Rename shift_bb() to shift(), and DELTA_S to SOUTH, etc.
to improve code readability, especially in evaluate.cpp
when they are used together:
old b = shift_bb<DELTA_S>(pos.pieces(PAWN))
new b = shift<SOUTH>(pos.pieces(PAWN))
While there fix some small code style issues.
No functional change.
// Immediate win if a pawn can be promoted without getting captured
else if ( us == WHITE
&& rank_of(psq) == RANK_7
- && ksq[us] != psq + DELTA_N
- && ( distance(ksq[~us], psq + DELTA_N) > 1
- || (StepAttacksBB[KING][ksq[us]] & (psq + DELTA_N))))
+ && ksq[us] != psq + NORTH
+ && ( distance(ksq[~us], psq + NORTH) > 1
+ || (StepAttacksBB[KING][ksq[us]] & (psq + NORTH))))
result = WIN;
// Immediate draw if it is a stalemate or a king captures undefended pawn
if (Us == WHITE)
{
if (rank_of(psq) < RANK_7) // Single push
- r |= db[index(Them, ksq[Them], ksq[Us], psq + DELTA_N)];
+ r |= db[index(Them, ksq[Them], ksq[Us], psq + NORTH)];
if ( rank_of(psq) == RANK_2 // Double push
- && psq + DELTA_N != ksq[Us]
- && psq + DELTA_N != ksq[Them])
- r |= db[index(Them, ksq[Them], ksq[Us], psq + DELTA_N + DELTA_N)];
+ && psq + NORTH != ksq[Us]
+ && psq + NORTH != ksq[Them])
+ r |= db[index(Them, ksq[Them], ksq[Us], psq + NORTH + NORTH)];
}
return result = r & Good ? Good : r & UNKNOWN ? UNKNOWN : Bad;
StepAttacksBB[make_piece(c, pt)][s] |= to;
}
- Square RookDeltas[] = { DELTA_N, DELTA_E, DELTA_S, DELTA_W };
- Square BishopDeltas[] = { DELTA_NE, DELTA_SE, DELTA_SW, DELTA_NW };
+ Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
+ Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
init_magics(RookTable, RookAttacks, RookMagics, RookMasks, RookShifts, RookDeltas, magic_index<ROOK>);
init_magics(BishopTable, BishopAttacks, BishopMagics, BishopMasks, BishopShifts, BishopDeltas, magic_index<BISHOP>);
}
-/// shift_bb() moves a bitboard one step along direction Delta. Mainly for pawns
+/// shift() moves a bitboard one step along direction D. Mainly for pawns
-template<Square Delta>
-inline Bitboard shift_bb(Bitboard b) {
- return Delta == DELTA_N ? b << 8 : Delta == DELTA_S ? b >> 8
- : Delta == DELTA_NE ? (b & ~FileHBB) << 9 : Delta == DELTA_SE ? (b & ~FileHBB) >> 7
- : Delta == DELTA_NW ? (b & ~FileABB) << 7 : Delta == DELTA_SW ? (b & ~FileABB) >> 9
+template<Square D>
+inline Bitboard shift(Bitboard b) {
+ return D == NORTH ? b << 8 : D == SOUTH ? b >> 8
+ : D == NORTH_EAST ? (b & ~FileHBB) << 9 : D == SOUTH_EAST ? (b & ~FileHBB) >> 7
+ : D == NORTH_WEST ? (b & ~FileABB) << 7 : D == SOUTH_WEST ? (b & ~FileABB) >> 9
: 0;
}
result = Value(80) - 8 * distance(wksq, psq);
else
- result = Value(200) - 8 * ( distance(wksq, psq + DELTA_S)
- - distance(bksq, psq + DELTA_S)
+ result = Value(200) - 8 * ( distance(wksq, psq + SOUTH)
+ - distance(bksq, psq + SOUTH)
- distance(psq, queeningSq));
return strongSide == pos.side_to_move() ? result : -result;
// If the defending king blocks the pawn and the attacking king is too far
// away, it's a draw.
