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Some evaluation code reshuffle

No functional change.
sf_dd_base
Marco Costalba 2013-10-18 08:42:52 -07:00
parent 25cb851f8a
commit f5e872a0e3
1 changed files with 74 additions and 76 deletions

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@ -232,7 +232,7 @@ namespace {
void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& 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, const EvalInfo& ei, Value margins[]);
@ -310,7 +310,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
Value margins[COLOR_NB];
Score score, mobilityWhite, mobilityBlack;
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
Thread* th = pos.this_thread();
// margins[] store the uncertainty estimation of position's evaluation
@ -343,10 +343,10 @@ Value do_evaluate(const Position& pos, Value& margin) {
init_eval_info<BLACK>(pos, ei);
// Evaluate pieces and mobility
score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
- evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobility)
- evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobility);
score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
@ -443,7 +443,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
} else
}
else
ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
}
@ -470,14 +471,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
else
bonus += bonus / 2;
}
return make_score(bonus, bonus);
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
// 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, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard mobilityArea) {
Bitboard b;
Square s;
@ -499,17 +501,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
if (b & ei.kingRing[Them])
{
++ei.kingAttackersCount[Us];
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
Bitboard bb = (b & ei.attackedBy[Them][KING]);
Bitboard bb = b & ei.attackedBy[Them][KING];
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
int mob = Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
: popcount<Full >(b & mobilityArea);
mobility += MobilityBonus[Piece][mob];
int mob = popcount<Piece == QUEEN ? Full : Max15>(b & mobilityArea);
mobility[Us] += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
@ -596,79 +596,34 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
// evaluate_threats<>() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b, undefendedMinors, weakEnemies;
Score score = SCORE_ZERO;
// Undefended minors get penalized even if not under attack
undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
& ~ei.attackedBy[Them][ALL_PIECES];
if (undefendedMinors)
score += UndefendedMinor;
// Enemy pieces not defended by a pawn and under our attack
weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
// Add bonus according to type of attacked enemy piece and to the
// type of attacking piece, from knights to queens. Kings are not
// considered because are already handled in king evaluation.
if (weakEnemies)
for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
{
b = ei.attackedBy[Us][pt1] & weakEnemies;
if (b)
for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
if (b & pos.pieces(pt2))
score += Threat[pt1][pt2];
}
if (Trace)
Tracing::scores[Us][THREAT] = score;
return score;
}
// evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
// evaluate_pieces_of_color() assigns bonuses and penalties to all the
// pieces of a given color.
template<Color Us, bool Trace>
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
Score score = evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea)
+ evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea)
+ evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea)
+ evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
// Sum up all attacked squares
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
// Sum up all attacked squares (updated in evaluate_pieces)
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
if (Trace)
Tracing::scores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]);
Tracing::scores[Us][MOBILITY] = apply_weight(mobility[Us], Weights[Mobility]);
return score;
}
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
// evaluate_king() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
@ -682,15 +637,15 @@ Value do_evaluate(const Position& pos, Value& margin) {
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
// Main king safety evaluation
if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
// apart from the king itself
undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING];
undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN]);
@ -781,7 +736,50 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
// evaluate_threats() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
template<Color Us, bool Trace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b, undefendedMinors, weakEnemies;
Score score = SCORE_ZERO;
// Undefended minors get penalized even if not under attack
undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
& ~ei.attackedBy[Them][ALL_PIECES];
if (undefendedMinors)
score += UndefendedMinor;
// Enemy pieces not defended by a pawn and under our attack
weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
// Add bonus according to type of attacked enemy piece and to the
// type of attacking piece, from knights to queens. Kings are not
// considered because are already handled in king evaluation.
if (weakEnemies)
for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
{
b = ei.attackedBy[Us][pt1] & weakEnemies;
if (b)
for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
if (b & pos.pieces(pt2))
score += Threat[pt1][pt2];
}
if (Trace)
Tracing::scores[Us][THREAT] = score;
return score;
}
// evaluate_passed_pawns() evaluates the passed pawns of the given color
template<Color Us, bool Trace>
Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {