Reformat trace code

Apart from usual renaiming, take advantage of
C++11 function template default parmeter to
get rid of Eval trampoline functions.

Some triviality fixes while there.

No functional change.
This commit is contained in:
Marco Costalba
2015-08-25 17:12:51 +02:00
parent 7ad85fca6d
commit 087b638f6c
3 changed files with 229 additions and 251 deletions

View File

@@ -143,7 +143,6 @@ void benchmark(const Position& current, istream& is) {
}
uint64_t nodes = 0;
Search::StateStackPtr st;
TimePoint elapsed = now();
for (size_t i = 0; i < fens.size(); ++i)
@@ -157,6 +156,7 @@ void benchmark(const Position& current, istream& is) {
else
{
Search::StateStackPtr st;
Threads.start_thinking(pos, limits, st);
Threads.main()->join();
nodes += Search::RootPos.nodes_searched();

View File

@@ -30,34 +30,50 @@
namespace {
namespace Tracing {
namespace Trace {
enum Term { // First 8 entries are for PieceType
MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB
};
Score scores[COLOR_NB][TERM_NB];
double scores[TERM_NB][COLOR_NB][PHASE_NB];
std::ostream& operator<<(std::ostream& os, Term idx);
double to_cp(Value v) { return double(v) / PawnValueEg; }
double to_cp(Value v);
void write(int idx, Color c, Score s);
void write(int idx, Score w, Score b = SCORE_ZERO);
std::string do_trace(const Position& pos);
void add(int idx, Color c, Score s) {
scores[idx][c][MG] = to_cp(mg_value(s));
scores[idx][c][EG] = to_cp(eg_value(s));
}
void add(int idx, Score w, Score b = SCORE_ZERO) {
add(idx, WHITE, w); add(idx, BLACK, b);
}
std::ostream& operator<<(std::ostream& os, Term t) {
if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
os << " --- --- | --- --- | ";
else
os << std::setw(5) << scores[t][WHITE][MG] << " "
<< std::setw(5) << scores[t][WHITE][EG] << " | "
<< std::setw(5) << scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][BLACK][EG] << " | ";
os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " "
<< std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n";
return os;
}
}
using namespace Trace;
// Struct EvalInfo contains various information computed and collected
// by the evaluation functions.
struct EvalInfo {
// Pointers to material and pawn hash table entries
Material::Entry* mi;
Pawns::Entry* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][ALL_PIECES]
// contains all squares attacked by the given color.
// attacked by a given color and piece type (can be also ALL_PIECES).
Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
// kingRing[color] is the zone around the king which is considered
@@ -86,6 +102,7 @@ namespace {
int kingAdjacentZoneAttacksCount[COLOR_NB];
Bitboard pinnedPieces[COLOR_NB];
Pawns::Entry* pi;
};
@@ -213,8 +230,9 @@ namespace {
const Square Down = (Us == WHITE ? DELTA_S : DELTA_N);
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.square<KING>(Them));
ei.attackedBy[Them][ALL_PIECES] |= b;
ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
if (pos.non_pawn_material(Us) >= QueenValueMg)
@@ -231,7 +249,7 @@ namespace {
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
template<PieceType Pt, Color Us, bool Trace>
template<PieceType Pt, Color Us, bool DoTrace>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea) {
Bitboard b;
@@ -332,11 +350,11 @@ namespace {
}
}
if (Trace)
Tracing::write(Pt, Us, score);
if (DoTrace)
Trace::add(Pt, Us, score);
// Recursively call evaluate_pieces() of next piece type until KING excluded
return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
return score - evaluate_pieces<NextPt, Them, DoTrace>(pos, ei, mobility, mobilityArea);
}
template<>
@@ -347,7 +365,7 @@ namespace {
// evaluate_king() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
template<Color Us, bool DoTrace>
Score evaluate_king(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@@ -378,9 +396,9 @@ namespace {
attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 8 * ei.kingAdjacentZoneAttacksCount[Them]
+ 25 * popcount<Max15>(undefended)
+ 11 * (ei.pinnedPieces[Us] != 0)
- mg_value(score) / 8
- !pos.count<QUEEN>(Them) * 60;
+ 11 * !!ei.pinnedPieces[Us]
- 60 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
// Analyse the enemy's safe queen contact checks. Firstly, find the
// undefended squares around the king reachable by the enemy queen...
@@ -443,8 +461,8 @@ namespace {
