Apart from the semplification it is now more clear that
the actual Tempo added was half of the indicated score.
This is becuase at start compute_psq_score() added half
Tempo unit and in do_move() white/black were respectively
adding/subtracting one Tempo unit.
Now we have directly halved Tempo constant and everything
is more clear.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
+ // Bonus for having the side to move (modified by Joona Kiiski)
+ const Score Tempo = make_score(24, 11);
+
// Rooks and queens on the 7th rank (modified by Joona Kiiski)
const Score RookOn7thBonus = make_score(47, 98);
const Score QueenOn7thBonus = make_score(27, 54);
// Rooks and queens on the 7th rank (modified by Joona Kiiski)
const Score RookOn7thBonus = make_score(47, 98);
const Score QueenOn7thBonus = make_score(27, 54);
Value margins[2];
Score score, mobilityWhite, mobilityBlack;
Value margins[2];
Score score, mobilityWhite, mobilityBlack;
- // Initialize score by reading the incrementally updated scores included
- // in the position object (material + piece square tables).
- score = pos.psq_score();
-
// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
+ // Initialize score by reading the incrementally updated scores included
+ // in the position object (material + piece square tables) and adding
+ // Tempo bonus. Score is computed from the point of view of white.
+ score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo);
+
// Probe the material hash table
ei.mi = pos.this_thread()->materialTable.probe(pos);
score += ei.mi->material_value();
// Probe the material hash table
ei.mi = pos.this_thread()->materialTable.probe(pos);
score += ei.mi->material_value();
RookValueEndgame, QueenValueEndgame
};
RookValueEndgame, QueenValueEndgame
};
-
-namespace {
-
- // Bonus for having the side to move (modified by Joona Kiiski)
- const Score Tempo = make_score(48, 22);
-
- // To convert a Piece to and from a FEN char
- const string PieceToChar(" PNBRQK pnbrqk .");
-}
+// To convert a Piece to and from a FEN char
+static const string PieceToChar(" PNBRQK pnbrqk .");
sideToMove = ~sideToMove;
sideToMove = ~sideToMove;
- st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
// Update checkers BB
st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
// Update checkers BB
st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
sideToMove = ~sideToMove;
sideToMove = ~sideToMove;
- st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
else
// Undo: point our state pointer back to the previous state
}
else
// Undo: point our state pointer back to the previous state
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
- st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_psq_score() const {
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_psq_score() const {
Score result = SCORE_ZERO;
Score result = SCORE_ZERO;
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- b = pieces(pt, c);
- while (b)
- result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
- }
+ while (b)
+ {
+ Square s = pop_1st_bit(&b);
+ result += pieceSquareTable[piece_on(s)][s];
+ }
- result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);