Hide EvalInfo and return just the score and the margin.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
namespace {
+ // Struct EvalInfo contains various information computed and collected
+ // by the evaluation functions.
+ struct EvalInfo {
+
+ // Middle and end game position's static evaluations
+ Score value;
+
+ // margin[color] stores the evaluation margins we should consider for
+ // the given position. This is a kind of uncertainty estimation and
+ // typically is used by the search for pruning decisions.
+ Value margin[2];
+
+ // Pointers to material and pawn hash table entries
+ MaterialInfo* mi;
+ PawnInfo* pi;
+
+ // attackedBy[color][piece type] is a bitboard representing all squares
+ // attacked by a given color and piece type, attackedBy[color][0] contains
+ // all squares attacked by the given color.
+ Bitboard attackedBy[2][8];
+
+ // kingZone[color] is the zone around the enemy 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, kingZone[WHITE] is a bitboard containing the squares f8, h8,
+ // f7, g7, h7, f6, g6 and h6.
+ Bitboard kingZone[2];
+
+ // kingAttackersCount[color] is the number of pieces of the given color
+ // which attack a square in the kingZone of the enemy king.
+ int kingAttackersCount[2];
+
+ // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
+ // given color which attack a square in the kingZone 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[2];
+
+ // 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[2];
+ };
+
const int Sign[2] = { 1, -1 };
// Evaluation grain size, must be a power of 2
// Function prototypes
template<bool HasPopCnt>
- Value do_evaluate(const Position& pos, EvalInfo& ei);
+ Value do_evaluate(const Position& pos, Value margins[]);
template<Color Us, bool HasPopCnt>
void init_attack_tables(const Position& pos, EvalInfo& ei);
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
-Value evaluate(const Position& pos, EvalInfo& ei) {
+Value evaluate(const Position& pos, Value margins[]) {
- return CpuHasPOPCNT ? do_evaluate<true>(pos, ei)
- : do_evaluate<false>(pos, ei);
+ return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
+ : do_evaluate<false>(pos, margins);
}
namespace {
template<bool HasPopCnt>
-Value do_evaluate(const Position& pos, EvalInfo& ei) {
+Value do_evaluate(const Position& pos, Value margins[]) {
+ EvalInfo ei;
ScaleFactor factor[2];
Score mobility;
factor[BLACK] = sf;
}
+ // Populate margins[]
+ margins[WHITE] = ei.margin[WHITE];
+ margins[BLACK] = ei.margin[BLACK];
+
// Interpolate between the middle game and the endgame score
return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor);
}
#if !defined(EVALUATE_H_INCLUDED)
#define EVALUATE_H_INCLUDED
-////
-//// Includes
-////
+#include "color.h"
+#include "value.h"
-#include <iostream>
-
-#include "material.h"
-#include "pawns.h"
-
-
-////
-//// Types
-////
-
-
-/// The EvalInfo struct contains various information computed and collected
-/// by the evaluation function. An EvalInfo object is passed as one of the
-/// arguments to the evaluation function, and the search can make use of its
-/// contents to make intelligent search decisions.
-///
-/// At the moment, this is not utilized very much: The only part of the
-/// EvalInfo object which is used by the search is margin.
class Position;
-struct EvalInfo {
-
- // Middle and end game position's static evaluations
- Score value;
-
- // margin[color] stores the evaluation margins we should consider for
- // the given position. This is a kind of uncertainty estimation and
- // typically is used by the search for pruning decisions.
- Value margin[2];
-
- // Pointers to material and pawn hash table entries
- MaterialInfo* mi;
- PawnInfo* pi;
-
- // attackedBy[color][piece type] is a bitboard representing all squares
- // attacked by a given color and piece type, attackedBy[color][0] contains
- // all squares attacked by the given color.
- Bitboard attackedBy[2][8];
-
- // kingZone[color] is the zone around the enemy 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, kingZone[WHITE] is a bitboard containing the squares f8, h8,
- // f7, g7, h7, f6, g6 and h6.
- Bitboard kingZone[2];
-
- // kingAttackersCount[color] is the number of pieces of the given color
- // which attack a square in the kingZone of the enemy king.
