X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=372313b778e688a7333f5fc6815c85c5ff44e8dc;hb=c1b60269a26b2ba1c8882b8f382f0e3e435c1962;hp=4493d7bcca9771ef05df1295ad0dcdf7b62b2f93;hpb=1e4472b65124a2a190eb3c595d3b59ef07e57891;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 4493d7bc..372313b7 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -25,6 +25,7 @@ #include #include +#include "bitcount.h" #include "evaluate.h" #include "material.h" #include "pawns.h" @@ -267,11 +268,14 @@ namespace { uint8_t BitCount8Bit[256]; // Function prototypes - template + template + Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); + + template void evaluate_pieces(const Position& p, Color us, EvalInfo& ei); template<> - void evaluate_pieces(const Position& p, Color us, EvalInfo &ei); + void evaluate_pieces(const Position& p, Color us, EvalInfo &ei); void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, @@ -283,8 +287,6 @@ namespace { inline Value apply_weight(Value v, int w); Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); - int count_1s_8bit(Bitboard b); - int compute_weight(int uciWeight, int internalWeight); int weight_option(const std::string& opt, int weight); void init_safety(); @@ -296,11 +298,19 @@ namespace { //// Functions //// -/// evaluate() is the main evaluation function. It always computes two +/// evaluate() is the main evaluation function. It always computes two /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. +Value evaluate(const Position& pos, EvalInfo& ei, int threadID) { -Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { + return CpuHasPOPCNT ? do_evaluate(pos, ei, threadID) + : do_evaluate(pos, ei, threadID); +} + +namespace { + +template +Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { assert(pos.is_ok()); assert(threadID >= 0 && threadID < THREAD_MAX); @@ -341,16 +351,16 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { // Initialize pawn attack bitboards for both sides ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB); ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB); - ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; - ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; + ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; + ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; // Evaluate pieces for (Color c = WHITE; c <= BLACK; c++) { - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); + evaluate_pieces(pos, c, ei); + evaluate_pieces(pos, c, ei); + evaluate_pieces(pos, c, ei); + evaluate_pieces(pos, c, ei); // Sum up all attacked squares ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] @@ -362,7 +372,7 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { // because we need complete attack information for all pieces when computing // the king safety evaluation. for (Color c = WHITE; c <= BLACK; c++) - evaluate_pieces(pos, c, ei); + evaluate_pieces(pos, c, ei); // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where @@ -438,6 +448,7 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); } +} // namespace /// quick_evaluate() does a very approximate evaluation of the current position. /// It currently considers only material and piece square table scores. Perhaps @@ -529,7 +540,7 @@ namespace { // evaluate_common() computes terms common to all pieces attack - template + template int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) { static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; @@ -549,15 +560,15 @@ namespace { ei.kingAttackersWeight[us] += AttackWeight[Piece]; Bitboard bb = (b & ei.attackedBy[them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); } // Remove squares protected by enemy pawns Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) - : count_1s(bb & ~p.pieces_of_color(us))); + int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) + : count_1s(bb & ~p.pieces_of_color(us))); ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; ei.egMobility += Sign[us] * EgBonus[Piece][mob]; @@ -589,7 +600,7 @@ namespace { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given // color. - template + template void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) { Bitboard b; @@ -610,7 +621,7 @@ namespace { b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us)); // Attacks, mobility and outposts - mob = evaluate_common(pos, b, us, ei, s); + mob = evaluate_common(pos, b, us, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 // and trapped bishops on a1/h1/a8/h8 in Chess960. @@ -693,7 +704,7 @@ namespace { // color. template<> - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei) { + void evaluate_pieces(const Position& p, Color us, EvalInfo& ei) { int shelter = 0, sign = Sign[us]; Square s = p.king_square(us); @@ -709,7 +720,7 @@ namespace { Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s); Rank r = square_rank(s); for (int i = 1; i < 4; i++) - shelter += count_1s_8bit(shiftRowsDown(pawns, r+i*sign)) * (128>>i); + shelter += BitCount8Bit[shiftRowsDown(pawns, r+i*sign) & 0xFF] * (128 >> i); // Cache shelter value in pawn info ei.pi->setKingShelter(us, s, shelter); @@ -922,29 +933,23 @@ namespace { && (squares_behind(us, s) & pos.rooks_and_queens(them))) b3 = b2; - if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) - { - // There are no enemy pieces in the pawn's path! Are any of the - // squares in the pawn's path attacked by the enemy? - if (b3 == EmptyBoardBB) - // No enemy attacks, huge bonus! - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); - else - // OK, there are enemy attacks. Are those squares which are - // attacked by the enemy also attacked by us? If yes, big bonus - // (but smaller than when there are no enemy attacks), if no, - // somewhat smaller bonus. - ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); - } + // Squares attacked or occupied by enemy pieces + b3 |= (b2 & pos.pieces_of_color(them)); + + // There are no enemy pawns in the pawn's path + assert((b2 & pos.pieces_of_color_and_type(them, PAWN)) == EmptyBoardBB); + + // Are any of the squares in the pawn's path attacked or occupied by the enemy? + if (b3 == EmptyBoardBB) + // No enemy attacks or pieces, huge bonus! + ebonus += Value(tr * (b2 == b4 ? 17 : 15)); else - { - // There are some enemy pieces in the pawn's path. While this is - // sad, we still assign a moderate bonus if all squares in the path - // which are either occupied by or attacked by enemy pieces are - // also attacked by us. - if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB) - ebonus += Value(tr * 6); - } + // OK, there are enemy attacks or pieces (but not pawns). Are those + // squares which are attacked by the enemy also attacked by us? + // If yes, big bonus (but smaller than when there are no enemy attacks), + // if no, somewhat smaller bonus. + ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); + // At last, add a small bonus when there are no *friendly* pieces // in the pawn's path. if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) @@ -1166,15 +1171,6 @@ namespace { } - // count_1s_8bit() counts the number of nonzero bits in the 8 least - // significant bits of a Bitboard. This function is used by the king - // shield evaluation. - - int count_1s_8bit(Bitboard b) { - return int(BitCount8Bit[b & 0xFF]); - } - - // compute_weight() computes the value of an evaluation weight, by combining // an UCI-configurable weight with an internal weight.