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https://github.com/sockspls/badfish
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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:
parent
d56345c9ae
commit
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1 changed files with 95 additions and 117 deletions
212
src/evaluate.cpp
212
src/evaluate.cpp
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@ -274,22 +274,18 @@ namespace {
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void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
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template<Color Us, bool HasPopCnt>
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void evaluate_king(const Position& p, EvalInfo &ei);
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void evaluate_king(const Position& pos, EvalInfo& ei);
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void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
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void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
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EvalInfo &ei);
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void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
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EvalInfo &ei);
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template<bool HasPopCnt>
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void evaluate_space(const Position &p, Color us, EvalInfo &ei);
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template<Color Us, bool HasPopCnt>
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void evaluate_space(const Position& pos, EvalInfo& ei);
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void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
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void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
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inline Value apply_weight(Value v, int w);
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Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
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int compute_weight(int uciWeight, int internalWeight);
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int weight_option(const std::string& opt, int weight);
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void init_safety();
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}
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@ -368,7 +364,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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evaluate_king<WHITE, HasPopCnt>(pos, ei);
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evaluate_king<BLACK, HasPopCnt>(pos, ei);
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
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// because we need to know which side promotes first in positions where
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// both sides have an unstoppable passed pawn.
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if (ei.pi->passed_pawns())
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@ -395,8 +391,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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// Evaluate space for both sides
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if (ei.mi->space_weight() > 0)
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{
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evaluate_space<HasPopCnt>(pos, WHITE, ei);
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evaluate_space<HasPopCnt>(pos, BLACK, ei);
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evaluate_space<WHITE, HasPopCnt>(pos, ei);
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evaluate_space<BLACK, HasPopCnt>(pos, ei);
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}
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}
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@ -433,8 +429,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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factor[BLACK] = sf;
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}
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// Interpolate between the middle game and the endgame score, and
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// return
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// Interpolate between the middle game and the endgame score
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Color stm = pos.side_to_move();
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Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
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@ -445,7 +440,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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} // namespace
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/// quick_evaluate() does a very approximate evaluation of the current position.
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/// It currently considers only material and piece square table scores. Perhaps
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/// It currently considers only material and piece square table scores. Perhaps
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/// we should add scores from the pawn and material hash tables?
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Value quick_evaluate(const Position &pos) {
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@ -464,7 +459,7 @@ Value quick_evaluate(const Position &pos) {
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}
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/// init_eval() initializes various tables used by the evaluation function.
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/// init_eval() initializes various tables used by the evaluation function
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void init_eval(int threads) {
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@ -488,7 +483,7 @@ void init_eval(int threads) {
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}
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/// quit_eval() releases heap-allocated memory at program termination.
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/// quit_eval() releases heap-allocated memory at program termination
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void quit_eval() {
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@ -502,32 +497,29 @@ void quit_eval() {
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}
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/// read_weights() reads evaluation weights from the corresponding UCI
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/// parameters.
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/// read_weights() reads evaluation weights from the corresponding UCI parameters
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void read_weights(Color us) {
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Color them = opposite_color(us);
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WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
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WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
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WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
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WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
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WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
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WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
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WeightSpace = weight_option("Space", WeightSpaceInternal);
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WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
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WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
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Color them = opposite_color(us);
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WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
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WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
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// If running in analysis mode, make sure we use symmetrical king safety.
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// We do this by replacing both WeightKingSafety[us] and
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// WeightKingSafety[them] by their average.
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if (get_option_value_bool("UCI_AnalyseMode")) {
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// If running in analysis mode, make sure we use symmetrical king safety. We do this
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// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
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if (get_option_value_bool("UCI_AnalyseMode"))
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{
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WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
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WeightKingSafety[them] = WeightKingSafety[us];
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}
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WeightSpace = weight_option("Space", WeightSpaceInternal);
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init_safety();
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}
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@ -537,7 +529,7 @@ namespace {
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// evaluate_mobility() computes mobility and attacks for every piece
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template<PieceType Piece, Color Us, bool HasPopCnt>
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int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) {
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int evaluate_mobility(const Position& pos, const Bitboard& mob_bb, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
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@ -545,24 +537,23 @@ namespace {
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static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
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// Update attack info
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ei.attackedBy[Us][Piece] |= b;
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ei.attackedBy[Us][Piece] |= mob_bb;
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// King attacks
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if (b & ei.kingZone[Us])
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if (mob_bb & ei.kingZone[Us])
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{
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += AttackWeight[Piece];
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Bitboard bb = (b & ei.attackedBy[Them][KING]);
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if (bb)
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ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
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Bitboard b = (mob_bb & ei.attackedBy[Them][KING]);
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if (b)
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ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(b);
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}
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// Remove squares protected by enemy pawns
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Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]);
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// Remove squares protected by enemy pawns or occupied by our pieces
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Bitboard b = mob_bb & ~ei.attackedBy[Them][PAWN] & ~pos.pieces_of_color(Us);
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// Mobility
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int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(Us))
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: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(Us)));
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int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b) : count_1s<HasPopCnt>(b));
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ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
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ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
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@ -573,7 +564,7 @@ namespace {
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// evaluate_outposts() evaluates bishop and knight outposts squares
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template<PieceType Piece, Color Us>
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void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) {
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void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@ -583,10 +574,10 @@ namespace {
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// Increase bonus if supported by pawn, especially if the opponent has
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// no minor piece which can exchange the outpost piece
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if (bonus && (p.attacks_from<PAWN>(s, Them) & p.pieces(PAWN, Us)))
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if (bonus && (pos.attacks_from<PAWN>(s, Them) & pos.pieces(PAWN, Us)))
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{
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if ( p.pieces(KNIGHT, Them) == EmptyBoardBB
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&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB)
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if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
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&& (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
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bonus += bonus + bonus / 2;
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else
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bonus += bonus / 2;
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@ -596,13 +587,12 @@ namespace {
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}
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
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// color.