score -= KingDanger[std::max(std::min(attackUnits, 399), 0)];
}
if (Trace)
Tracing::write(KING, Us, score);
if (DoTrace)
Trace::add(KING, Us, score);
return score;
}
@@ -453,7 +471,7 @@ namespace {
// evaluate_threats() assigns bonuses according to the type of attacking piece
// and the type of attacked one.
template<Color Us, bool Trace>
template<Color Us, bool DoTrace>
Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@@ -541,8 +559,8 @@ namespace {
if (b)
score += popcount<Max15>(b) * PawnAttackThreat;
if (Trace)
Tracing::write(Tracing::THREAT, Us, score);
if (DoTrace)
Trace::add(THREAT, Us, score);
return score;
}
@@ -550,7 +568,7 @@ namespace {
// evaluate_passed_pawns() evaluates the passed pawns of the given color
template<Color Us, bool Trace>
template<Color Us, bool DoTrace>
Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@@ -623,8 +641,8 @@ namespace {
score += make_score(mbonus, ebonus);
}
if (Trace)
Tracing::write(Tracing::PASSED, Us, score * Weights[PassedPawns]);
if (DoTrace)
Trace::add(PASSED, Us, score * Weights[PassedPawns]);
// Add the scores to the middlegame and endgame eval
return score * Weights[PassedPawns];
@@ -655,10 +673,10 @@ namespace {
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
// Since SpaceMask[Us] is fully on our half of the board
// Since SpaceMask[Us] is fully on our half of the board...
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// Count safe + (behind & safe) with a single popcount
// ...count safe + (behind & safe) with a single popcount
int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
@@ -666,11 +684,14 @@ namespace {
return make_score(bonus * weight * weight, 0);
}
} // namespace
// do_evaluate() is the evaluation entry point, called directly from evaluate()
template<bool Trace>
Value do_evaluate(const Position& pos) {
/// evaluate() is the main evaluation function. It returns a static evaluation
/// of the position always from the point of view of the side to move.
template<bool DoTrace>
Value Eval::evaluate(const Position& pos) {
assert(!pos.checkers());
@@ -683,25 +704,23 @@ namespace {
score = pos.psq_score();
// Probe the material hash table
ei.mi = Material::probe(pos);
score += ei.mi->imbalance();
Material::Entry* me = Material::probe(pos);
score += me->imbalance();
// If we have a specialized evaluation function for the current material
// configuration, call it and return.
if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
if (me->specialized_eval_exists())
return me->evaluate(pos);
// Probe the pawn hash table
ei.pi = Pawns::probe(pos);
score += ei.pi->pawns_score() * Weights[PawnStructure];
// Initialize attack and king safety bitboards
ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0;
init_eval_info<WHITE>(pos, ei);
init_eval_info<BLACK>(pos, ei);
ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
// Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
Bitboard blockedPawns[] = {
pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
@@ -716,21 +735,21 @@ namespace {
};
// Evaluate pieces and mobility
score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<KNIGHT, WHITE, DoTrace>(pos, ei, mobility, mobilityArea);
score += (mobility[WHITE] - mobility[BLACK]) * Weights[Mobility];
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
score += evaluate_king<WHITE, Trace>(pos, ei)
- evaluate_king<BLACK, Trace>(pos, ei);
score += evaluate_king<WHITE, DoTrace>(pos, ei)
- evaluate_king<BLACK, DoTrace>(pos, ei);
// Evaluate tactical threats, we need full attack information including king
score += evaluate_threats<WHITE, Trace>(pos, ei)
- evaluate_threats<BLACK, Trace>(pos, ei);
score += evaluate_threats<WHITE, DoTrace>(pos, ei)
- evaluate_threats<BLACK, DoTrace>(pos, ei);
// Evaluate passed pawns, we need full attack information including king
score += evaluate_passed_pawns<WHITE, Trace>(pos, ei)
- evaluate_passed_pawns<BLACK, Trace>(pos, ei);
score += evaluate_passed_pawns<WHITE, DoTrace>(pos, ei)
- evaluate_passed_pawns<BLACK, DoTrace>(pos, ei);
// If both sides have only pawns, score for potential unstoppable pawns
if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK))
@@ -749,11 +768,11 @@ namespace {
// Scale winning side if position is more drawish than it appears
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
