32 +497,29 @@ void quit_eval() {
}
/// read_weights() reads evaluation weights from the corresponding UCI
/// parameters.
/// read_weights() reads evaluation weights from the corresponding UCI parameters
void read_weights(Color us) {
Color them = opposite_color(us);
WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
WeightSpace = weight_option("Space", WeightSpaceInternal);
WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
Color them = opposite_color(us);
WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
// If running in analysis mode, make sure we use symmetrical king safety.
// We do this by replacing both WeightKingSafety[us] and
// WeightKingSafety[them] by their average.
if (get_option_value_bool("UCI_AnalyseMode")) {
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
if (get_option_value_bool("UCI_AnalyseMode"))
{
WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
WeightKingSafety[them] = WeightKingSafety[us];
}
WeightSpace = weight_option("Space", WeightSpaceInternal);
init_safety();
}
@ -537,7 +529,7 @@ namespace {
// evaluate_mobility() computes mobility and attacks for every piece
template<PieceType Piece, Color Us, bool HasPopCnt>
int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) {
int evaluate_mobility(const Position& pos, const Bitboard& mob_bb, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
@ -545,24 +537,23 @@ namespace {
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
// Update attack info
ei.attackedBy[Us][Piece] |= b;
ei.attackedBy[Us][Piece] |= mob_bb;
// King attacks
if (b & ei.kingZone[Us])
if (mob_bb & ei.kingZone[Us])
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += AttackWeight[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
Bitboard b = (mob_bb & ei.attackedBy[Them][KING]);
if (b)
ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(b);
}
// Remove squares protected by enemy pawns
Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]);
// Remove squares protected by enemy pawns or occupied by our pieces
Bitboard b = mob_bb & ~ei.attackedBy[Them][PAWN] & ~pos.pieces_of_color(Us);
// Mobility
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(Us))
: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(Us)));
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b) : count_1s<HasPopCnt>(b));
ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
@ -573,7 +564,7 @@ namespace {
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) {
void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -583,10 +574,10 @@ namespace {
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (p.attacks_from<PAWN>(s, Them) & p.pieces(PAWN, Us)))
if (bonus && (pos.attacks_from<PAWN>(s, Them) & pos.pieces(PAWN, Us)))
{
if ( p.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB)
if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
@ -596,13 +587,12 @@ namespace {
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
// color.
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
void evaluate_pieces(const Position& pos, EvalInfo& ei) {
Bitboard b;
Bitboard mob_bb;
Square s, ksq;
int mob;
File f;
@ -613,16 +603,16 @@ namespace {
while ((s = *ptr++) != SQ_NONE)
{
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
mob_bb = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
mob_bb = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
mob_bb = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
else
assert(false);
// Attacks and mobility
mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, b, ei);
mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, mob_bb, ei);
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
@ -698,8 +688,9 @@ namespace {
}
}
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given
// color.
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
// pieces of a given color.
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
@ -715,31 +706,32 @@ namespace {
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
}
// evaluate_king<>() assigns bonuses and penalties to a king of a given color.
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& p, EvalInfo& ei) {
void evaluate_king(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square s = p.king_square(Us);
const Square s = pos.king_square(Us);
int shelter = 0;
// King shelter
if (relative_rank(Us, s) <= RANK_4)
{
shelter = ei.pi->get_king_shelter(p, Us, s);
shelter = ei.pi->get_king_shelter(pos, Us, s);
ei.mgValue += Sign[Us] * Value(shelter);
}
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
if ( p.piece_count(Them, QUEEN) >= 1
if ( pos.piece_count(Them, QUEEN) >= 1
&& ei.kingAttackersCount[Them] >= 2
&& p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
bool sente = (Them == p.side_to_move());
bool sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
@ -749,7 +741,7 @@ namespace {
& ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
& ei.attacked_by(Us, KING);
Bitboard occ = p.occupied_squares(), b, b2;
Bitboard occ = pos.occupied_squares(), b, b2;
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the SafetyTable[] array. The initial value is based on the
@ -762,7 +754,7 @@ namespace {
+ InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them);
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
Bitboard attackedByOthers =
@ -778,10 +770,10 @@ namespace {
attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
// Is there a mate threat?
if (QueenContactMates && !p.is_check())
if (QueenContactMates && !pos.is_check())
{
Bitboard escapeSquares =
p.attacks_from<KING>(s) & ~p.pieces_of_color(Us) & ~attackedByOthers;
pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
while (b)
{
@ -790,13 +782,13 @@ namespace {
{
// We have a mate, unless the queen is pinned or there
// is an X-ray attack through the queen.
for (int i = 0; i < p.piece_count(Them, QUEEN); i++)
for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
{
from = p.piece_list(Them, QUEEN, i);
if ( bit_is_set(p.attacks_from<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(Them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us)))
from = pos.piece_list(Them, QUEEN, i);
if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
&& !bit_is_set(pos.pinned_pieces(Them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
ei.mateThreat[Them] = make_move(from, to);
}
@ -809,11 +801,11 @@ namespace {
// Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
if( b2)
if (b2)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
// Rook checks
@ -823,7 +815,7 @@ namespace {
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
@ -837,7 +829,7 @@ namespace {
}
if (KnightCheckBonus > 0)
{
b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Knight checks
b2 = b & ei.attacked_by(Them, KNIGHT);
@ -849,7 +841,7 @@ namespace {
// adding pawns later).
if (DiscoveredCheckBonus)
{
b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN);
b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
@ -879,15 +871,15 @@ namespace {
ei.mgValue -= Sign[Us] * v;
if (Us == p.side_to_move())
if (Us == pos.side_to_move())
ei.futilityMargin += v;
}
}
// evaluate_passed_pawns() evaluates the passed pawns for both sides.
// evaluate_passed_pawns() evaluates the passed pawns for both sides
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) {
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
bool hasUnstoppable[2] = {false, false};
int movesToGo[2] = {100, 100};
@ -1029,7 +1021,7 @@ namespace {
// side wins.
if (movesToGo[WHITE] <= movesToGo[BLACK] - 3)
ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2));
else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3)
else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3)
ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2));
// We could also add some rules about the situation when one side
@ -1045,8 +1037,8 @@ namespace {
// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
// if it is.
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei) {
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) {
assert(square_is_ok(s));
assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP));
@ -1065,11 +1057,11 @@ namespace {
// evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1
// (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
// black), and assigns a penalty if it is. This pattern can obviously
// black), and assigns a penalty if it is. This pattern can obviously
// only occur in Chess960 games.
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei) {
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) {
Piece pawn = piece_of_color_and_type(us, PAWN);
Square b2, b3, c3;
@ -1113,38 +1105,30 @@ namespace {
// squares one, two or three squares behind a friendly pawn are counted
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table.
template<bool HasPopCnt>
void evaluate_space(const Position &pos, Color us, EvalInfo &ei) {
template<Color Us, bool HasPopCnt>
void evaluate_space(const Position& pos, EvalInfo& ei) {
Color them = opposite_color(us);
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
// SpaceMask[us]. A square is unsafe it is attacked by an enemy
// SpaceMask[us]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safeSquares = SpaceMask[us]
& ~pos.pieces(PAWN, us)
& ~ei.attacked_by(them, PAWN)
& ~(~ei.attacked_by(us) & ei.attacked_by(them));
Bitboard safeSquares = SpaceMask[Us]
& ~pos.pieces(PAWN, Us)
& ~ei.attacked_by(Them, PAWN)
& ~(~ei.attacked_by(Us) & ei.attacked_by(Them));
// Find all squares which are at most three squares behind some friendly
// pawn.
Bitboard behindFriendlyPawns = pos.pieces(PAWN, us);
if (us == WHITE)
{
behindFriendlyPawns |= (behindFriendlyPawns >> 8);
behindFriendlyPawns |= (behindFriendlyPawns >> 16);
}
else
{
behindFriendlyPawns |= (behindFriendlyPawns << 8);
behindFriendlyPawns |= (behindFriendlyPawns << 16);
}
Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us);
behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8);
behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16);
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
ei.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
}
@ -1172,23 +1156,17 @@ namespace {
}
// compute_weight() computes the value of an evaluation weight, by combining
// weight_option() computes the value of an evaluation weight, by combining
// an UCI-configurable weight with an internal weight.
int compute_weight(int uciWeight, int internalWeight) {
int weight_option(const std::string& opt, int internalWeight) {
int uciWeight = get_option_value_int(opt);
uciWeight = (uciWeight * 0x100) / 100;
return (uciWeight * internalWeight) / 0x100;
}
// helper used in read_weights()
int weight_option(const std::string& opt, int weight) {
return compute_weight(get_option_value_int(opt), weight);
}
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().
@ -1213,9 +1191,9 @@ namespace {
{
if (i < b)
SafetyTable[i] = Value(0);
else if(quad)
else if (quad)
SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
else if(linear)
else if (linear)
SafetyTable[i] = Value((int)(100 * a * (i - b)));
}