From: Marco Costalba Date: Mon, 28 Sep 2009 09:46:55 +0000 (+0100) Subject: Unroll color loops in evaluate X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=d56345c9aed35afcd0fddf1599f7a1b02e3a5499 Unroll color loops in evaluate Use templates to manually unroll the loops so that many values could be calculated at compile time or at runtime but with a fast direct memory access instead of an indirect one. This change gives a speed up of 3.5 % on pgo build !!! :-) No functional change. Signed-off-by: Marco Costalba --- diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6eec5d23..afb3e593 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -270,11 +270,11 @@ namespace { template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); - template - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei); + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); - template - void evaluate_king(const Position& p, Color us, EvalInfo &ei); + template + void evaluate_king(const Position& p, EvalInfo &ei); void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, @@ -359,24 +359,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; // Evaluate pieces - for (Color c = WHITE; c <= BLACK; c++) - { - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - - // Sum up all attacked squares - ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] - | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] - | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; - } + evaluate_pieces_of_color(pos, ei); + evaluate_pieces_of_color(pos, ei); // Kings. Kings are evaluated after all other pieces for both sides, // because we need complete attack information for all pieces when computing // the king safety evaluation. - for (Color c = WHITE; c <= BLACK; c++) - evaluate_king(pos, c, ei); + evaluate_king(pos, ei); + evaluate_king(pos, ei); // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where @@ -546,113 +536,117 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece - template - int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) { + template + int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) { + const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; // Update attack info - ei.attackedBy[us][Piece] |= b; + ei.attackedBy[Us][Piece] |= b; // King attacks - if (b & ei.kingZone[us]) + if (b & ei.kingZone[Us]) { - ei.kingAttackersCount[us]++; - ei.kingAttackersWeight[us] += AttackWeight[Piece]; - Bitboard bb = (b & ei.attackedBy[them][KING]); + ei.kingAttackersCount[Us]++; + ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]); // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) - : count_1s(bb & ~p.pieces_of_color(us))); + int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(Us)) + : count_1s(bb & ~p.pieces_of_color(Us))); - ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[us] * EgBonus[Piece][mob]; + ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; return mob; } // evaluate_outposts() evaluates bishop and knight outposts squares - template - void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) { + template + void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)] - : KnightOutpostBonus[relative_square(us, s)]); + Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] + : KnightOutpostBonus[relative_square(Us, s)]); // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece - if (bonus && (p.attacks_from(s, them) & p.pieces(PAWN, us))) + if (bonus && (p.attacks_from(s, Them) & p.pieces(PAWN, Us))) { - if ( p.pieces(KNIGHT, them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB) + if ( p.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB) bonus += bonus + bonus / 2; else bonus += bonus / 2; } - ei.mgValue += Sign[us] * bonus; - ei.egValue += Sign[us] * bonus; + ei.mgValue += Sign[Us] * bonus; + ei.egValue += Sign[Us] * bonus; } // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given // color. - template - void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) { + template + void evaluate_pieces(const Position& pos, EvalInfo& ei) { Bitboard b; Square s, ksq; int mob; File f; - Color them = opposite_color(us); - const Square* ptr = pos.piece_list_begin(us, Piece); + + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square* ptr = pos.piece_list_begin(Us, Piece); while ((s = *ptr++) != SQ_NONE) { if (Piece == KNIGHT || Piece == QUEEN) b = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, us, them, ei); + mob = evaluate_mobility(pos, b, ei); // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them)) - evaluate_outposts(pos, us, them, ei, s); + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + evaluate_outposts(pos, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 // and trapped bishops on a1/h1/a8/h8 in Chess960. if (Piece == BISHOP) { - if (bit_is_set(MaskA7H7[us], s)) - evaluate_trapped_bishop_a7h7(pos, s, us, ei); + if (bit_is_set(MaskA7H7[Us], s)) + evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - if (Chess960 && bit_is_set(MaskA1H1[us], s)) - evaluate_trapped_bishop_a1h1(pos, s, us, ei); + if (Chess960 && bit_is_set(MaskA1H1[Us], s)) + evaluate_trapped_bishop_a1h1(pos, s, Us, ei); } if (Piece == ROOK || Piece == QUEEN) { // Queen or rook on 7th rank - if ( relative_rank(us, s) == RANK_7 - && relative_rank(us, pos.king_square(them)) == RANK_8) + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); - ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); + ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); } } @@ -661,84 +655,99 @@ namespace { { // Open and half-open files f = square_file(s); - if (ei.pi->file_is_half_open(us, f)) + if (ei.pi->file_is_half_open(Us, f)) { - if (ei.pi->file_is_half_open(them, f)) + if (ei.pi->file_is_half_open(Them, f)) { - ei.mgValue += Sign[us] * RookOpenFileBonus; - ei.egValue += Sign[us] * RookOpenFileBonus; + ei.mgValue += Sign[Us] * RookOpenFileBonus; + ei.egValue += Sign[Us] * RookOpenFileBonus; } else { - ei.mgValue += Sign[us] * RookHalfOpenFileBonus; - ei.egValue += Sign[us] * RookHalfOpenFileBonus; + ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; + ei.egValue += Sign[Us] * RookHalfOpenFileBonus; } } // Penalize rooks which are trapped