X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=02d740eccbc765b32386592fdab902e2a7c31d3f;hp=e861f5f032e95d80f54bb4137447e617686b338b;hb=d810441b359508577b736d7b6410190ba13078f5;hpb=79bcb2ca54aa72bd9e3d1ba1ed1dcb2a4ddf14c9;ds=sidebyside diff --git a/src/evaluate.cpp b/src/evaluate.cpp index e861f5f0..02d740ec 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -24,52 +24,12 @@ #include "bitcount.h" #include "evaluate.h" -#include "material.h" -#include "pawns.h" #include "thread.h" #include "ucioption.h" -namespace { +using namespace Eval; - // Struct EvalInfo contains various information computed and collected - // by the evaluation functions. - struct EvalInfo { - - // Pointers to material and pawn hash table entries - Material::Entry* mi; - Pawns::Entry* pi; - - // attackedBy[color][piece type] is a bitboard representing all squares - // attacked by a given color and piece type, attackedBy[color][ALL_PIECES] - // contains all squares attacked by the given color. - Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; - - // kingRing[color] is the zone around the king which is considered - // by the king safety evaluation. This consists of the squares directly - // adjacent to the king, and the three (or two, for a king on an edge file) - // squares two ranks in front of the king. For instance, if black's king - // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, - // f7, g7, h7, f6, g6 and h6. - Bitboard kingRing[COLOR_NB]; - - // kingAttackersCount[color] is the number of pieces of the given color - // which attack a square in the kingRing of the enemy king. - int kingAttackersCount[COLOR_NB]; - - // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the - // given color which attack a square in the kingRing of the enemy king. The - // weights of the individual piece types are given by the variables - // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and - // KnightAttackWeight in evaluate.cpp - int kingAttackersWeight[COLOR_NB]; - - // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares - // directly adjacent to the king of the given color. Pieces which attack - // more than one square are counted multiple times. For instance, if black's - // king is on g8 and there's a white knight on g5, this knight adds - // 2 to kingAdjacentZoneAttacksCount[BLACK]. - int kingAdjacentZoneAttacksCount[COLOR_NB]; - }; +namespace { // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@ -240,27 +200,27 @@ namespace { // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin); + Value do_evaluate(const Position& pos, Value& margin, Info& ei); template - void init_eval_info(const Position& pos, EvalInfo& ei); + void init_eval_info(const Position& pos, Info& ei); template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); + Score evaluate_king(const Position& pos, Info& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, Info& ei); template - int evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, Info& ei); template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_passed_pawns(const Position& pos, Info& ei); - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_unstoppable_pawns(const Position& pos, Info& ei); Value interpolate(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -276,8 +236,8 @@ namespace Eval { /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. - Value evaluate(const Position& pos, Value& margin) { - return do_evaluate(pos, margin); + Value evaluate(const Position& pos, Value& margin, Info* ei) { + return do_evaluate(pos, margin, *ei); } @@ -313,6 +273,7 @@ namespace Eval { Value margin; std::string totals; + Info ei; Search::RootColor = pos.side_to_move(); @@ -320,7 +281,7 @@ namespace Eval { TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin); + do_evaluate(pos, margin, ei); totals = TraceStream.str(); TraceStream.str(""); @@ -356,11 +317,10 @@ namespace Eval { namespace { template -Value do_evaluate(const Position& pos, Value& margin) { +Value do_evaluate(const Position& pos, Value& margin, Info& ei) { assert(!pos.checkers()); - EvalInfo ei; Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; Thread* th = pos.this_thread(); @@ -483,7 +443,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, EvalInfo& ei) { + void init_eval_info(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -506,7 +466,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + Score evaluate_outposts(const Position& pos, Info& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -532,7 +492,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; @@ -681,7 +641,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -723,7 +683,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -748,7 +708,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { + Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -861,7 +821,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -959,7 +919,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1124,7 +1084,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. template - int evaluate_space(const Position& pos, EvalInfo& ei) { + int evaluate_space(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE);