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Unroll color loops in evaluate

Use templates to manually unroll the loops so that
many values could be calculated at compile time or at
runtime but with a fast direct memory access instead of
an indirect one.

This change gives a speed up of 3.5 % on pgo build !!!  :-)

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2009-09-28 10:46:55 +01:00
parent 60e23693f0
commit d56345c9ae
1 changed files with 127 additions and 118 deletions

View File

@ -270,11 +270,11 @@ namespace {
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID);
template<PieceType Piece, bool HasPopCnt>
void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<bool HasPopCnt>
void evaluate_king(const Position& p, Color us, EvalInfo &ei);
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& p, EvalInfo &ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
@ -359,24 +359,14 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b2)/2;
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
evaluate_pieces<KNIGHT, HasPopCnt>(pos, c, ei);
evaluate_pieces<BISHOP, HasPopCnt>(pos, c, ei);
evaluate_pieces<ROOK, HasPopCnt>(pos, c, ei);
evaluate_pieces<QUEEN, HasPopCnt>(pos, 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];
}
evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
// 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<HasPopCnt>(pos, c, ei);
evaluate_king<WHITE, HasPopCnt>(pos, ei);
evaluate_king<BLACK, HasPopCnt>(pos, 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
@ -546,113 +536,117 @@ namespace {
// evaluate_mobility() computes mobility and attacks for every piece
template<PieceType Piece, bool HasPopCnt>
int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) {
template<PieceType Piece, Color Us, bool HasPopCnt>
int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
// Update attack info
ei.attackedBy[us][Piece] |= b;
ei.attackedBy[Us][Piece] |= b;
// King attacks
if (b & ei.kingZone[us])
if (b & ei.kingZone[Us])
{
ei.kingAttackersCount[us]++;
ei.kingAttackersWeight[us] += AttackWeight[Piece];
Bitboard bb = (b & ei.attackedBy[them][KING]);
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += AttackWeight[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15<HasPopCnt>(bb);
ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
}
// Remove squares protected by enemy pawns
Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]);
// Mobility
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(us))
: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(us)));
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(bb & ~p.pieces_of_color(Us))
: count_1s<HasPopCnt>(bb & ~p.pieces_of_color(Us)));
ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
ei.egMobility += Sign[us] * EgBonus[Piece][mob];
ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
return mob;
}
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece>
void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) {
template<PieceType Piece, Color Us>
void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Initial bonus based on square
Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)]
: KnightOutpostBonus[relative_square(us, s)]);
Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)]
: KnightOutpostBonus[relative_square(Us, s)]);
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (p.attacks_from<PAWN>(s, them) & p.pieces(PAWN, us)))
if (bonus && (p.attacks_from<PAWN>(s, Them) & p.pieces(PAWN, Us)))
{
if ( p.pieces(KNIGHT, them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB)
if ( p.pieces(KNIGHT, Them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB)
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
}
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
ei.mgValue += Sign[Us] * bonus;
ei.egValue += Sign[Us] * bonus;
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
// color.
template<PieceType Piece, bool HasPopCnt>
void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) {
template<PieceType Piece, Color Us, bool HasPopCnt>
void evaluate_pieces(const Position& pos, EvalInfo& ei) {
Bitboard b;
Square s, ksq;
int mob;
File f;
Color them = opposite_color(us);
const Square* ptr = pos.piece_list_begin(us, Piece);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
while ((s = *ptr++) != SQ_NONE)
{
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us));
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, us));
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
else
assert(false);
// Attacks and mobility
mob = evaluate_mobility<Piece, HasPopCnt>(pos, b, us, them, ei);
mob = evaluate_mobility<Piece, Us, HasPopCnt>(pos, b, ei);
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them))
evaluate_outposts<Piece>(pos, us, them, ei, s);
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
evaluate_outposts<Piece, Us>(pos, ei, s);
// Special patterns: trapped bishops on a7/h7/a2/h2
// and trapped bishops on a1/h1/a8/h8 in Chess960.
if (Piece == BISHOP)
{
if (bit_is_set(MaskA7H7[us], s))
evaluate_trapped_bishop_a7h7(pos, s, us, ei);
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);
if (Chess960 && bit_is_set(MaskA1H1[Us], s))
evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
}
if (Piece == ROOK || Piece == QUEEN)
{
// Queen or rook on 7th rank
if ( relative_rank(us, s) == RANK_7
&& relative_rank(us, pos.king_square(them)) == RANK_8)
if ( relative_rank(Us, s) == RANK_7
&& relative_rank(Us, pos.king_square(Them)) == RANK_8)
{
ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
}
}
@ -661,84 +655,99 @@ namespace {
{
// Open and half-open files
f = square_file(s);
if (ei.pi->file_is_half_open(us, f))
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(them, f))
if (ei.pi->file_is_half_open(Them, f))
{
