Add a rule about the situation when one side queens exactly
one ply before the other. To avoid difficult (but luckly rare)
cases we only handle the case of free paths to queen for
both sides.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Fix a condition for x-ray attack of a queen or
a rook behind a pawn of us. Previous condition does
not check if the enemy slider behind our pawn is
really attacking the pawn.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
If an enemy piece is defended by a pawn don't give the
extra mobility bonus in case we attack it.
Joona says that "Paralyzing pawn" is usually worth of nothing.
On Joona QUAD after 964 games:
Orig - Patch_2: 191 - 218 - 555 (+ 10 elo)
On my PC after 999 games at 1+0:
Mod vs Orig +227 =550 -222 50.25% 502.0/999 +2 ELO
In both cases we tested against the original version (without
increased mobility), not against the previous patch that instead
seems to fail on Joona QUAD:
Orig vs. Prev.Patch: 237 - 217 - 627 (-6 elo)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Now in mobility we count enemy attacked pieces as
empty squares.
With this patch we try to give an higher score to positions
where the number of attacked pieces is higher.
After 999 games at 1+0
Mod vs Orig +262 =517 -219 52.15% 520.5/998 +15 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
They are pawn structure invariant so has a sense to
store togheter with pawn info instead of recalculating
them each time evaluate() is called.
Speed up is around 1%
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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>
Use templates to manually unroll the loops so that
many values could be calculated at compile time or at
runtime but with a fast direct memory access instead of
an indirect one.
This change gives a speed up of 3.5 % on pgo build !!! :-)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Move to what we already do in generate_piece_moves()
This simple patch gives a spped up of 1.4% !!
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Idea from Joona.
After 999 games at 1+0 on my Intel Core 2 Duo
Orig - Mod: +215 =538 -226 (+11 ELO)
On Joona QUAD after 845 games at 1+0
Orig - Mod: 151 - 181 - 513 (+13 elo)
So it seems a good change !
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is in line with attackers_to() and is shorter and
piece is already redundant because is passed as template
parameter anyway.
Integrate also pawn_attacks_from() in the attacks_from()
family so to have an uniform attack info API.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Instead of pawn_attacks(Color c, Square s) define as
pawn_attacks(Square s, Color c) to be more aligned to
the others attack info functions.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This patch is built on Tord idea to use functions instead of
templates to access position's bitboards. This has the added advantage
that we don't need fallback functions for cases where the piece
type or the color is a variable and not a constant.
Also added Joona suggestion to workaround request for two types
of pieces like bishop_and_queens() and rook_and_queens().
No functionality or performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use a single template to get bitboard representation of
the position given the type of piece as a constant.
This removes almost 80 lines of code and introduces an
uniform notation to be used for querying for piece type.
No functional change and no performance change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is used mainly in a bunch of inline oneliners
just below its definition. So substitute it with
the explicit definition and avoid information hiding.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is more similar to how get_material_info() and
get_pawn_info() work and also removes some clutter from
evaluate_king().
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Do not call count_1s_max_15() if not necessary, as is
not in the common case (>95%).
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use a polynomial weighted evaluation to calculate
material value.
This is far more flexible and elegant then applying
a series of single euristic rules as before.
Also correct a design issue in which we returned two
values, one for middle game and one for endgame, while
instead, because game phase is a function of board
material itself, only one value should be calculated and
used both for mid and end game.
Verified it is equivalent to the tuning branch results with
parameter values sampled after 40.000 games.
After 999 games at 1+0
Mod vs Orig +277 =482 -240 51.85% 518.0/999 +13 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Verification test give unusless result
After 999 games at 1+0
Mod vs Orig +250 =503 -246 50.20% +1 ELO
So we are well below our radar level. Neverthless
there are 100.000 games on Joona QUAD that we could
take in account and that shows that this tweak perhaps
has something good in it, altough very little.
Verification tests shows should not be a regression, at
least not a big one even in the worst case, so apply the
change anyway and keep the finger crossed ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Unfortunatly this tweak does not give good results.
After 894 games at 1+0 we have:
Mod vs Orig +205/-236/=453 48.27% -12 ELO !!
Perhaps we should test again, but in the mean time
we are going to revert this.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
These are the tuned values of mobility and outposts
after 100.000 games on Joona QUAD.
After 999 games at 1+0
Mod vs Orig +248 =537 -214 51.70% +12 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This also allow us to better track what is already
optimized and what still needs optimization.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
King evaluation is special in any case and as an added
benefit we can use the HasPopCnt optimization also for king.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is an old patch, was part of a series, but is
good also alone as a cleanup.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Do not penalize if in our adavncing pawn's path there are
non-pawns enemy pieces. Especially if they can be attacked
by us.
Patch is mine, but original idea and also fixing of a first, wrong,
version of the patch is from Eelco de Groot.
Tests with Joona framework seems to confirm patch is good
Results for patch 'disabled' based on 5776 games: Win percentage:
41.309 (+- 0.526) [+- 1.053]
Results for patch 'enabled' based on 6400 games: Win percentage:
42.422 (+- 0.500) [+- 1.000]
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We don't need different names between a function and a
template. Compiler will know when use one or the other.
This let use restore original count_1s_xx() names instead of
sw_count_1s_xxx so to simplify a bit the code.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Runtime detect POPCNT instruction support and
use it.
Also if POPCNT is not supported we don't add _any_ overhead so
that we don't lose any speed in standard case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use the plain array lookup in the only place where it
is used. This remove an unecessary indirection and better
clarifies what code does.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This is the same change we have already done in search.cpp,
this time for evaluation.cpp
If a variable will be populated reading an UCI option
then do not hard code its default values.
This avoids misleadings when reading the sources.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Centralize in a single object all the global resources
management and avoid a bunch of sparse exit() calls.
This is more reliable and clean and more stick to C++ coding
practices.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Note that some pawns and material info has been switched
to int from int8_t.
This is a waste of space but it is not clear if we have a
faster or slower code (or nothing changed), some test should be
needed.
Few warnings still are alive.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Prune more moves after a null search because of
a lower beta limit then in main search.
In test positions reduces the searched nodes of 30% !!!!
Signed-off-by: Marco Costalba <mcostalba@gmail.com>