From ed19a9f909b5a26dfde49d37c7622b6a385ea18d Mon Sep 17 00:00:00 2001 From: Marco Costalba Date: Sat, 10 Oct 2009 10:31:43 +0100 Subject: [PATCH] Unroll color loops in evaluate_passed_pawns() Speed increase is on 1.5% on Intel pgo build. No functional change. Signed-off-by: Marco Costalba --- src/evaluate.cpp | 222 +++++++++++++++++++++++++---------------------- 1 file changed, 117 insertions(+), 105 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 0f19783a..afe2bd66 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -889,131 +889,143 @@ namespace { } - // evaluate_passed_pawns() evaluates the passed pawns for both sides + // evaluate_passed_pawns() evaluates the passed pawns of the given color - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + template + void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) { - bool hasUnstoppable[2] = {false, false}; - int movesToGo[2] = {100, 100}; + const Color Them = (Us == WHITE ? BLACK : WHITE); - for (Color us = WHITE; us <= BLACK; us++) + Bitboard b2, b3, b4; + Square ourKingSq = pos.king_square(Us); + Square theirKingSq = pos.king_square(Them); + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us); + + while (b) { - Color them = opposite_color(us); - Square ourKingSq = pos.king_square(us); - Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; + Square s = pop_1st_bit(&b); - while (b) - { - Square s = pop_1st_bit(&b); + assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN)); + assert(pos.pawn_is_passed(Us, s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); - assert(pos.pawn_is_passed(us, s)); + int r = int(relative_rank(Us, s) - RANK_2); + int tr = Max(0, r * (r - 1)); + Square blockSq = s + pawn_push(Us); - int r = int(relative_rank(us, s) - RANK_2); - int tr = Max(0, r * (r - 1)); - Square blockSq = s + pawn_push(us); + // Base bonus based on rank + Value mbonus = Value(20 * tr); + Value ebonus = Value(10 + r * r * 10); - // Base bonus based on rank - Value mbonus = Value(20 * tr); - Value ebonus = Value(10 + r * r * 10); + // Adjust bonus based on king proximity + if (tr != 0) + { + ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); + ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr); + ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); - // Adjust bonus based on king proximity - if (tr != 0) + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) { - ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); - ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); - ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); - - // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) - { - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); - - // If there is an enemy rook or queen attacking the pawn from behind, - // add all X-ray attacks by the rook or queen. - if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) - && (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) - b3 = b2; - - // Squares attacked or occupied by enemy pieces - b3 |= (b2 & pos.pieces_of_color(them)); - - // There are no enemy pawns in the pawn's path - assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); - - // Are any of the squares in the pawn's path attacked or occupied by the enemy? - if (b3 == EmptyBoardBB) - // No enemy attacks or pieces, huge bonus! - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); - else - // OK, there are enemy attacks or pieces (but not pawns). Are those - // squares which are attacked by the enemy also attacked by us? - // If yes, big bonus (but smaller than when there are no enemy attacks), - // if no, somewhat smaller bonus. - ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); - - // At last, add a small bonus when there are no *friendly* pieces - // in the pawn's path. - if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) - ebonus += Value(tr); - } + b2 = squares_in_front_of(Us, s); + b3 = b2 & ei.attacked_by(Them); + b4 = b2 & ei.attacked_by(Us); + + // If there is an enemy rook or queen attacking the pawn from behind, + // add all X-ray attacks by the rook or queen. + if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s) + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))) + b3 = b2; + + // Squares attacked or occupied by enemy pieces + b3 |= (b2 & pos.pieces_of_color(Them)); + + // There are no enemy pawns in the pawn's path + assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); + + // Are any of the squares in the pawn's path