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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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@@ -21,85 +21,14 @@
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#if !defined(EVALUATE_H_INCLUDED)
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#define EVALUATE_H_INCLUDED
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////
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//// Includes
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////
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#include "color.h"
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#include "value.h"
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#include <iostream>
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#include "material.h"
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#include "pawns.h"
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////
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//// Types
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////
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/// The EvalInfo struct contains various information computed and collected
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/// by the evaluation function. An EvalInfo object is passed as one of the
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/// arguments to the evaluation function, and the search can make use of its
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/// contents to make intelligent search decisions.
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///
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/// At the moment, this is not utilized very much: The only part of the
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/// EvalInfo object which is used by the search is margin.
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class Position;
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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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////
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//// Prototypes
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////
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extern Value evaluate(const Position& pos, EvalInfo& ei);
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extern Value evaluate(const Position& pos, Value margins[]);
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extern void init_eval(int threads);
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extern void quit_eval();
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extern void read_weights(Color sideToMove);
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#endif // !defined(EVALUATE_H_INCLUDED)
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