if ( r <= RANK_5
- && bksq == wpsq + DELTA_N
+ && bksq == wpsq + NORTH
&& distance(wksq, wpsq) - tempo >= 2
&& distance(wksq, brsq) - tempo >= 2)
return SCALE_FACTOR_DRAW;
&& file_of(wrsq) == f
&& wrsq < wpsq
&& (distance(wksq, queeningSq) < distance(bksq, queeningSq) - 2 + tempo)
- && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wpsq + DELTA_N) - 2 + tempo)
+ && (distance(wksq, wpsq + NORTH) < distance(bksq, wpsq + NORTH) - 2 + tempo)
&& ( distance(bksq, wrsq) + tempo >= 3
|| ( distance(wksq, queeningSq) < distance(bksq, wrsq) + tempo
- && (distance(wksq, wpsq + DELTA_N) < distance(bksq, wrsq) + tempo))))
+ && (distance(wksq, wpsq + NORTH) < distance(bksq, wrsq) + tempo))))
return ScaleFactor( SCALE_FACTOR_MAX
- 8 * distance(wpsq, queeningSq)
- 2 * distance(wksq, queeningSq));
// ThreatBySafePawn[PieceType] contains bonuses according to which piece
// type is attacked by a pawn which is protected or is not attacked.
const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) };
+ S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
+ };
// Threat[by minor/by rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
template<Color Us>
void eval_init(const Position& pos, EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Down = (Us == WHITE ? SOUTH : NORTH);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
Bitboard b = ei.attackedBy[Them][KING];
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
{
- ei.kingRing[Them] = b | shift_bb<Down>(b);
+ ei.kingRing[Them] = b | shift<Down>(b);
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = popcount(b);
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
&& pos.is_chess960()
&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
{
- Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
+ Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
template<Color Us, bool DoTrace>
Score evaluate_king(const Position& pos, const EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard undefended, b, b1, b2, safe, other;
int kingDanger;
// ... and some other potential checks, only requiring the square to be
// safe from pawn-attacks, and not being occupied by a blocked pawn.
other = ~( ei.attackedBy[Us][PAWN]
- | (pos.pieces(Them, PAWN) & shift_bb<Up>(pos.pieces(PAWN))));
+ | (pos.pieces(Them, PAWN) & shift<Up>(pos.pieces(PAWN))));
b1 = pos.attacks_from<ROOK >(ksq);
b2 = pos.attacks_from<BISHOP>(ksq);
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
- const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
- const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
- const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
+ const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
enum { Minor, Rook };
b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES]
| ei.attackedBy[Us][ALL_PIECES]);
- safeThreats = (shift_bb<Right>(b) | shift_bb<Left>(b)) & weak;
+ safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
if (weak ^ safeThreats)
score += ThreatByHangingPawn;
// Bonus if some pawns can safely push and attack an enemy piece
b = pos.pieces(Us, PAWN) & ~TRank7BB;
- b = shift_bb<Up>(b | (shift_bb<Up>(b & TRank2BB) & ~pos.pieces()));
+ b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces()));
b &= ~pos.pieces()
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]);
- b = (shift_bb<Left>(b) | shift_bb<Right>(b))
+ b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them)
& ~ei.attackedBy[Us][PAWN];
// Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area
Bitboard blockedPawns[] = {
- pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
- pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
+ pos.pieces(WHITE, PAWN) & (shift<SOUTH>(pos.pieces()) | Rank2BB | Rank3BB),
+ pos.pieces(BLACK, PAWN) & (shift<NORTH>(pos.pieces()) | Rank7BB | Rank6BB)
};
// Do not include in mobility area squares protected by enemy pawns, or occupied
assert(!pos.checkers());
- const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
- : KingSide ? DELTA_W : DELTA_E;
+ const Square K = Chess960 ? kto > kfrom ? WEST : EAST
+ : KingSide ? WEST : EAST;
for (Square s = kto; s != kfrom; s += K)
if (pos.attackers_to(s) & enemies)
}
- template<GenType Type, Square Delta>
+ template<GenType Type, Square D>
ExtMove* make_promotions(ExtMove* moveList, Square to, Square ksq) {
if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
- *moveList++ = make<PROMOTION>(to - Delta, to, QUEEN);
+ *moveList++ = make<PROMOTION>(to - D, to, QUEEN);
if (Type == QUIETS || Type == EVASIONS || Type == NON_EVASIONS)
{
- *moveList++ = make<PROMOTION>(to - Delta, to, ROOK);
- *moveList++ = make<PROMOTION>(to - Delta, to, BISHOP);
- *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
+ *moveList++ = make<PROMOTION>(to - D, to, ROOK);
+ *moveList++ = make<PROMOTION>(to - D, to, BISHOP);
+ *moveList++ = make<PROMOTION>(to - D, to, KNIGHT);
}
// Knight promotion is the only promotion that can give a direct check
// that's not already included in the queen promotion.
