From fa0bffeafaa3554cb914249b4d032526e543359a Mon Sep 17 00:00:00 2001 From: Marco Costalba Date: Mon, 28 Sep 2009 12:27:05 +0100 Subject: [PATCH] Retire compute_weight() in evaluation.cpp Is used only in weight_option() so inline there. Unroll color loop also for evaluate_space() and finally also some assorted code style fixes. No functional change. Signed-off-by: Marco Costalba --- src/evaluate.cpp | 212 +++++++++++++++++++++-------------------------- 1 file changed, 95 insertions(+), 117 deletions(-) diff --git a/src/evaluate.cpp b/src/evaluate.cpp index afb3e593..a5868f50 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -274,22 +274,18 @@ namespace { void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); template - void evaluate_king(const Position& p, EvalInfo &ei); + void evaluate_king(const Position& pos, EvalInfo& ei); - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); - void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, - EvalInfo &ei); - void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, - EvalInfo &ei); - template - void evaluate_space(const Position &p, Color us, EvalInfo &ei); + template + void evaluate_space(const Position& pos, EvalInfo& ei); + + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei); + void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei); inline Value apply_weight(Value v, int w); Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); - - int compute_weight(int uciWeight, int internalWeight); int weight_option(const std::string& opt, int weight); void init_safety(); - } @@ -368,7 +364,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { evaluate_king(pos, ei); evaluate_king(pos, ei); - // Evaluate passed pawns. We evaluate passed pawns for both sides at once, + // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where // both sides have an unstoppable passed pawn. if (ei.pi->passed_pawns()) @@ -395,8 +391,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Evaluate space for both sides if (ei.mi->space_weight() > 0) { - evaluate_space(pos, WHITE, ei); - evaluate_space(pos, BLACK, ei); + evaluate_space(pos, ei); + evaluate_space(pos, ei); } } @@ -433,8 +429,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { factor[BLACK] = sf; } - // Interpolate between the middle game and the endgame score, and - // return + // Interpolate between the middle game and the endgame score Color stm = pos.side_to_move(); Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); @@ -445,7 +440,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // namespace /// quick_evaluate() does a very approximate evaluation of the current position. -/// It currently considers only material and piece square table scores. Perhaps +/// It currently considers only material and piece square table scores. Perhaps /// we should add scores from the pawn and material hash tables? Value quick_evaluate(const Position &pos) { @@ -464,7 +459,7 @@ Value quick_evaluate(const Position &pos) { } -/// init_eval() initializes various tables used by the evaluation function. +/// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { @@ -488,7 +483,7 @@ void init_eval(int threads) { } -/// quit_eval() releases heap-allocated memory at program termination. +/// quit_eval() releases heap-allocated memory at program termination void quit_eval() { @@ -502,32 +497,29 @@ void quit_eval() { } -/// read_weights() reads evaluation weights from the corresponding UCI -/// parameters. +/// read_weights() reads evaluation weights from the corresponding UCI parameters void read_weights(Color us) { + Color them = opposite_color(us); + WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal); WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal); WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal); WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal); WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal); WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal); + WeightSpace = weight_option("Space", WeightSpaceInternal); + WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); + WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); - Color them = opposite_color(us); - - WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); - // If running in analysis mode, make sure we use symmetrical king safety. - // We do this by replacing both WeightKingSafety[us] and - // WeightKingSafety[them] by their average. - if (get_option_value_bool("UCI_AnalyseMode")) { + // If running in analysis mode, make sure we use symmetrical king safety. We do this + // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + if (get_option_value_bool("UCI_AnalyseMode")) + { WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; WeightKingSafety[them] = WeightKingSafety[us]; } - - WeightSpace = weight_option("Space", WeightSpaceInternal); - init_safety(); } @@ -537,7 +529,7 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece template - int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) { + int evaluate_mobility(const Position& pos, const Bitboard& mob_bb, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; @@ -545,24 +537,23 @@ namespace { static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; // Update attack info - ei.attackedBy[Us][Piece] |= b; + ei.attackedBy[Us][Piece] |= mob_bb; // King attacks - if (b & ei.kingZone[Us]) + if (mob_bb & ei.kingZone[Us]) { 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); + Bitboard b = (mob_bb & ei.attackedBy[Them][KING]); + if (b) + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(b); } - // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]); + // Remove squares protected by enemy pawns or occupied by our pieces + Bitboard b = mob_bb & ~ei.attackedBy[Them][PAWN] & ~pos.pieces_of_color(Us); // 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(b) : count_1s(b)); ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; @@ -573,7 +564,7 @@ namespace { // evaluate_outposts() evaluates bishop and knight outposts squares template - void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) { + void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -583,10 +574,10 @@ namespace { // 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 && (pos.attacks_from(s, Them) & pos.pieces(PAWN, Us))) { - if ( p.pieces(KNIGHT, Them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB) + if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB) bonus += bonus + bonus / 2; else bonus += bonus / 2; @@ -596,13 +587,12 @@ namespace { } - // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given - // color. + // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template void evaluate_pieces(const Position& pos, EvalInfo& ei) { - Bitboard b; + Bitboard mob_bb; Square s, ksq; int mob; File f; @@ -613,16 +603,16 @@ namespace { while ((s = *ptr++) != SQ_NONE) { if (Piece == KNIGHT || Piece == QUEEN) - b = pos.attacks_from(s); + mob_bb = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); + mob_bb = 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)); + mob_bb = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, ei); + mob = evaluate_mobility(pos, mob_bb, ei); // Bishop and knight outposts squares if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) @@ -698,8 +688,9 @@ namespace { } } - // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given - // color. + + // 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) { @@ -715,31 +706,32 @@ namespace { | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; } - // evaluate_king<>() assigns bonuses and penalties to a king of a given color. + + // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - void evaluate_king(const Position& p, EvalInfo& ei) { + void evaluate_king(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square s = p.king_square(Us); + const Square s = pos.king_square(Us); int shelter = 0; // King shelter if (relative_rank(Us, s) <= RANK_4) { - shelter = ei.pi->get_king_shelter(p, Us, s); + shelter = ei.pi->get_king_shelter(pos, Us, s); ei.mgValue += Sign[Us] * Value(shelter); } // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - if ( p.piece_count(Them, QUEEN) >= 1 + if ( pos.piece_count(Them, QUEEN) >= 1 && ei.kingAttackersCount[Them] >= 2 - && p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && pos.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 == pos.side_to_move()); // Find the attacked squares around the king which has no defenders // apart from the king itself @@ -749,7 +741,7 @@ namespace { & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN) & ei.attacked_by(Us, KING); - Bitboard occ = p.occupied_squares(), b, b2; + Bitboard occ = pos.occupied_squares(), b, b2; // Initialize the 'attackUnits' variable, which is used later on as an // index to the SafetyTable[] array. The initial value is based on the @@ -762,7 +754,7 @@ namespace { + 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) & ~pos.pieces_of_color(Them); if (b) { Bitboard attackedByOthers = @@ -778,10 +770,10 @@ namespace { attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); // Is there a mate threat? - if (QueenContactMates && !p.is_check()) + if (QueenContactMates && !pos.is_check()) { Bitboard escapeSquares = - p.attacks_from(s) & ~p.pieces_of_color(Us) & ~attackedByOthers; + pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; while (b) { @@ -790,13 +782,13 @@ 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 < pos.piece_count(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))) + from = pos.piece_list(Them, QUEEN, i); + if ( bit_is_set(pos.attacks_from(from), to) + && !bit_is_set(pos.pinned_pieces(Them), from) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us))) ei.mateThreat[Them] = make_move(from, to); } @@ -809,11 +801,11 @@ 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 = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks b2 = b & ei.attacked_by(Them, QUEEN); - if( b2) + if (b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Rook checks @@ -823,7 +815,7 @@ namespace { } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks b2 = b & ei.attacked_by(Them, QUEEN); @@ -837,7 +829,7 @@ namespace { } if (KnightCheckBonus > 0) { - b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Knight checks b2 = b & ei.attacked_by(Them, KNIGHT); @@ -849,7 +841,7 @@ namespace { // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN); + b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); if (b) attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } @@ -879,15 +871,15 @@ namespace { ei.mgValue -= Sign[Us] * v; - if (Us == p.side_to_move()) + if (Us == pos.side_to_move()) ei.futilityMargin += v; } } - // evaluate_passed_pawns() evaluates the passed pawns for both sides. + // evaluate_passed_pawns() evaluates the passed pawns for both sides - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) { + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { bool hasUnstoppable[2] = {false, false}; int movesToGo[2] = {100, 100}; @@ -1029,7 +1021,7 @@ namespace { // side wins. if (movesToGo[WHITE] <= movesToGo[BLACK] - 3) ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); - else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3) + else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3) ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); // We could also add some rules about the situation when one side @@ -1045,8 +1037,8 @@ namespace { // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty // if it is. - void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { + assert(square_is_ok(s)); assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); @@ -1065,11 +1057,11 @@ namespace { // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1 // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for - // black), and assigns a penalty if it is. This pattern can obviously + // black), and assigns a penalty if it is. This pattern can obviously // only occur in Chess960 games. - void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) { + Piece pawn = piece_of_color_and_type(us, PAWN); Square b2, b3, c3; @@ -1113,38 +1105,30 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. - template - void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { + template + void evaluate_space(const Position& pos, EvalInfo& ei) { - Color them = opposite_color(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); // Find the safe squares for our pieces inside the area defined by - // SpaceMask[us]. A square is unsafe it is attacked by an enemy + // SpaceMask[us]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. - Bitboard safeSquares = SpaceMask[us] - & ~pos.pieces(PAWN, us) - & ~ei.attacked_by(them, PAWN) - & ~(~ei.attacked_by(us) & ei.attacked_by(them)); + Bitboard safeSquares = SpaceMask[Us] + & ~pos.pieces(PAWN, Us) + & ~ei.attacked_by(Them, PAWN) + & ~(~ei.attacked_by(Us) & ei.attacked_by(Them)); // Find all squares which are at most three squares behind some friendly // pawn. - Bitboard behindFriendlyPawns = pos.pieces(PAWN, us); - if (us == WHITE) - { - behindFriendlyPawns |= (behindFriendlyPawns >> 8); - behindFriendlyPawns |= (behindFriendlyPawns >> 16); - } - else - { - behindFriendlyPawns |= (behindFriendlyPawns << 8); - behindFriendlyPawns |= (behindFriendlyPawns << 16); - } + Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16); int space = count_1s_max_15(safeSquares) + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); + ei.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); } @@ -1172,23 +1156,17 @@ namespace { } - // compute_weight() computes the value of an evaluation weight, by combining + // weight_option() computes the value of an evaluation weight, by combining // an UCI-configurable weight with an internal weight. - int compute_weight(int uciWeight, int internalWeight) { + int weight_option(const std::string& opt, int internalWeight) { + int uciWeight = get_option_value_int(opt); uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } - // helper used in read_weights() - int weight_option(const std::string& opt, int weight) { - - return compute_weight(get_option_value_int(opt), weight); - } - - // init_safety() initizes the king safety evaluation, based on UCI // parameters. It is called from read_weights(). @@ -1213,9 +1191,9 @@ namespace { { if (i < b) SafetyTable[i] = Value(0); - else if(quad) + else if (quad) SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if(linear) + else if (linear) SafetyTable[i] = Value((int)(100 * a * (i - b))); } -- 2.39.2