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Add comments to pos.see_ge()

In terms of technical changes this patch eliminates the return
statements from the main loop of pos.see_ge() and replaces two conditional
computations with a single bitwise negation.

No functional change
pull/1296/head^2
ceebo 2017-11-08 17:21:46 +00:00 committed by Marco Costalba
parent 87452f3a8c
commit 3f44f5303b
1 changed files with 37 additions and 12 deletions

View File

@ -1003,17 +1003,21 @@ bool Position::see_ge(Move m, Value threshold) const {
Value balance; // Values of the pieces taken by us minus opponent's ones
Bitboard occupied, stmAttackers;
balance = PieceValue[MG][piece_on(to)];
// The opponent may be able to recapture so this is the best result
// we can hope for.
balance = PieceValue[MG][piece_on(to)] - threshold;
if (balance < threshold)
if (balance < VALUE_ZERO)
return false;
// Now assume the worst possible result: that the opponent can
// capture our piece for free.
balance -= PieceValue[MG][nextVictim];
if (balance >= threshold) // Always true if nextVictim == KING
if (balance >= VALUE_ZERO) // Always true if nextVictim == KING
return true;
bool relativeStm = true; // True if the opponent is to move
bool opponentToMove = true;
occupied = pieces() ^ from ^ to;
// Find all attackers to the destination square, with the moving piece removed,
@ -1022,6 +1026,12 @@ bool Position::see_ge(Move m, Value threshold) const {
while (true)
{
// The balance is negative only because we assumed we could win
// the last piece for free. We are truly winning only if we can
// win the last piece _cheaply enough_. Test if we can actually
// do this otherwise "give up".
assert(balance < VALUE_ZERO);
stmAttackers = attackers & pieces(stm);
// Don't allow pinned pieces to attack pieces except the king as long all
@ -1029,25 +1039,40 @@ bool Position::see_ge(Move m, Value threshold) const {
if (!(st->pinnersForKing[stm] & ~occupied))
stmAttackers &= ~st->blockersForKing[stm];
// If we have no more attackers we must give up
if (!stmAttackers)
return relativeStm;
break;
// Locate and remove the next least valuable attacker
nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
if (nextVictim == KING)
return relativeStm == bool(attackers & pieces(~stm));
{
// Our only attacker is the king. If the opponent still has
// attackers we must give up. Otherwise we make the move and
// (having no more attackers) the opponent must give up.
if (!(attackers & pieces(~stm)))
opponentToMove = !opponentToMove;
break;
}
balance += relativeStm ? PieceValue[MG][nextVictim]
: -PieceValue[MG][nextVictim];
// Assume the opponent can win the next piece for free and switch sides
balance += PieceValue[MG][nextVictim];
opponentToMove = !opponentToMove;
relativeStm = !relativeStm;
if (relativeStm == (balance >= threshold))
return relativeStm;
// If balance is negative after receiving a free piece then give up
if (balance < VALUE_ZERO)
break;
// Complete the process of switching sides. The first line swaps
// all negative numbers with non-negative numbers. The compiler
// probably knows that it is just the bitwise negation ~balance.
balance = -balance-1;
stm = ~stm;
}
// If the opponent gave up we win, otherwise we lose.
return opponentToMove;
}