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Introduce evaluate_pieces<>() to remove redundancy

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2009-03-06 16:29:46 +01:00
parent 8c9c51c721
commit 3e663d8c50
1 changed files with 96 additions and 135 deletions

View File

@ -272,11 +272,11 @@ namespace {
uint8_t BitCount8Bit[256];
// Function prototypes
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
template<PieceType Piece>
void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
template<>
void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo &ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
@ -352,52 +352,22 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
// Knights
for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
evaluate_pieces<KNIGHT>(pos, c, ei);
evaluate_pieces<BISHOP>(pos, c, ei);
evaluate_pieces<ROOK>(pos, c, ei);
evaluate_pieces<QUEEN>(pos, c, ei);
// Bishops
for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
// Rooks
for (int i = 0; i < pos.piece_count(c, ROOK); i++)
evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
// Queens
for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei);
// Special pattern: trapped bishops on a7/h7/a2/h2
Bitboard b = pos.bishops(c) & MaskA7H7[c];
while (b)
{
Square s = pop_1st_bit(&b);
evaluate_trapped_bishop_a7h7(pos, s, c, ei);
}
// Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
if (Chess960)
{
b = pos.bishops(c) & MaskA1H1[c];
while (b)
{
Square s = pop_1st_bit(&b);
evaluate_trapped_bishop_a1h1(pos, s, c, ei);
}
}
// Sum up all attacked squares
ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
// Sum up all attacked squares
ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
// the king safety evaluation.
for (Color c = WHITE; c <= BLACK; c++)
evaluate_king(pos, pos.king_square(c), c, ei);
evaluate_pieces<KING>(pos, c, ei);
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
@ -616,108 +586,97 @@ namespace {
}
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
// color.
void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
template<PieceType Piece>
void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) {
// Attacks, mobility and outposts
evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
}
Bitboard b;
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
// Attacks, mobility and outposts
evaluate_common<BISHOP>(p, b, us, ei, s);
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
// Attacks and mobility
int mob = evaluate_common<ROOK>(p, b, us, ei);
// Rook on 7th rank
Color them = opposite_color(us);
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, p.king_square(them)) == RANK_8)
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
ei.mgValue += Sign[us] * MidgameRookOn7thBonus;
ei.egValue += Sign[us] * EndgameRookOn7thBonus;
}
Square s = pos.piece_list(us, Piece, i);
// Open and half-open files
File f = square_file(s);
if (ei.pi->file_is_half_open(us, f))
{
if (ei.pi->file_is_half_open(them, f))
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.piece_attacks<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
// Attacks, mobility and outposts
int mob = evaluate_common<Piece>(pos, b, us, ei, s);
// Special patterns: trapped bishops on a7/h7/a2/h2
// and trapped bishops on a1/h1/a8/h8 in Chess960.
if (Piece == BISHOP)
{
ei.mgValue += Sign[us] * RookOpenFileBonus;
ei.egValue += Sign[us] * RookOpenFileBonus;
if (bit_is_set(MaskA7H7[us], s))
evaluate_trapped_bishop_a7h7(pos, s, us, ei);
if (Chess960 && bit_is_set(MaskA1H1[us], s))
evaluate_trapped_bishop_a1h1(pos, s, us, ei);
}
else
if (Piece != ROOK && Piece != QUEEN)
continue;
// Queen or rook on 7th rank
Color them = opposite_color(us);
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, pos.king_square(them)) == RANK_8)
{
ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
ei.egValue += Sign[us] * RookHalfOpenFileBonus;
ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
}
}
// Penalize rooks which are trapped inside a king. Penalize more if
// king has lost right to castle
if (mob > 6 || ei.pi->file_is_half_open(us, f))
return;
// Special extra evaluation for rooks
if (Piece != ROOK)
continue;
Square ksq = p.king_square(us);
// Open and half-open files
File f = square_file(s);
if (ei.pi->file_is_half_open(us, f))
{
if (ei.pi->file_is_half_open(them, f))
{
ei.mgValue += Sign[us] * RookOpenFileBonus;
ei.egValue += Sign[us] * RookOpenFileBonus;
}
else
{
ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
ei.egValue += Sign[us] * RookHalfOpenFileBonus;
}
}
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
: Sign[us] * (TrappedRookPenalty - mob * 16);
}
else if ( square_file(ksq) <= FILE_D
&& square_file(s) < square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
: Sign[us] * (TrappedRookPenalty - mob * 16);
}
}
// Penalize rooks which are trapped inside a king. Penalize more if
// king has lost right to castle.
if (mob > 6 || ei.pi->file_is_half_open(us, f))
continue;
Square ksq = pos.king_square(us);
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
// Attacks and mobility
evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
// Queen on 7th rank
Color them = opposite_color(us);
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, p.king_square(them)) == RANK_8)
{
ei.mgValue += Sign[us] * MidgameQueenOn7thBonus;
ei.egValue += Sign[us] * EndgameQueenOn7thBonus;
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
: Sign[us] * (TrappedRookPenalty - mob * 16);
}
else if ( square_file(ksq) <= FILE_D
&& square_file(s) < square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
// Is there a half-open file between the king and the edge of the board?
if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
: Sign[us] * (TrappedRookPenalty - mob * 16);
}
}
}
@ -726,12 +685,14 @@ namespace {
return b >> (num << 3);
}
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
// evaluate_pieces<KING>() assigns bonuses and penalties to a king of a given
// color.
void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
template<>
void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];
Square s = p.king_square(us);
// King shelter
if (relative_rank(us, s) <= RANK_4)