- int kingAttackersCount[2];
-
- // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
- // given color which attack a square in the kingZone 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[2];
-
- // 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[2];
-};
-
-
-////
-//// Prototypes
-////
-
-extern Value evaluate(const Position& pos, EvalInfo& ei);
+extern Value evaluate(const Position& pos, Value margins[]);
extern void init_eval(int threads);
extern void quit_eval();
extern void read_weights(Color sideToMove);
-
#endif // !defined(EVALUATE_H_INCLUDED)
Value root_search(Position& pos, SearchStack* ss, Move* pv, RootMoveList& rml, Value* alphaPtr, Value* betaPtr) {
- EvalInfo ei;
+ Value margins[2];
StateInfo st;
CheckInfo ci(pos);
int64_t nodes;
// Step 5. Evaluate the position statically
// At root we do this only to get reference value for child nodes
- ss->eval = isCheck ? VALUE_NONE : evaluate(pos, ei);
+ ss->eval = isCheck ? VALUE_NONE : evaluate(pos, margins);
// Step 6. Razoring (omitted at root)
// Step 7. Static null move pruning (omitted at root)
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
Move movesSearched[256];
- EvalInfo ei;
+ Value margins[2];
StateInfo st;
const TTEntry *tte;
Key posKey;
assert(tte->static_value() != VALUE_NONE);
ss->eval = tte->static_value();
- ei.margin[pos.side_to_move()] = tte->static_value_margin();
+ margins[pos.side_to_move()] = tte->static_value_margin();
refinedValue = refine_eval(tte, ss->eval, ply);
}
else
{
- refinedValue = ss->eval = evaluate(pos, ei);
- TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, ei.margin[pos.side_to_move()]);
+ refinedValue = ss->eval = evaluate(pos, margins);
+ TT.store(posKey, VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
}
// Save gain for the parent non-capture move
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
move = (bestValue <= oldAlpha ? MOVE_NONE : ss->bestMove);
- TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, ei.margin[pos.side_to_move()]);
+ TT.store(posKey, value_to_tt(bestValue, ply), vt, depth, move, ss->eval, margins[pos.side_to_move()]);
// Update killers and history only for non capture moves that fails high
if ( bestValue >= beta
assert(ply > 0 && ply < PLY_MAX);
assert(pos.thread() >= 0 && pos.thread() < ThreadsMgr.active_threads());
- EvalInfo ei;
+ Value margins[2];
StateInfo st;
Move ttMove, move;
Value bestValue, value, futilityValue, futilityBase;
{
assert(tte->static_value() != VALUE_NONE);
- ei.margin[pos.side_to_move()] = tte->static_value_margin();
+ margins[pos.side_to_move()] = tte->static_value_margin();
bestValue = tte->static_value();
}
else
- bestValue = evaluate(pos, ei);
+ bestValue = evaluate(pos, margins);
ss->eval = bestValue;
update_gains(pos, (ss-1)->currentMove, (ss-1)->eval, ss->eval);
if (bestValue >= beta)
{
if (!tte)
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, ei.margin[pos.side_to_move()]);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), VALUE_TYPE_LOWER, DEPTH_NONE, MOVE_NONE, ss->eval, margins[pos.side_to_move()]);
return bestValue;
}
deepChecks = (depth == -ONE_PLY && bestValue >= beta - PawnValueMidgame / 8);
// Futility pruning parameters, not needed when in check
- futilityBase = bestValue + FutilityMarginQS + ei.margin[pos.side_to_move()];
+ futilityBase = bestValue + FutilityMarginQS + margins[pos.side_to_move()];
enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
}
// Update transposition table
Depth d = (depth == DEPTH_ZERO ? DEPTH_ZERO : DEPTH_ZERO - ONE_PLY);
ValueType vt = (bestValue <= oldAlpha ? VALUE_TYPE_UPPER : bestValue >= beta ? VALUE_TYPE_LOWER : VALUE_TYPE_EXACT);
- TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, ei.margin[pos.side_to_move()]);
+ TT.store(pos.get_key(), value_to_tt(bestValue, ply), vt, d, ss->bestMove, ss->eval, margins[pos.side_to_move()]);
// Update killers only for checking moves that fails high
if ( bestValue >= beta
StateInfo st;
TTEntry* tte;
Position p(pos, pos.thread());
- EvalInfo ei;
+ Value margins[2];
Value v;
for (int i = 0; pv[i] != MOVE_NONE; i++)
tte = TT.retrieve(p.get_key());
if (!tte || tte->move() != pv[i])
{
- v = (p.is_check() ? VALUE_NONE : evaluate(p, ei));
- TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, ei.margin[pos.side_to_move()]);
+ v = (p.is_check() ? VALUE_NONE : evaluate(p, margins));
+ TT.store(p.get_key(), VALUE_NONE, VALUE_TYPE_NONE, DEPTH_NONE, pv[i], v, margins[pos.side_to_move()]);
}
p.do_move(pv[i], st);
}
}
else if (token == "eval")
{
- EvalInfo ei;
+ Value margins[2];
cout << "Incremental mg: " << mg_value(RootPosition.value())
<< "\nIncremental eg: " << eg_value(RootPosition.value())
- << "\nFull eval: " << evaluate(RootPosition, ei) << endl;
+ << "\nFull eval: " << evaluate(RootPosition, margins) << endl;
}
else if (token == "key")
cout << "key: " << hex << RootPosition.get_key()
#if !defined(VALUE_H_INCLUDED)
#define VALUE_H_INCLUDED
-////
-//// Includes
-////
-
-#include "piece.h"
-
-
////
//// Types
////