From: Marco Costalba Date: Fri, 14 May 2010 07:47:11 +0000 (+0200) Subject: Code style tweaks to pawns.cpp X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=0b49ec98225041533f02c60c70f71322cbba38cd;hp=6c27bf18808889ae4aef73d03c6d6a8f7a6107b5 Code style tweaks to pawns.cpp Also a small speedup. No functional change. Signed-off-by: Marco Costalba --- diff --git a/src/pawns.cpp b/src/pawns.cpp index df7a0a2d..23884204 100644 --- a/src/pawns.cpp +++ b/src/pawns.cpp @@ -100,6 +100,7 @@ namespace { // Pawn storm lever bonuses by file const int StormLeverBonus[8] = { -8, -8, -13, 0, 0, -13, -8, -8 }; + #undef S } @@ -107,11 +108,10 @@ namespace { //// Functions //// -/// Constructor +/// PawnInfoTable c'tor and d'tor instantiated one each thread -PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { +PawnInfoTable::PawnInfoTable(unsigned numOfEntries) : size(numOfEntries) { - size = numOfEntries; entries = new PawnInfo[size]; if (!entries) { @@ -122,9 +122,8 @@ PawnInfoTable::PawnInfoTable(unsigned numOfEntries) { } -/// Destructor - PawnInfoTable::~PawnInfoTable() { + delete [] entries; } @@ -140,9 +139,9 @@ void PawnInfo::clear() { /// PawnInfoTable::get_pawn_info() takes a position object as input, computes -/// a PawnInfo object, and returns a pointer to it. The result is also -/// stored in a hash table, so we don't have to recompute everything when -/// the same pawn structure occurs again. +/// a PawnInfo object, and returns a pointer to it. The result is also stored +/// in a hash table, so we don't have to recompute everything when the same +/// pawn structure occurs again. PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) { @@ -180,11 +179,12 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) { template Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, Bitboard theirPawns, PawnInfo* pi) { - Square s; + Bitboard b; + Square s, s2; File f; - Rank r; + Rank r, r2; bool passed, isolated, doubled, opposed, chain, backward, candidate; - int bonus; + int bonus, v; Score value = make_score(0, 0); const Square* ptr = pos.piece_list_begin(Us, PAWN); @@ -205,31 +205,26 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN)); - // Passed, isolated or doubled pawn? - passed = !(theirPawns & passed_pawn_mask(Us, s)); - isolated = !(ourPawns & neighboring_files_bb(s)); - doubled = ourPawns & squares_behind(Us, s); - opposed = theirPawns & squares_in_front_of(Us, s); - - // We calculate kingside and queenside pawn storm - // scores for both colors. These are used when evaluating - // middle game positions with opposite side castling. + // We calculate kingside and queenside pawn storm scores for + // both colors. These are used when evaluating middle game + // positions with opposite side castling. // // Each pawn is given a base score given by a piece square table // (KStormTable[] or QStormTable[]). Pawns which seem to have good - // chances of creating an open file by exchanging itself against an - // enemy pawn on an adjacent file gets an additional bonus. + // chances of creating an open file by exchanging itself against + // an enemy pawn on an adjacent file gets an additional bonus. // Kingside pawn storms bonus = KStormTable[relative_square(Us, s)]; if (f >= FILE_F) { - Bitboard b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB); + b = outpost_mask(Us, s) & theirPawns & (FileFBB | FileGBB | FileHBB); while (b) { // Give a bonus according to the distance of the nearest enemy pawn - Square s2 = pop_1st_bit(&b); - int v = StormLeverBonus[f] - 2 * square_distance(s, s2); + s2 = pop_1st_bit(&b); + r2 = square_rank(s2); + v = StormLeverBonus[f] - 2 * rank_distance(r, r2); // If enemy pawn has no pawn beside itself is particularly vulnerable. // Big bonus, especially against a weakness on the rook file @@ -245,12 +240,13 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, bonus = QStormTable[relative_square(Us, s)]; if (f <= FILE_C) { - Bitboard b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB); + b = outpost_mask(Us, s) & theirPawns & (FileABB | FileBBB | FileCBB); while (b) { // Give a bonus according to the distance of the nearest enemy pawn - Square s2 = pop_1st_bit(&b); - int v = StormLeverBonus[f] - 4 * square_distance(s, s2); + s2 = pop_1st_bit(&b); + r2 = square_rank(s2); + v = StormLeverBonus[f] - 4 * rank_distance(r, r2); // If enemy pawn has no pawn beside itself is particularly vulnerable. // Big bonus, especially against a weakness on the rook file @@ -262,13 +258,16 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, } pi->qsStormValue[Us] += bonus; - // Member of a pawn chain (but not the backward one)? We could speed up - // the test a little by introducing an array of masks indexed by color - // and square for doing the test, but because everything is hashed, - // it probably won't make any noticable difference. - chain = ourPawns - & neighboring_files_bb(f) - & (rank_bb(r) | rank_bb(r - (Us == WHITE ? 1 : -1))); + // Our rank and previous one. Used for chain detection. + b = rank_bb(r) | rank_bb(r + (Us == WHITE ? -1 : 1)); + + // Passed, isolated, doubled or member of a pawn + // chain (but not the backward one) ? + passed = !(theirPawns & passed_pawn_mask(Us, s)); + doubled = ourPawns & squares_behind(Us, s); + opposed = theirPawns & squares_in_front_of(Us, s); + isolated = !(ourPawns & neighboring_files_bb(f)); + chain = ourPawns & neighboring_files_bb(f) & b; // Test for backward pawn // @@ -277,7 +276,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, // there are friendly pawns behind on neighboring files it cannot // be backward either. if ( (passed | isolated | chain) - || (ourPawns & behind_bb(Us, r) & neighboring_files_bb(f)) + || (ourPawns & outpost_mask(opposite_color(Us), s)) || (pos.attacks_from(s, Us) & theirPawns)) backward = false; else @@ -286,7 +285,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, // pawn on neighboring files. We now check whether the pawn is // backward by looking in the forward direction on the neighboring // files, and seeing whether we meet a friendly or an enemy pawn first. - Bitboard b = pos.attacks_from(s, Us); + b = pos.attacks_from(s, Us); // Note that we are sure to find something because pawn is not passed // nor isolated, so loop is potentially infinite, but it isn't. @@ -311,10 +310,12 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, if (passed && (ourPawns & squares_in_front_of(Us, s))) passed = false; - // Score this pawn + // Mark the pawn as passed. Pawn will be properly scored in evaluation + // because we need full attack info to evaluate passed pawns. if (passed) set_bit(&(pi->passedPawns), s); + // Score this pawn if (isolated) { value -= IsolatedPawnPenalty[f]; @@ -345,9 +346,10 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns, /// only when king square changes, about 20% of total get_king_shelter() calls. int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) { - unsigned shelter = 0; Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq); + unsigned shelter = 0; unsigned r = ksq & (7 << 3); + for (int i = 1, k = (c ? -8 : 8); i < 4; i++) { r += k;