attacked or occupied by the enemy? + if (b3 == EmptyBoardBB) + // No enemy attacks or pieces, huge bonus! + ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + else + // OK, there are enemy attacks or pieces (but not pawns). Are those + // squares which are attacked by the enemy also attacked by us? + // If yes, big bonus (but smaller than when there are no enemy attacks), + // if no, somewhat smaller bonus. + ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); + + // At last, add a small bonus when there are no *friendly* pieces + // in the pawn's path. + if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB) + ebonus += Value(tr); } + } // tr != 0 + + // If the pawn is supported by a friendly pawn, increase bonus + b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + if (b2 & rank_bb(s)) + ebonus += Value(r * 20); + else if (pos.attacks_from(s, Them) & b2) + ebonus += Value(r * 12); + + // If the other side has only a king, check whether the pawn is + // unstoppable + if (pos.non_pawn_material(Them) == Value(0)) + { + Square qsq; + int d; - // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); - if (b2 & rank_bb(s)) - ebonus += Value(r * 20); - else if (pos.attacks_from(s, them) & b2) - ebonus += Value(r * 12); + qsq = relative_square(Us, make_square(square_file(s), RANK_8)); + d = square_distance(s, qsq) + - square_distance(theirKingSq, qsq) + + (Us != pos.side_to_move()); - // If the other side has only a king, check whether the pawn is - // unstoppable - if (pos.non_pawn_material(them) == Value(0)) + if (d < 0) { - Square qsq; - int d; - - qsq = relative_square(us, make_square(square_file(s), RANK_8)); - d = square_distance(s, qsq) - - square_distance(theirKingSq, qsq) - + (us != pos.side_to_move()); - + int mtg = RANK_8 - relative_rank(Us, s); + int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares()); + mtg += blockerCount; + d += blockerCount; if (d < 0) { - int mtg = RANK_8 - relative_rank(us, s); - int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); - mtg += blockerCount; - d += blockerCount; - if (d < 0) - { - hasUnstoppable[us] = true; - movesToGo[us] = Min(movesToGo[us], mtg); - } + hasUnstoppable[Us] = true; + movesToGo[Us] = Min(movesToGo[Us], mtg); } } - // Rook pawns are a special case: They are sometimes worse, and - // sometimes better than other passed pawns. It is difficult to find - // good rules for determining whether they are good or bad. For now, - // we try the following: Increase the value for rook pawns if the - // other side has no pieces apart from a knight, and decrease the - // value if the other side has a rook or queen. - if (square_file(s) == FILE_A || square_file(s) == FILE_H) - { - if ( pos.non_pawn_material(them) <= KnightValueMidgame - && pos.piece_count(them, KNIGHT) <= 1) - ebonus += ebonus / 4; - else if (pos.pieces(ROOK, QUEEN, them)) - ebonus -= ebonus / 4; - } + } - // Add the scores for this pawn to the middle game and endgame eval. - ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame); - ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame); + // Rook pawns are a special case: They are sometimes worse, and + // sometimes better than other passed pawns. It is difficult to find + // good rules for determining whether they are good or bad. For now, + // we try the following: Increase the value for rook pawns if the + // other side has no pieces apart from a knight, and decrease the + // value if the other side has a rook or queen. + if (square_file(s) == FILE_A || square_file(s) == FILE_H) + { + if ( pos.non_pawn_material(Them) <= KnightValueMidgame + && pos.piece_count(Them, KNIGHT) <= 1) + ebonus += ebonus / 4; + else if (pos.pieces(ROOK, QUEEN, Them)) + ebonus -= ebonus / 4; } - } + + // Add the scores for this pawn to the middle game and endgame eval. + ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame); + ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame); + + } // while + } + + + // evaluate_passed_pawns() evaluates the passed pawns for both sides + + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + + bool hasUnstoppable[2] = {false, false}; + int movesToGo[2] = {100, 100}; + + // Evaluate pawns for each color + evaluate_passed_pawns_of_color(pos, hasUnstoppable, movesToGo, ei); + evaluate_passed_pawns_of_color(pos, hasUnstoppable, movesToGo, ei); // Does either side have an unstoppable passed pawn? if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) -- 2.39.2