From: Marco Costalba Date: Fri, 3 May 2013 08:10:08 +0000 (+0200) Subject: Merge mobility area tweak X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=43f67eab5f55508e07e4e3d7cec885dc4e82036f;hp=-c Merge mobility area tweak A nice improvment. Was good at 15+0.05 LLR: 2.96 (-2.94,2.94) Total: 10731 W: 2176 L: 2040 D: 6515 And at 60"+0.05 LLR: 2.96 (-2.94,2.94) Total: 10601 W: 1968 L: 1810 D: 6823 bench: 4676606 --- 43f67eab5f55508e07e4e3d7cec885dc4e82036f diff --combined src/evaluate.cpp index e861f5f0,a06fcabd..5a8a292f --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@@ -24,53 -24,13 +24,53 @@@ #include "bitcount.h" #include "evaluate.h" +#include "material.h" +#include "pawns.h" #include "thread.h" #include "ucioption.h" -using namespace Eval; - namespace { + // 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]; + }; + // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@@ -240,27 -200,27 +240,27 @@@ // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin, Info& ei); + Value do_evaluate(const Position& pos, Value& margin); template - void init_eval_info(const Position& pos, Info& ei); + void init_eval_info(const Position& pos, EvalInfo& ei); template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, Info& ei); + Score evaluate_threats(const Position& pos, EvalInfo& ei); template - int evaluate_space(const Position& pos, Info& ei); + int evaluate_space(const Position& pos, EvalInfo& ei); template - Score evaluate_passed_pawns(const Position& pos, Info& ei); + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); - Score evaluate_unstoppable_pawns(const Position& pos, Info& ei); + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& 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 +276,8 @@@ 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, Info* ei) { - return do_evaluate(pos, margin, *ei); + Value evaluate(const Position& pos, Value& margin) { + return do_evaluate(pos, margin); } @@@ -313,6 -273,7 +313,6 @@@ Value margin; std::string totals; - Info ei; Search::RootColor = pos.side_to_move(); @@@ -320,7 -281,7 +320,7 @@@ TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin, ei); + do_evaluate(pos, margin); totals = TraceStream.str(); TraceStream.str(""); @@@ -356,11 -317,10 +356,11 @@@ namespace { template -Value do_evaluate(const Position& pos, Value& margin, Info& ei) { +Value do_evaluate(const Position& pos, Value& margin) { assert(!pos.checkers()); + EvalInfo ei; Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; Thread* th = pos.this_thread(); @@@ -483,7 -443,7 +483,7 @@@ // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, Info& ei) { + void init_eval_info(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@@ -506,7 -466,7 +506,7 @@@ // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, Info& ei, Square s) { + Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@@ -532,7 -492,7 +532,7 @@@ // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; @@@ -681,7 -641,7 +681,7 @@@ // and the type of attacked one. template - Score evaluate_threats(const Position& pos, Info& ei) { + Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@@ -723,14 -683,14 +723,14 @@@ // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); Score score = mobility = SCORE_ZERO; // Do not include in mobility squares protected by enemy pawns or occupied by our pieces - const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING)); score += evaluate_pieces(pos, ei, mobility, mobilityArea); score += evaluate_pieces(pos, ei, mobility, mobilityArea); @@@ -748,7 -708,7 +748,7 @@@ // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@@ -861,7 -821,7 +861,7 @@@ // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, Info& ei) { + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@@ -959,7 -919,7 +959,7 @@@ // 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, Info& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@@ -1124,7 -1084,7 +1124,7 @@@ // 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, Info& ei) { + int evaluate_space(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE);