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Change evaluate() signature
Hide EvalInfo and return just the score and the margin. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -38,6 +38,54 @@
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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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// Middle and end game position's static evaluations
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Score value;
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// margin[color] stores the evaluation margins we should consider for
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// the given position. This is a kind of uncertainty estimation and
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// typically is used by the search for pruning decisions.
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Value margin[2];
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// Pointers to material and pawn hash table entries
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MaterialInfo* mi;
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PawnInfo* 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][0] contains
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// all squares attacked by the given color.
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Bitboard attackedBy[2][8];
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// kingZone[color] is the zone around the enemy 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, kingZone[WHITE] is a bitboard containing the squares f8, h8,
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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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 kingZone of the enemy king.
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int kingAttackersCount[2];
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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 kingZone 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[2];
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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[2];
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};
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const int Sign[2] = { 1, -1 };
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// Evaluation grain size, must be a power of 2
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@@ -187,7 +235,7 @@ namespace {
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// Function prototypes
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei);
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Value do_evaluate(const Position& pos, Value margins[]);
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template<Color Us, bool HasPopCnt>
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void init_attack_tables(const Position& pos, EvalInfo& ei);
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@@ -229,17 +277,18 @@ void prefetchPawn(Key key, int threadID) {
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/// evaluate() is the main evaluation function. It always computes two
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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, EvalInfo& ei) {
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Value evaluate(const Position& pos, Value margins[]) {
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return CpuHasPOPCNT ? do_evaluate<true>(pos, ei)
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: do_evaluate<false>(pos, ei);
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return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
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: do_evaluate<false>(pos, margins);
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}
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namespace {
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template<bool HasPopCnt>
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Value do_evaluate(const Position& pos, EvalInfo& ei) {
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Value do_evaluate(const Position& pos, Value margins[]) {
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EvalInfo ei;
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ScaleFactor factor[2];
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Score mobility;
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@@ -344,6 +393,10 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
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factor[BLACK] = sf;
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}
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// Populate margins[]
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margins[WHITE] = ei.margin[WHITE];
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margins[BLACK] = ei.margin[BLACK];
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// Interpolate between the middle game and the endgame score
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return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor);
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}
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