From: Marco Costalba Date: Sat, 7 Nov 2009 14:02:10 +0000 (+0100) Subject: Convert mobility bonus tables to Score X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=e9757f76100f58e8d4147357d41eca356774e18d Convert mobility bonus tables to Score No functional change. Signed-off-by: Marco Costalba --- diff --git a/src/evaluate.cpp b/src/evaluate.cpp index ac7dd149..f23b256f 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -72,76 +72,48 @@ namespace { // // Visually better to define tables constants typedef Value V; + typedef Score S; // Knight mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly piecess. - const Value MidgameKnightMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 8 - V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) - }; - - const Value EndgameKnightMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 8 - V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) + const Score KnightMobilityBonus[] = { + S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3), + S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens are also included. - const Value MidgameBishopMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), - // 8 9 10 11 12 13 14 15 - V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) - }; - - const Value EndgameBishopMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), - // 8 9 10 11 12 13 14 15 - V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76) + const Score BishopMobilityBonus[] = { + S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), + S( 31, 26), S( 45, 40), S(57, 52), S(65, 60), + S( 71, 65), S( 74, 69), S(76, 71), S(78, 73), + S( 79, 74), S( 80, 75), S(81, 76), S(81, 76) }; // Rook mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens and rooks are also included. - const Value MidgameRookMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), - // 8 9 10 11 12 13 14 15 - V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) - }; - - const Value EndgameRookMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), - // 8 9 10 11 12 13 14 15 - V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) + const Score RookMobilityBonus[] = { + S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13), + S( 4, 29), S( 10, 46), S(14, 62), S(19, 79), + S( 23, 95), S( 26,106), S(27,111), S(28,114), + S( 29,116), S( 30,117), S(31,118), S(32,118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. - const Value MidgameQueenMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), - // 8 9 10 11 12 13 14 15 - V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), - // 16 17 18 19 20 21 22 23 - V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), - // 24 25 26 27 28 29 30 31 - V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) + const Score QueenMobilityBonus[] = { + S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8), + S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), + S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S(20, 35) }; - const Value EndgameQueenMobilityBonus[] = { - // 0 1 2 3 4 5 6 7 - V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), - // 8 9 10 11 12 13 14 15 - V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), - // 16 17 18 19 20 21 22 23 - V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), - // 24 25 26 27 28 29 30 31 - V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) - }; + // Pointers table to access mobility tables through piece type + const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus }; // Outpost bonuses for knights and bishops, indexed by square (from white's // point of view). @@ -225,12 +197,14 @@ namespace { /// the strength of the attack are added up into an integer, which is used /// as an index to SafetyTable[]. - // Attack weights for each piece type + // Attack weights for each piece type and table indexed on piece type const int QueenAttackWeight = 5; const int RookAttackWeight = 3; const int BishopAttackWeight = 2; const int KnightAttackWeight = 2; + const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; + // Bonuses for safe checks, initialized from UCI options int QueenContactCheckBonus, DiscoveredCheckBonus; int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus; @@ -435,7 +409,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.value += apply_weight(Score(ei.mgMobility, ei.egMobility), WeightMobilityMidgame, WeightMobilityEndgame); + ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those @@ -567,9 +541,6 @@ namespace { int evaluate_mobility(Bitboard b, Bitboard mob_area, 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; @@ -588,8 +559,7 @@ namespace { int mob = (Piece != QUEEN ? count_1s_max_15(b & mob_area) : count_1s(b & mob_area)); - ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; + ei.mobility += Sign[Us] * MobilityBonus[Piece][mob]; return mob; } diff --git a/src/evaluate.h b/src/evaluate.h index a7a39a49..cf56a58a 100644 --- a/src/evaluate.h +++ b/src/evaluate.h @@ -91,7 +91,7 @@ struct EvalInfo { Move mateThreat[2]; // Middle game and endgame mobility scores. - Value mgMobility, egMobility; + Score mobility; // Extra futility margin. This is added to the standard futility margin // in the quiescence search.