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
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template<PieceType Piece, Color Us, bool HasPopCnt>
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void evaluate_pieces(const Position& pos, EvalInfo& ei) {
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Bitboard b;
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Bitboard mob_bb;
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Square s, ksq;
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int mob;
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File f;
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@ -613,16 +603,16 @@ namespace {
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while ((s = *ptr++) != SQ_NONE)
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{
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if (Piece == KNIGHT || Piece == QUEEN)
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b = pos.attacks_from<Piece>(s);
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mob_bb = pos.attacks_from<Piece>(s);
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else if (Piece == BISHOP)
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b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
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mob_bb = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
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else if (Piece == ROOK)
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b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
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mob_bb = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
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else
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assert(false);
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// Attacks and mobility
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mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, b, ei);
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mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, mob_bb, ei);
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// Bishop and knight outposts squares
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if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
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}
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}
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// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given
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// color.
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// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
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// pieces of a given color.
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template<Color Us, bool HasPopCnt>
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void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
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@ -715,31 +706,32 @@ namespace {
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| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
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}
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color.
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool HasPopCnt>
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void evaluate_king(const Position& p, EvalInfo& ei) {
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void evaluate_king(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Square s = p.king_square(Us);
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const Square s = pos.king_square(Us);
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int shelter = 0;
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// King shelter
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if (relative_rank(Us, s) <= RANK_4)
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{
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shelter = ei.pi->get_king_shelter(p, Us, s);
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shelter = ei.pi->get_king_shelter(pos, Us, s);
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ei.mgValue += Sign[Us] * Value(shelter);
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}
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// King safety. This is quite complicated, and is almost certainly far
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// from optimally tuned.
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if ( p.piece_count(Them, QUEEN) >= 1
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if ( pos.piece_count(Them, QUEEN) >= 1
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&& ei.kingAttackersCount[Them] >= 2
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&& p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingAdjacentZoneAttacksCount[Them])
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{
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// Is it the attackers turn to move?
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bool sente = (Them == p.side_to_move());
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bool sente = (Them == pos.side_to_move());
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// Find the attacked squares around the king which has no defenders
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// apart from the king itself
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& ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
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& ei.attacked_by(Us, KING);
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Bitboard occ = p.occupied_squares(), b, b2;
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Bitboard occ = pos.occupied_squares(), b, b2;
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// Initialize the 'attackUnits' variable, which is used later on as an
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// index to the SafetyTable[] array. The initial value is based on the
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@ -762,7 +754,7 @@ namespace {
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+ InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
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// Analyse safe queen contact checks
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b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them);
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b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
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if (b)
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{
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Bitboard attackedByOthers =
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@ -778,10 +770,10 @@ namespace {
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attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
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// Is there a mate threat?
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if (QueenContactMates && !p.is_check())
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if (QueenContactMates && !pos.is_check())
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{
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Bitboard escapeSquares =
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p.attacks_from<KING>(s) & ~p.pieces_of_color(Us) & ~attackedByOthers;
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pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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while (b)
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{
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@ -790,13 +782,13 @@ namespace {
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{
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// We have a mate, unless the queen is pinned or there
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// is an X-ray attack through the queen.
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for (int i = 0; i < p.piece_count(Them, QUEEN); i++)
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = p.piece_list(Them, QUEEN, i);
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if ( bit_is_set(p.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(p.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us)))
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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ei.mateThreat[Them] = make_move(from, to);
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}
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// Analyse safe distance checks
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if (QueenCheckBonus > 0 || RookCheckBonus > 0)
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{
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b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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if( b2)
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if (b2)
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attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
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// Rook checks
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}
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if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
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{
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b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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@ -837,7 +829,7 @@ namespace {
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}
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if (KnightCheckBonus > 0)
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{
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b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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// Knight checks
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b2 = b & ei.attacked_by(Them, KNIGHT);
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@ -849,7 +841,7 @@ namespace {
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// adding pawns later).
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if (DiscoveredCheckBonus)
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{
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b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN);
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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}
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@ -879,15 +871,15 @@ namespace {
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ei.mgValue -= Sign[Us] * v;
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if (Us == p.side_to_move())
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if (Us == pos.side_to_move())
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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)));
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue