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Micro-optimize get_material_info()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2009-11-15 09:35:22 +01:00
parent 4c58db0dab
commit 89fe8bc0a6
1 changed files with 17 additions and 14 deletions

View File

@ -44,7 +44,8 @@ namespace {
// Polynomial material balance parameters
const Value RedundantQueenPenalty = Value(320);
const Value RedundantRookPenalty = Value(554);
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
const int QuadraticCoefficientsSameColor[][6] = {
{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
@ -133,7 +134,7 @@ MaterialInfoTable::~MaterialInfoTable() {
}
/// MaterialInfoTable::game_phase() calculate the phase given the current
/// MaterialInfoTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialInfo.
@ -171,7 +172,7 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
mi->clear();
mi->key = key;
// Calculate game phase
// Store game phase
mi->gamePhase = MaterialInfoTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
@ -292,8 +293,8 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
Color c, them;
int sign;
int matValue = 0;
int sign, pt1, pt2, pc;
int v, vv, matValue = 0;
for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
{
@ -327,25 +328,27 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
them = opposite_color(c);
v = 0;
// Second-degree polynomial material imbalance by Tord Romstad
//
// We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
// this allow us to be more flexible in defining bishop pair bonuses.
for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
{
int c1 = sign * pieceCount[c][pt1];
if (!c1)
pc = pieceCount[c][pt1];
if (!pc)
continue;
matValue += c1 * LinearCoefficients[pt1];
vv = LinearCoefficients[pt1];
for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
{
matValue += c1 * pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2];
matValue += c1 * pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
}
for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
+ pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
v += pc * vv;
}
matValue += sign * v;
}
mi->value = int16_t(matValue / 16);
return mi;