ScaleFactor sf = ei.mi->scale_factor(pos, strongSide);
ScaleFactor sf = me->scale_factor(pos, strongSide);
// If we don't already have an unusual scale factor, check for certain
// types of endgames, and use a lower scale for those.
if ( ei.mi->game_phase() < PHASE_MIDGAME
if ( me->game_phase() < PHASE_MIDGAME
&& (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN))
{
if (pos.opposite_bishops())
@@ -778,60 +797,41 @@ namespace {
}
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
Value v = mg_value(score) * int(ei.mi->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - ei.mi->game_phase()) * sf / SCALE_FACTOR_NORMAL;
Value v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
v /= int(PHASE_MIDGAME);
// In case of tracing add all single evaluation terms for both white and black
if (Trace)
// In case of tracing add all single evaluation terms
if (DoTrace)
{
Tracing::write(Tracing::MATERIAL, pos.psq_score());
Tracing::write(Tracing::IMBALANCE, ei.mi->imbalance());
Tracing::write(PAWN, ei.pi->pawns_score());
Tracing::write(Tracing::MOBILITY, mobility[WHITE] * Weights[Mobility]
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, ei.pi->pawns_score());
Trace::add(MOBILITY, mobility[WHITE] * Weights[Mobility]
, mobility[BLACK] * Weights[Mobility]);
Tracing::write(Tracing::SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei) * Weights[Space]
, evaluate_space<BLACK>(pos, ei) * Weights[Space]);
Tracing::write(Tracing::TOTAL, score);
Trace::add(TOTAL, score);
}
return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view
}
}
// Explicit template instantiations
template Value Eval::evaluate<true >(const Position&);
template Value Eval::evaluate<false>(const Position&);
// Tracing functions
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. Useful for debugging.
double Tracing::to_cp(Value v) { return double(v) / PawnValueEg; }
void Tracing::write(int idx, Color c, Score s) { scores[c][idx] = s; }
void Tracing::write(int idx, Score w, Score b) {
scores[WHITE][idx] = w, scores[BLACK][idx] = b;
}
std::ostream& Tracing::operator<<(std::ostream& os, Term t) {
double wScore[] = { to_cp(mg_value(scores[WHITE][t])), to_cp(eg_value(scores[WHITE][t])) };
double bScore[] = { to_cp(mg_value(scores[BLACK][t])), to_cp(eg_value(scores[BLACK][t])) };
if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL)
os << " --- --- | --- --- | ";
else
os << std::setw(5) << wScore[MG] << " " << std::setw(5) << wScore[EG] << " | "
<< std::setw(5) << bScore[MG] << " " << std::setw(5) << bScore[EG] << " | ";
os << std::setw(5) << wScore[MG] - bScore[MG] << " "
<< std::setw(5) << wScore[EG] - bScore[EG] << " \n";
return os;
}
std::string Tracing::do_trace(const Position& pos) {
std::string Eval::trace(const Position& pos) {
std::memset(scores, 0, sizeof(scores));
Value v = do_evaluate<true>(pos);
Value v = evaluate<true>(pos);
v = pos.side_to_move() == WHITE ? v : -v; // White's point of view
std::stringstream ss;
@@ -857,33 +857,12 @@ namespace {
ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n";
return ss.str();
}
} // namespace
}
namespace Eval {
/// init() computes evaluation weights, usually at startup
/// evaluate() is the main evaluation function. It returns a static evaluation
/// of the position always from the point of view of the side to move.
Value evaluate(const Position& pos) {
return do_evaluate<false>(pos);
}
/// trace() is like evaluate(), but instead of returning a value, it returns
/// a string (suitable for outputting to stdout) that contains the detailed
/// descriptions and values of each evaluation term. It's mainly used for
/// debugging.
std::string trace(const Position& pos) {
return Tracing::do_trace(pos);
}
/// init() computes evaluation weights, usually at startup
void init() {
void Eval::init() {
const int MaxSlope = 8700;
const int Peak = 1280000;
@@ -894,6 +873,4 @@ namespace Eval {
t = std::min(Peak, std::min(i * i * 27, t + MaxSlope));
KingDanger[i] = make_score(t / 1000, 0) * Weights[KingSafety];
}
}
} // namespace Eval
}

View File

@@ -31,9 +31,10 @@ namespace Eval {
const Value Tempo = Value(17); // Must be visible to search
void init();
Value evaluate(const Position& pos);
std::string trace(const Position& pos);
template<bool DoTrace = false>
Value evaluate(const Position& pos);
}
#endif // #ifndef EVALUATE_H_INCLUDED