inside a king. Penalize more if // king has lost right to castle. - if (mob > 6 || ei.pi->file_is_half_open(us, f)) + if (mob > 6 || ei.pi->file_is_half_open(Us, f)) continue; - ksq = pos.king_square(us); + ksq = pos.king_square(Us); if ( square_file(ksq) >= FILE_E && square_file(s) > square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } } } } + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given + // color. + + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { + + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + + // Sum up all attacked squares + ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + } // evaluate_king<>() assigns bonuses and penalties to a king of a given color. - template - void evaluate_king(const Position& p, Color us, EvalInfo& ei) { + template + void evaluate_king(const Position& p, EvalInfo& ei) { - int shelter = 0, sign = Sign[us]; - Square s = p.king_square(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square s = p.king_square(Us); + int shelter = 0; // King shelter - if (relative_rank(us, s) <= RANK_4) + if (relative_rank(Us, s) <= RANK_4) { - shelter = ei.pi->get_king_shelter(p, us, s); - ei.mgValue += sign * Value(shelter); + shelter = ei.pi->get_king_shelter(p, Us, s); + ei.mgValue += Sign[Us] * Value(shelter); } // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - Color them = opposite_color(us); - - if ( p.piece_count(them, QUEEN) >= 1 - && ei.kingAttackersCount[them] >= 2 - && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame - && ei.kingAdjacentZoneAttacksCount[them]) + if ( p.piece_count(Them, QUEEN) >= 1 + && ei.kingAttackersCount[Them] >= 2 + && p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAdjacentZoneAttacksCount[Them]) { // Is it the attackers turn to move? - bool sente = (them == p.side_to_move()); + bool sente = (Them == p.side_to_move()); // Find the attacked squares around the king which has no defenders // apart from the king itself Bitboard undefended = - ei.attacked_by(them) & ~ei.attacked_by(us, PAWN) - & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP) - & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN) - & ei.attacked_by(us, KING); + ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN) + & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP) + & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN) + & ei.attacked_by(Us, KING); Bitboard occ = p.occupied_squares(), b, b2; @@ -748,17 +757,17 @@ namespace { // undefended squares around the king, the square of the king, and the // quality of the pawn shelter. int attackUnits = - Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25) - + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - (shelter >> 5); + Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25) + + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) * 3 + + InitKingDanger[relative_square(Us, s)] - (shelter >> 5); // Analyse safe queen contact checks - b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); + b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them); if (b) { Bitboard attackedByOthers = - ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT) - | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK); + ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); b &= attackedByOthers; if (b) @@ -772,7 +781,7 @@ namespace { if (QueenContactMates && !p.is_check()) { Bitboard escapeSquares = - p.attacks_from(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + p.attacks_from(s) & ~p.pieces_of_color(Us) & ~attackedByOthers; while (b) { @@ -781,15 +790,15 @@ namespace { { // We have a mate, unless the queen is pinned or there // is an X-ray attack through the queen. - for (int i = 0; i < p.piece_count(them, QUEEN); i++) + for (int i = 0; i < p.piece_count(Them, QUEEN); i++) { - from = p.piece_list(them, QUEEN, i); + from = p.piece_list(Them, QUEEN, i); if ( bit_is_set(p.attacks_from(from), to) - && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us))) + && !bit_is_set(p.pinned_pieces(Them), from) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us))) - ei.mateThreat[them] = make_move(from, to); + ei.mateThreat[Them] = make_move(from, to); } } } @@ -800,38 +809,38 @@ namespace { // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if( b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Rook checks - b2 = b & ei.attacked_by(them, ROOK); + b2 = b & ei.attacked_by(Them, ROOK); if (b2) attackUnits += RookCheckBonus * count_1s_max_15(b2); } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if (b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Bishop checks - b2 = b & ei.attacked_by(them, BISHOP); + b2 = b & ei.attacked_by(Them, BISHOP); if (b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2); } if (KnightCheckBonus > 0) { - b = p.attacks_from(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Knight checks - b2 = b & ei.attacked_by(them, KNIGHT); + b2 = b & ei.attacked_by(Them, KNIGHT); if (b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2); } @@ -840,16 +849,16 @@ namespace { // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pieces(PAWN); + b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN); if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); + attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } // Has a mate threat been found? We don't do anything here if the // side with the mating move is the side to move, because in that // case the mating side will get a huge bonus at the end of the main // evaluation function instead. - if (ei.mateThreat[them] != MOVE_NONE) + if (ei.mateThreat[Them] != MOVE_NONE) attackUnits += MateThreatBonus; // Ensure that attackUnits is between 0 and 99, in order to avoid array @@ -866,11 +875,11 @@ namespace { // that the king safety scores can sometimes be very big, and that // capturing a single attacking piece can therefore result in a score // change far bigger than the value of the captured piece. - Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]); + Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); - ei.mgValue -= sign * v; + ei.mgValue -= Sign[Us] * v; - if (us == p.side_to_move()) + if (Us == p.side_to_move()) ei.futilityMargin += v; } }