From d810441b359508577b736d7b6410190ba13078f5 Mon Sep 17 00:00:00 2001 From: Marco Costalba Date: Thu, 25 Apr 2013 12:43:55 +0200 Subject: [PATCH] Expose EvalInfo struct to search Allow to use EvalInfo struct, populated by evaluation(), in search. In particular we allocate Eval::Info on the stack and pass a pointer to this to evaluate(). Also add to Search::Stack a pointer to Eval::Info, this allows to reference eval info of previous/next nodes. WARNING: Eval::Info is NOT initialized and is populated by evaluate(), only if the latter is called, and this does not happen in all the code paths, so care should be taken when accessing this struct. No functional change. --- src/evaluate.cpp | 88 +++++++++++++----------------------------------- src/evaluate.h | 44 +++++++++++++++++++++++- src/search.cpp | 11 +++--- src/search.h | 2 ++ 4 files changed, 76 insertions(+), 69 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index e861f5f0..02d740ec 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -24,52 +24,12 @@ #include "bitcount.h" #include "evaluate.h" -#include "material.h" -#include "pawns.h" #include "thread.h" #include "ucioption.h" -namespace { +using namespace Eval; - // 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]; - }; +namespace { // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@ -240,27 +200,27 @@ namespace { // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin); + Value do_evaluate(const Position& pos, Value& margin, Info& ei); template - void init_eval_info(const Position& pos, EvalInfo& ei); + void init_eval_info(const Position& pos, Info& ei); template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); + Score evaluate_king(const Position& pos, Info& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, Info& ei); template - int evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, Info& ei); template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_passed_pawns(const Position& pos, Info& ei); - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_unstoppable_pawns(const Position& pos, Info& 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 @@ 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) { - return do_evaluate(pos, margin); + Value evaluate(const Position& pos, Value& margin, Info* ei) { + return do_evaluate(pos, margin, *ei); } @@ -313,6 +273,7 @@ namespace Eval { Value margin; std::string totals; + Info ei; Search::RootColor = pos.side_to_move(); @@ -320,7 +281,7 @@ namespace Eval { TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin); + do_evaluate(pos, margin, ei); totals = TraceStream.str(); TraceStream.str(""); @@ -356,11 +317,10 @@ namespace Eval { namespace { template -Value do_evaluate(const Position& pos, Value& margin) { +Value do_evaluate(const Position& pos, Value& margin, Info& ei) { assert(!pos.checkers()); - EvalInfo ei; Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; Thread* th = pos.this_thread(); @@ -483,7 +443,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, EvalInfo& ei) { + void init_eval_info(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -506,7 +466,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + Score evaluate_outposts(const Position& pos, Info& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -532,7 +492,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; @@ -681,7 +641,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -723,7 +683,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -748,7 +708,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { + Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -861,7 +821,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -959,7 +919,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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, EvalInfo& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1124,7 +1084,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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, EvalInfo& ei) { + int evaluate_space(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); diff --git a/src/evaluate.h b/src/evaluate.h index 8eb39642..f09163a2 100644 --- a/src/evaluate.h +++ b/src/evaluate.h @@ -20,14 +20,56 @@ #if !defined(EVALUATE_H_INCLUDED) #define EVALUATE_H_INCLUDED +#include "material.h" +#include "pawns.h" #include "types.h" class Position; namespace Eval { +// Struct Eval::Info contains various information computed and collected +// by the evaluation functions. +struct Info { + + // 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]; +}; + extern void init(); -extern Value evaluate(const Position& pos, Value& margin); +extern Value evaluate(const Position& pos, Value& margin, Info* ei); extern std::string trace(const Position& pos); } diff --git a/src/search.cpp b/src/search.cpp index 0e681781..0bd1de4e 100644 --- a/src/search.cpp +++ b/src/search.cpp @@ -489,6 +489,7 @@ namespace { Move movesSearched[64]; StateInfo st; + Eval::Info ei; const TTEntry *tte; SplitPoint* splitPoint; Key posKey; @@ -523,6 +524,7 @@ namespace { bestValue = -VALUE_INFINITE; ss->currentMove = threatMove = (ss+1)->excludedMove = bestMove = MOVE_NONE; ss->ply = (ss-1)->ply + 1; + ss->ei = &ei; (ss+1)->skipNullMove = false; (ss+1)->reduction = DEPTH_ZERO; (ss+2)->killers[0] = (ss+2)->killers[1] = MOVE_NONE; @@ -592,7 +594,7 @@ namespace { // Never assume anything on values stored in TT if ( (ss->staticEval = eval = tte->eval_value()) == VALUE_NONE ||(ss->evalMargin = tte->eval_margin()) == VALUE_NONE) - eval = ss->staticEval = evaluate(pos, ss->evalMargin); + eval = ss->staticEval = evaluate(pos, ss->evalMargin, &ei); // Can ttValue be used as a better position evaluation? if (ttValue != VALUE_NONE) @@ -602,7 +604,7 @@ namespace { } else { - eval = ss->staticEval = evaluate(pos, ss->evalMargin); + eval = ss->staticEval = evaluate(pos, ss->evalMargin, &ei); TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE, ss->staticEval, ss->evalMargin); } @@ -1119,6 +1121,7 @@ split_point_start: // At split points actual search starts from here assert(depth <= DEPTH_ZERO); StateInfo st; + Eval::Info ei; const TTEntry* tte; Key posKey; Move ttMove, move, bestMove; @@ -1175,10 +1178,10 @@ split_point_start: // At split points actual search starts from here // Never assume anything on values stored in TT if ( (ss->staticEval = bestValue = tte->eval_value()) == VALUE_NONE ||(ss->evalMargin = tte->eval_margin()) == VALUE_NONE) - ss->staticEval = bestValue = evaluate(pos, ss->evalMargin); + ss->staticEval = bestValue = evaluate(pos, ss->evalMargin, &ei); } else - ss->staticEval = bestValue = evaluate(pos, ss->evalMargin); + ss->staticEval = bestValue = evaluate(pos, ss->evalMargin, &ei); // Stand pat. Return immediately if static value is at least beta if (bestValue >= beta) diff --git a/src/search.h b/src/search.h index b4fb26ae..7fe2749c 100644 --- a/src/search.h +++ b/src/search.h @@ -25,6 +25,7 @@ #include #include +#include "evaluate.h" #include "misc.h" #include "position.h" #include "types.h" @@ -48,6 +49,7 @@ struct Stack { Value evalMargin; int skipNullMove; int futilityMoveCount; + Eval::Info* ei; }; -- 2.39.2