From: Alain SAVARD Date: Wed, 18 Jan 2017 02:40:31 +0000 (-0500) Subject: Reformat eval_init() X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=243a9f5484a14024ba1e081f827f2874a1c2b6c2 Reformat eval_init() Move more code into eval_init, removing some clutter in the main routine. Write eval_init only from "our" point of view (do not init the attackedBy[Them] bitboards). Add mobilityArea to the evalinfo A few edits while being there tested for non-regression at STC http://tests.stockfishchess.org/tests/view/587fab230ebc5915193f77d9 LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 39585 W: 7183 L: 7094 D: 25308 Non functional change. --- diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 5621c508..a00dbf8a 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -73,6 +73,11 @@ namespace { // by the evaluation functions. struct EvalInfo { + Material::Entry* me; + Pawns::Entry* pe; + Bitboard pinnedPieces[COLOR_NB]; + Bitboard mobilityArea[COLOR_NB]; + // attackedBy[color][piece type] is a bitboard representing all squares // attacked by a given color and piece type (can be also ALL_PIECES). Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; @@ -106,17 +111,13 @@ namespace { // a white knight on g5 and black's king is on g8, this white knight adds 2 // to kingAdjacentZoneAttacksCount[WHITE]. int kingAdjacentZoneAttacksCount[COLOR_NB]; - - Bitboard pinnedPieces[COLOR_NB]; - Material::Entry* me; - Pawns::Entry* pi; }; #define V(v) Value(v) #define S(mg, eg) make_score(mg, eg) - // MobilityBonus[PieceType][attacked] contains bonuses for middle and end - // game, indexed by piece type and number of attacked squares in the MobilityArea. + // MobilityBonus[PieceType][attacked] contains bonuses for middle and end game, + // indexed by piece type and number of attacked squares in the mobility area. const Score MobilityBonus[][32] = { {}, {}, { S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights @@ -231,23 +232,35 @@ namespace { void eval_init(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Up = (Us == WHITE ? NORTH : SOUTH); const Square Down = (Us == WHITE ? SOUTH : NORTH); + const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); ei.pinnedPieces[Us] = pos.pinned_pieces(Us); - Bitboard b = ei.attackedBy[Them][KING]; - ei.attackedBy[Them][ALL_PIECES] |= b; - ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); - ei.attackedBy2[Us] = ei.attackedBy[Us][PAWN] & ei.attackedBy[Us][KING]; - // Init king safety tables only if we are going to use them - if (pos.non_pawn_material(Us) >= QueenValueMg) + // Find our pawns on the first two ranks, and those which are blocked + Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); + + // Squares occupied by those pawns, by our king, or controlled by enemy pawns + // are excluded from the mobility area. + ei.mobilityArea[Us] = ~(b | pos.square(Us) | ei.pe->pawn_attacks(Them)); + + // Initialise the attack bitboards with the king and pawn information + b = ei.attackedBy[Us][KING] = pos.attacks_from(pos.square(Us)); + ei.attackedBy[Us][PAWN] = ei.pe->pawn_attacks(Us); + + ei.attackedBy2[Us] = b & ei.attackedBy[Us][PAWN]; + ei.attackedBy[Us][ALL_PIECES] = b | ei.attackedBy[Us][PAWN]; + + // Init our king safety tables only if we are going to use them + if (pos.non_pawn_material(Them) >= QueenValueMg) { - ei.kingRing[Them] = b | shift(b); - ei.kingAttackersCount[Us] = popcount(b & ei.attackedBy[Us][PAWN]); - ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; + ei.kingRing[Us] = b | shift(b); + ei.kingAttackersCount[Them] = popcount(b & ei.pe->pawn_attacks(Them)); + ei.kingAdjacentZoneAttacksCount[Them] = ei.kingAttackersWeight[Them] = 0; } else - ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; + ei.kingRing[Us] = ei.kingAttackersCount[Them] = 0; } @@ -255,8 +268,8 @@ namespace { // color and type. template - Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, - const Bitboard* mobilityArea) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) { + const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1)); const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB @@ -294,14 +307,14 @@ namespace { | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); - int mob = popcount(b & mobilityArea[Us]); + int mob = popcount(b & ei.mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; if (Pt == BISHOP || Pt == KNIGHT) { // Bonus for outpost squares - bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them); + bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them); if (bb & s) score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)]; else @@ -318,7 +331,7 @@ namespace { // Penalty for pawns on the same color square as the bishop if (Pt == BISHOP) - score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s); + score -= BishopPawns * ei.pe->pawns_on_same_color_squares(Us, s); // An important Chess960 pattern: A cornered bishop blocked by a friendly // pawn diagonally in front of it is a very serious problem, especially @@ -342,16 +355,16 @@ namespace { score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); // Bonus when on an open or semi-open file - if (ei.pi->semiopen_file(Us, file_of(s))) - score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))]; + if (ei.pe->semiopen_file(Us, file_of(s))) + score += RookOnFile[!!ei.pe->semiopen_file(Them, file_of(s))]; - // Penalize when trapped by the king, even more if the king cannot castle + // Penalty when trapped by the king, even more if the king cannot castle else if (mob <= 3) { Square ksq = pos.square(Us); if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) - && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) + && !ei.pe->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); } } @@ -369,13 +382,13 @@ namespace { Trace::add(Pt, Us, score); // Recursively call evaluate_pieces() of next piece type until KING is excluded - return score - evaluate_pieces(pos, ei, mobility, mobilityArea); + return score - evaluate_pieces(pos, ei, mobility); } template<> - Score evaluate_pieces(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } + Score evaluate_pieces(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; } template<> - Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } + Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*) { return SCORE_ZERO; } // evaluate_king() assigns bonuses and penalties to a king of a given color @@ -400,12 +413,12 @@ namespace { int kingDanger; // King shelter and enemy pawns storm - Score score = ei.pi->king_safety(pos, ksq); + Score score = ei.pe->king_safety(pos, ksq); // Main king safety evaluation if (ei.kingAttackersCount[Them]) { - // Find the attacked squares which are defended only by the king... + // Find the attacked squares which are defended only by our king... undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING] & ~ei.attackedBy2[Us]; @@ -427,20 +440,15 @@ namespace { - 7 * mg_value(score) / 5 - 5; // Analyse the enemy's safe queen contact checks. Firstly, find the - // undefended squares around the king reachable by the enemy queen... + // undefended squares around our king reachable by the enemy queen... b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); - // ...and keep squares supported by another enemy piece + // ...and keep squares supported by another enemy piece. kingDanger += QueenContactCheck * popcount(b & ei.attackedBy2[Them]); - // Analyse the safe enemy's checks which are possible on next move... + // Analyse the safe enemy's checks which are possible on next move safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); - // ... 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(pos.pieces(PAWN)))); - b1 = pos.attacks_from(ksq); b2 = pos.attacks_from(ksq); @@ -448,12 +456,18 @@ namespace { if ((b1 | b2) & ei.attackedBy[Them][QUEEN] & safe) kingDanger += QueenCheck; - // For other pieces, also consider the square safe if attacked twice, - // and only defended by a queen. + // For minors and rooks, also consider the square safe if attacked twice, + // and only defended by our queen. safe |= ei.attackedBy2[Them] & ~(ei.attackedBy2[Us] | pos.pieces(Them)) & ei.attackedBy[Us][QUEEN]; + // Some other potential checks are also analysed, even from squares + // currently occupied by the opponent own pieces, as long as the square + // is not attacked by our pawns, and is not occupied by a blocked pawn. + other = ~( ei.attackedBy[Us][PAWN] + | (pos.pieces(Them, PAWN) & shift(pos.pieces(PAWN)))); + // Enemy rooks safe and other checks if (b1 & ei.attackedBy[Them][ROOK] & safe) kingDanger += RookCheck; @@ -476,7 +490,7 @@ namespace { else if (b & other) score -= OtherCheck; - // Compute the king danger score and subtract it from the evaluation + // Transform the kingDanger units into a Score, and substract it from the evaluation if (kingDanger > 0) score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0); } @@ -611,7 +625,7 @@ namespace { Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares; Score score = SCORE_ZERO; - b = ei.pi->passed_pawns(Us); + b = ei.pe->passed_pawns(Us); while (b) { @@ -719,10 +733,10 @@ namespace { // Since SpaceMask[Us] is fully on our half of the board... assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); - // ...count safe + (behind & safe) with a single popcount + // ...count safe + (behind & safe) with a single popcount. int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); bonus = std::min(16, bonus); - int weight = pos.count(Us) - 2 * ei.pi->open_files(); + int weight = pos.count(Us) - 2 * ei.pe->open_files(); return make_score(bonus * weight * weight / 18, 0); } @@ -824,8 +838,8 @@ Value Eval::evaluate(const Position& pos) { Score score = pos.psq_score() + ei.me->imbalance(); // Probe the pawn hash table - ei.pi = Pawns::probe(pos); - score += ei.pi->pawns_score(); + ei.pe = Pawns::probe(pos); + score += ei.pe->pawns_score(); // We have taken into account all cheap evaluation terms. // If score exceeds a threshold return a lazy evaluation. @@ -834,27 +848,11 @@ Value Eval::evaluate(const Position& pos) { return pos.side_to_move() == WHITE ? lazy : -lazy; // Initialize attack and king safety bitboards - ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0; - ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.square(BLACK)); eval_init(pos, ei); eval_init(pos, ei); - // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area - Bitboard blockedPawns[] = { - pos.pieces(WHITE, PAWN) & (shift(pos.pieces()) | Rank2BB | Rank3BB), - pos.pieces(BLACK, PAWN) & (shift(pos.pieces()) | Rank7BB | Rank6BB) - }; - - // Do not include in mobility area squares protected by enemy pawns, or occupied - // by our blocked pawns or king. - Bitboard mobilityArea[] = { - ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square(WHITE)), - ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square(BLACK)) - }; - // Evaluate all pieces but king and pawns - score += evaluate_pieces(pos, ei, mobility, mobilityArea); + score += evaluate_pieces(pos, ei, mobility); score += mobility[WHITE] - mobility[BLACK]; // Evaluate kings after all other pieces because we need full attack @@ -876,7 +874,7 @@ Value Eval::evaluate(const Position& pos) { - evaluate_space(pos, ei); // Evaluate position potential for the winning side - score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score)); + score += evaluate_initiative(pos, ei.pe->pawn_asymmetry(), eg_value(score)); // Evaluate scale factor for the winning side ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score)); @@ -892,7 +890,7 @@ Value Eval::evaluate(const Position& pos) { { Trace::add(MATERIAL, pos.psq_score()); Trace::add(IMBALANCE, ei.me->imbalance()); - Trace::add(PAWN, ei.pi->pawns_score()); + Trace::add(PAWN, ei.pe->pawns_score()); Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222) Trace::add(SPACE, evaluate_space(pos, ei)