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Temporary revert "Expose EvalInfo struct to search"

It is not needed for the release and introduces
a slowdown, although very small.

Probably it will be readded after the release.

No functional change.
sf_3_base
Marco Costalba 2013-04-29 00:54:08 +02:00
parent 156635749b
commit 06b9140e5c
4 changed files with 69 additions and 73 deletions

View File

@ -24,13 +24,53 @@
#include "bitcount.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "thread.h"
#include "ucioption.h"
using namespace Eval;
namespace {
// 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];
};
// Evaluation grain size, must be a power of 2
const int GrainSize = 8;
@ -200,27 +240,27 @@ namespace {
// Function prototypes
template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin, Info& ei);
Value do_evaluate(const Position& pos, Value& margin);
template<Color Us>
void init_eval_info(const Position& pos, Info& ei);
void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility);
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, Info& ei, Value margins[]);
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template<Color Us>
Score evaluate_threats(const Position& pos, Info& ei);
Score evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us>
int evaluate_space(const Position& pos, Info& ei);
int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
Score evaluate_passed_pawns(const Position& pos, Info& ei);
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
Score evaluate_unstoppable_pawns(const Position& pos, Info& ei);
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
@ -236,8 +276,8 @@ 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, Info* ei) {
return do_evaluate<false>(pos, margin, *ei);
Value evaluate(const Position& pos, Value& margin) {
return do_evaluate<false>(pos, margin);
}
@ -273,7 +313,6 @@ namespace Eval {
Value margin;
std::string totals;
Info ei;
Search::RootColor = pos.side_to_move();
@ -281,7 +320,7 @@ namespace Eval {
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
memset(TracedScores, 0, 2 * 16 * sizeof(Score));
do_evaluate<true>(pos, margin, ei);
do_evaluate<true>(pos, margin);
totals = TraceStream.str();
TraceStream.str("");
@ -317,10 +356,11 @@ namespace Eval {
namespace {
template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
Value do_evaluate(const Position& pos, Value& margin) {
assert(!pos.checkers());
EvalInfo ei;
Value margins[COLOR_NB];
Score score, mobilityWhite, mobilityBlack;
Thread* th = pos.this_thread();
@ -443,7 +483,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// pawn attacks. To be done at the beginning of the evaluation.
template<Color Us>
void init_eval_info(const Position& pos, Info& ei) {
void init_eval_info(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -466,7 +506,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
Score evaluate_outposts(const Position& pos, Info& ei, Square s) {
Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -492,7 +532,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool Trace>
Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) {
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Bitboard b;
Square s, ksq;
@ -641,7 +681,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// and the type of attacked one.
template<Color Us>
Score evaluate_threats(const Position& pos, Info& ei) {
Score evaluate_threats(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -683,7 +723,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// pieces of a given color.
template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) {
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -708,7 +748,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, Info& ei, Value margins[]) {
Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -821,7 +861,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
template<Color Us>
Score evaluate_passed_pawns(const Position& pos, Info& ei) {
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@ -919,7 +959,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// 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, Info& ei) {
Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
Bitboard b, b2, blockers, supporters, queeningPath, candidates;
Square s, blockSq, queeningSquare;
@ -1084,7 +1124,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
// 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<Color Us>
int evaluate_space(const Position& pos, Info& ei) {
int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);

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@ -20,56 +20,14 @@
#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, Info* ei);
extern Value evaluate(const Position& pos, Value& margin);
extern std::string trace(const Position& pos);
}

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@ -593,7 +593,7 @@ 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, &ss->ei);
eval = ss->staticEval = evaluate(pos, ss->evalMargin);
// Can ttValue be used as a better position evaluation?
if (ttValue != VALUE_NONE)
@ -603,7 +603,7 @@ namespace {
}
else
{
eval = ss->staticEval = evaluate(pos, ss->evalMargin, &ss->ei);
eval = ss->staticEval = evaluate(pos, ss->evalMargin);
TT.store(posKey, VALUE_NONE, BOUND_NONE, DEPTH_NONE, MOVE_NONE,
ss->staticEval, ss->evalMargin);
}
@ -1178,10 +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->ei);
ss->staticEval = bestValue = evaluate(pos, ss->evalMargin);
}
else
ss->staticEval = bestValue = evaluate(pos, ss->evalMargin, &ss->ei);
ss->staticEval = bestValue = evaluate(pos, ss->evalMargin);
// Stand pat. Return immediately if static value is at least beta
if (bestValue >= beta)

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@ -25,7 +25,6 @@
#include <stack>
#include <vector>
#include "evaluate.h"
#include "misc.h"
#include "position.h"
#include "types.h"
@ -49,7 +48,6 @@ struct Stack {
Value evalMargin;
int skipNullMove;
int futilityMoveCount;
Eval::Info ei;
};