ei.mgValue += Sign[us] * RookOpenFileBonus;
ei.egValue += Sign[us] * RookOpenFileBonus;
ei.mgValue += Sign[Us] * RookOpenFileBonus;
ei.egValue += Sign[Us] * RookOpenFileBonus;
}
else
{
ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
ei.egValue += Sign[us] * RookHalfOpenFileBonus;
ei.mgValue += Sign[Us] * RookHalfOpenFileBonus;
ei.egValue += Sign[Us] * RookHalfOpenFileBonus;
}
}
// 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))
if (mob > 6 || ei.pi->file_is_half_open(Us, f))
continue;
ksq = pos.king_square(us);
ksq = pos.king_square(Us);
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
&& (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);
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)))
&& (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);
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);
}
}
}
}
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given
// color.
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei);
evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei);
evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei);
evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
}
// evaluate_king<>() assigns bonuses and penalties to a king of a given color.
template<bool HasPopCnt>
void evaluate_king(const Position& p, Color us, EvalInfo& ei) {
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& p, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];
Square s = p.king_square(us);
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square s = p.king_square(Us);
int shelter = 0;
// King shelter
if (relative_rank(us, s) <= RANK_4)
if (relative_rank(Us, s) <= RANK_4)
{
shelter = ei.pi->get_king_shelter(p, us, s);
ei.mgValue += sign * Value(shelter);
shelter = ei.pi->get_king_shelter(p, Us, s);
ei.mgValue += Sign[Us] * Value(shelter);
}
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
if ( p.piece_count(them, QUEEN) >= 1
&& ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingAdjacentZoneAttacksCount[them])
if ( p.piece_count(Them, QUEEN) >= 1
&& ei.kingAttackersCount[Them] >= 2
&& p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
bool sente = (Them == p.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
Bitboard undefended =
ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
& ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
& ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
& ei.attacked_by(us, KING);
ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
& ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
& ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
& ei.attacked_by(Us, KING);
Bitboard occ = p.occupied_squares(), b, b2;
@ -748,17 +757,17 @@ namespace {
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - (shelter >> 5);
Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
+ (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
+ InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them);
if (b)
{
Bitboard attackedByOthers =
ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
| ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
b &= attackedByOthers;
if (b)
@ -772,7 +781,7 @@ namespace {
if (QueenContactMates && !p.is_check())
{
Bitboard escapeSquares =
p.attacks_from<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
p.attacks_from<KING>(s) & ~p.pieces_of_color(Us) & ~attackedByOthers;
while (b)
{
@ -781,15 +790,15 @@ namespace {
{
// We have a mate, unless the queen is pinned or there
// is an X-ray attack through the queen.
for (int i = 0; i < p.piece_count(them, QUEEN); i++)
for (int i = 0; i < p.piece_count(Them, QUEEN); i++)
{
from = p.piece_list(them, QUEEN, i);
from = p.piece_list(Them, QUEEN, i);
if ( bit_is_set(p.attacks_from<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us)))
&& !bit_is_set(p.pinned_pieces(Them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us)))
ei.mateThreat[them] = make_move(from, to);
ei.mateThreat[Them] = make_move(from, to);
}
}
}
@ -800,38 +809,38 @@ namespace {
// Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
b = p.attacks_from<ROOK>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
b2 = b & ei.attacked_by(Them, QUEEN);
if( b2)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
// Rook checks
b2 = b & ei.attacked_by(them, ROOK);
b2 = b & ei.attacked_by(Them, ROOK);
if (b2)
attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
b = p.attacks_from<BISHOP>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
b2 = b & ei.attacked_by(Them, QUEEN);
if (b2)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
// Bishop checks
b2 = b & ei.attacked_by(them, BISHOP);
b2 = b & ei.attacked_by(Them, BISHOP);
if (b2)
attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
if (KnightCheckBonus > 0)
{
b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
b = p.attacks_from<KNIGHT>(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us);
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
b2 = b & ei.attacked_by(Them, KNIGHT);
if (b2)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
}
@ -840,16 +849,16 @@ namespace {
// adding pawns later).
if (DiscoveredCheckBonus)
{
b = p.discovered_check_candidates(them) & ~p.pieces(PAWN);
b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN);
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
// Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
if (ei.mateThreat[them] != MOVE_NONE)
if (ei.mateThreat[Them] != MOVE_NONE)
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
@ -866,11 +875,11 @@ namespace {
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]);
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
ei.mgValue -= sign * v;
ei.mgValue -= Sign[Us] * v;
if (us == p.side_to_move())
if (Us == p.side_to_move())
ei.futilityMargin += v;
}
}