mirror of
https://github.com/HChaZZY/Stockfish.git
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Temporary revert "Expose EvalInfo struct to search"
It is not needed for the release and introduces a slowdown, although very small. Probably it will be readded after the release. No functional change.
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@@ -24,13 +24,53 @@
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#include "bitcount.h"
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#include "evaluate.h"
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#include "material.h"
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#include "pawns.h"
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#include "thread.h"
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#include "ucioption.h"
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using namespace Eval;
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namespace {
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// Struct EvalInfo contains various information computed and collected
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// by the evaluation functions.
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struct EvalInfo {
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// Pointers to material and pawn hash table entries
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Material::Entry* mi;
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Pawns::Entry* pi;
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// attackedBy[color][piece type] is a bitboard representing all squares
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// attacked by a given color and piece type, attackedBy[color][ALL_PIECES]
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// contains all squares attacked by the given color.
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Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
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// kingRing[color] is the zone around the king which is considered
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// by the king safety evaluation. This consists of the squares directly
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// adjacent to the king, and the three (or two, for a king on an edge file)
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// squares two ranks in front of the king. For instance, if black's king
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// is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingRing[COLOR_NB];
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// kingAttackersCount[color] is the number of pieces of the given color
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// which attack a square in the kingRing of the enemy king.
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int kingAttackersCount[COLOR_NB];
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square in the kingRing of the enemy king. The
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// weights of the individual piece types are given by the variables
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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int kingAttackersWeight[COLOR_NB];
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// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
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// directly adjacent to the king of the given color. Pieces which attack
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// more than one square are counted multiple times. For instance, if black's
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// king is on g8 and there's a white knight on g5, this knight adds
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// 2 to kingAdjacentZoneAttacksCount[BLACK].
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int kingAdjacentZoneAttacksCount[COLOR_NB];
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};
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// Evaluation grain size, must be a power of 2
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const int GrainSize = 8;
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@@ -200,27 +240,27 @@ namespace {
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// Function prototypes
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template<bool Trace>
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Value do_evaluate(const Position& pos, Value& margin, Info& ei);
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Value do_evaluate(const Position& pos, Value& margin);
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template<Color Us>
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void init_eval_info(const Position& pos, Info& ei);
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void init_eval_info(const Position& pos, EvalInfo& ei);
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template<Color Us, bool Trace>
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Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility);
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, Info& ei, Value margins[]);
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
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template<Color Us>
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Score evaluate_threats(const Position& pos, Info& ei);
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Score evaluate_threats(const Position& pos, EvalInfo& ei);
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template<Color Us>
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int evaluate_space(const Position& pos, Info& ei);
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int evaluate_space(const Position& pos, EvalInfo& ei);
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template<Color Us>
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Score evaluate_passed_pawns(const Position& pos, Info& ei);
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
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Score evaluate_unstoppable_pawns(const Position& pos, Info& ei);
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
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Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
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Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
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@@ -236,8 +276,8 @@ namespace Eval {
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/// values, an endgame score and a middle game score, and interpolates
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/// between them based on the remaining material.
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Value evaluate(const Position& pos, Value& margin, Info* ei) {
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return do_evaluate<false>(pos, margin, *ei);
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Value evaluate(const Position& pos, Value& margin) {
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return do_evaluate<false>(pos, margin);
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}
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@@ -273,7 +313,6 @@ namespace Eval {
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Value margin;
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std::string totals;
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Info ei;
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Search::RootColor = pos.side_to_move();
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@@ -281,7 +320,7 @@ namespace Eval {
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TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
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memset(TracedScores, 0, 2 * 16 * sizeof(Score));
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do_evaluate<true>(pos, margin, ei);
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do_evaluate<true>(pos, margin);
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totals = TraceStream.str();
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TraceStream.str("");
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@@ -317,10 +356,11 @@ namespace Eval {
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namespace {
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template<bool Trace>
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Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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Value do_evaluate(const Position& pos, Value& margin) {
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assert(!pos.checkers());
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EvalInfo ei;
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Value margins[COLOR_NB];
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Score score, mobilityWhite, mobilityBlack;
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Thread* th = pos.this_thread();
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@@ -443,7 +483,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// pawn attacks. To be done at the beginning of the evaluation.
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template<Color Us>
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void init_eval_info(const Position& pos, Info& ei) {
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void init_eval_info(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -466,7 +506,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// evaluate_outposts() evaluates bishop and knight outposts squares
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template<PieceType Piece, Color Us>
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Score evaluate_outposts(const Position& pos, Info& ei, Square s) {
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Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -492,7 +532,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
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template<PieceType Piece, Color Us, bool Trace>
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Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) {
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
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Bitboard b;
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Square s, ksq;
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@@ -641,7 +681,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// and the type of attacked one.
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template<Color Us>
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Score evaluate_threats(const Position& pos, Info& ei) {
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Score evaluate_threats(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -683,7 +723,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// pieces of a given color.
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template<Color Us, bool Trace>
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Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) {
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Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -708,7 +748,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// evaluate_king<>() assigns bonuses and penalties to a king of a given color
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template<Color Us, bool Trace>
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Score evaluate_king(const Position& pos, Info& ei, Value margins[]) {
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Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -821,7 +861,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
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template<Color Us>
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Score evaluate_passed_pawns(const Position& pos, Info& ei) {
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Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -919,7 +959,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
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// conservative and returns a winning score only when we are very sure that the pawn is winning.
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Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) {
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Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
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Bitboard b, b2, blockers, supporters, queeningPath, candidates;
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Square s, blockSq, queeningSquare;
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@@ -1084,7 +1124,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
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// twice. Finally, the space bonus is scaled by a weight taken from the
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// material hash table. The aim is to improve play on game opening.
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template<Color Us>
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int evaluate_space(const Position& pos, Info& ei) {
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int evaluate_space(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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