if (Type == QUIET_CHECKS && (StepAttacksBB[W_KNIGHT][to] & ksq))
- *moveList++ = make<PROMOTION>(to - Delta, to, KNIGHT);
+ *moveList++ = make<PROMOTION>(to - D, to, KNIGHT);
else
(void)ksq; // Silence a warning under MSVC
// Compute our parametrized parameters at compile time, named according to
// the point of view of white side.
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
- const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
- const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
+ const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard emptySquares;
{
emptySquares = (Type == QUIETS || Type == QUIET_CHECKS ? target : ~pos.pieces());
- Bitboard b1 = shift_bb<Up>(pawnsNotOn7) & emptySquares;
- Bitboard b2 = shift_bb<Up>(b1 & TRank3BB) & emptySquares;
+ Bitboard b1 = shift<Up>(pawnsNotOn7) & emptySquares;
+ Bitboard b2 = shift<Up>(b1 & TRank3BB) & emptySquares;
if (Type == EVASIONS) // Consider only blocking squares
{
Bitboard dcCandidates = pos.discovered_check_candidates();
if (pawnsNotOn7 & dcCandidates)
{
- Bitboard dc1 = shift_bb<Up>(pawnsNotOn7 & dcCandidates) & emptySquares & ~file_bb(ksq);
- Bitboard dc2 = shift_bb<Up>(dc1 & TRank3BB) & emptySquares;
+ Bitboard dc1 = shift<Up>(pawnsNotOn7 & dcCandidates) & emptySquares & ~file_bb(ksq);
+ Bitboard dc2 = shift<Up>(dc1 & TRank3BB) & emptySquares;
b1 |= dc1;
b2 |= dc2;
if (Type == EVASIONS)
emptySquares &= target;
- Bitboard b1 = shift_bb<Right>(pawnsOn7) & enemies;
- Bitboard b2 = shift_bb<Left >(pawnsOn7) & enemies;
- Bitboard b3 = shift_bb<Up >(pawnsOn7) & emptySquares;
+ Bitboard b1 = shift<Right>(pawnsOn7) & enemies;
+ Bitboard b2 = shift<Left >(pawnsOn7) & enemies;
+ Bitboard b3 = shift<Up >(pawnsOn7) & emptySquares;
Square ksq = pos.square<KING>(Them);
// Standard and en-passant captures
if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
{
- Bitboard b1 = shift_bb<Right>(pawnsNotOn7) & enemies;
- Bitboard b2 = shift_bb<Left >(pawnsNotOn7) & enemies;
+ Bitboard b1 = shift<Right>(pawnsNotOn7) & enemies;
+ Bitboard b2 = shift<Left >(pawnsNotOn7) & enemies;
while (b1)
{
// Lever bonus by rank
const Score Lever[RANK_NB] = {
S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
- S(17, 16), S(33, 32), S(0, 0), S(0, 0) };
+ S(17, 16), S(33, 32), S(0, 0), S(0, 0)
+ };
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
{ V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
{ V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
{ V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
- { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
+ { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) }
+ };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
{ { V( 0), V(-283), V(-281), V(57), V(31) },
{ V( 0), V( 58), V( 141), V(39), V(18) },
{ V( 0), V( 65), V( 142), V(48), V(32) },
- { V( 0), V( 60), V( 126), V(51), V(19) } } };
+ { V( 0), V( 60), V( 126), V(51), V(19) } }
+ };
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
- const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
- const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
+ const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Square s;
Bitboard ourPawns = pos.pieces(Us , PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
- e->kingSquares[Us] = SQ_NONE;
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
- e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
+ e->kingSquares[Us] = SQ_NONE;
+ e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
File f = file_of(s);
- e->semiopenFiles[Us] &= ~(1 << f);
+ e->semiopenFiles[Us] &= ~(1 << f);
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// Flag the pawn
// The pawn is backward when it cannot safely progress to that rank:
// either there is a stopper in the way on this rank, or there is a
// stopper on adjacent file which controls the way to that rank.
- backward = (b | shift_bb<Up>(b & adjacent_files_bb(f))) & stoppers;
+ backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
}
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
/// to reduce independent parameters and to allow easier tuning and better insight.
-void init()
-{
+void init() {
+
static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
for (int opposed = 0; opposed <= 1; ++opposed)
#include "types.h"
Value PieceValue[PHASE_NB][PIECE_NB] = {
-{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
-{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
+ { VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
+ { VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg }
+};
namespace PSQT {
/// fail high at root. We try hard to have a ponder move to return to the GUI,
/// otherwise in case of 'ponder on' we have nothing to think on.
-bool RootMove::extract_ponder_from_tt(Position& pos)
-{
+bool RootMove::extract_ponder_from_tt(Position& pos) {
+
StateInfo st;
bool ttHit;
}
template<TimeType T>
- int remaining(int myTime, int movesToGo, int ply, int slowMover)
- {
+ int remaining(int myTime, int movesToGo, int ply, int slowMover) {
+
const double TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
const double TStealRatio = (T == OptimumTime ? 0 : StealRatio);
/// inc > 0 && movestogo == 0 means: x basetime + z increment
/// inc > 0 && movestogo != 0 means: x moves in y minutes + z increment
-void TimeManagement::init(Search::LimitsType& limits, Color us, int ply)
-{
+void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
+
int minThinkingTime = Options["Minimum Thinking Time"];
int moveOverhead = Options["Move Overhead"];
int slowMover = Options["Slow Mover"];
}
-/// Returns an approximation of the hashtable occupation during a search. The
-/// hash is x permill full, as per UCI protocol.
+/// TranspositionTable::hashfull() returns an approximation of the hashtable
+/// occupation during a search. The hash is x permill full, as per UCI protocol.
+
+int TranspositionTable::hashfull() const {
-int TranspositionTable::hashfull() const
-{
int cnt = 0;
for (int i = 0; i < 1000 / ClusterSize; i++)
{
SQUARE_NB = 64,
- DELTA_N = 8,
- DELTA_E = 1,
- DELTA_S = -8,
- DELTA_W = -1,
-
- DELTA_NN = DELTA_N + DELTA_N,
- DELTA_NE = DELTA_N + DELTA_E,
- DELTA_SE = DELTA_S + DELTA_E,
- DELTA_SS = DELTA_S + DELTA_S,
- DELTA_SW = DELTA_S + DELTA_W,
- DELTA_NW = DELTA_N + DELTA_W
+ NORTH = 8,
+ EAST = 1,
+ SOUTH = -8,
+ WEST = -1,
+
+ NORTH_EAST = NORTH + EAST,
+ SOUTH_EAST = SOUTH + EAST,
+ SOUTH_WEST = SOUTH + WEST,
+ NORTH_WEST = NORTH + WEST
};
enum File {
}
inline Square pawn_push(Color c) {
- return c == WHITE ? DELTA_N : DELTA_S;
+ return c == WHITE ? NORTH : SOUTH;
}
inline Square from_sq(Move m) {