Assorted trivial cleanups January 2020

Assorted trivial cleanups.

No functional change
This commit is contained in:
Stéphane Nicolet
2020-01-09 20:49:13 +01:00
parent bae019b53e
commit 384bff4264
5 changed files with 38 additions and 35 deletions

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@@ -155,7 +155,7 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
Square loserKSq = pos.square<KING>(weakSide); Square loserKSq = pos.square<KING>(weakSide);
Square bishopSq = pos.square<BISHOP>(strongSide); Square bishopSq = pos.square<BISHOP>(strongSide);
// If our Bishop does not attack A1/H8, we flip the enemy king square // If our bishop does not attack A1/H8, we flip the enemy king square
// to drive to opposite corners (A8/H1). // to drive to opposite corners (A8/H1).
Value result = VALUE_KNOWN_WIN Value result = VALUE_KNOWN_WIN
@@ -167,7 +167,7 @@ Value Endgame<KBNK>::operator()(const Position& pos) const {
} }
/// KP vs K. This endgame is evaluated with the help of a bitbase. /// KP vs K. This endgame is evaluated with the help of a bitbase
template<> template<>
Value Endgame<KPK>::operator()(const Position& pos) const { Value Endgame<KPK>::operator()(const Position& pos) const {

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@@ -317,20 +317,19 @@ namespace {
// Bonus for bishop on a long diagonal which can "see" both center squares // Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center)) if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
score += LongDiagonalBishop; score += LongDiagonalBishop;
}
// An important Chess960 pattern: A cornered bishop blocked by a friendly // An important Chess960 pattern: a cornered bishop blocked by a friendly
// pawn diagonally in front of it is a very serious problem, especially // pawn diagonally in front of it is a very serious problem, especially
// when that pawn is also blocked. // when that pawn is also blocked.
if ( Pt == BISHOP if ( pos.is_chess960()
&& pos.is_chess960() && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) {
{ Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); if (pos.piece_on(s + d) == make_piece(Us, PAWN))
if (pos.piece_on(s + d) == make_piece(Us, PAWN)) score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2 : CorneredBishop;
: CorneredBishop; }
} }
} }

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@@ -817,7 +817,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
st->nonPawnMaterial[us] += PieceValue[MG][promotion]; st->nonPawnMaterial[us] += PieceValue[MG][promotion];
} }
// Update pawn hash key and prefetch access to pawnsTable // Update pawn hash key
st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to]; st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
// Reset rule 50 draw counter // Reset rule 50 draw counter
@@ -944,7 +944,7 @@ void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Squ
} }
/// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips /// Position::do(undo)_null_move() is used to do(undo) a "null move": it flips
/// the side to move without executing any move on the board. /// the side to move without executing any move on the board.
void Position::do_null_move(StateInfo& newSt) { void Position::do_null_move(StateInfo& newSt) {
@@ -1027,16 +1027,16 @@ bool Position::see_ge(Move m, Value threshold) const {
if (swap <= 0) if (swap <= 0)
return true; return true;
Bitboard occ = pieces() ^ from ^ to; Bitboard occupied = pieces() ^ from ^ to;
Color stm = color_of(piece_on(from)); Color stm = color_of(piece_on(from));
Bitboard attackers = attackers_to(to, occ); Bitboard attackers = attackers_to(to, occupied);
Bitboard stmAttackers, bb; Bitboard stmAttackers, bb;
int res = 1; int res = 1;
while (true) while (true)
{ {
stm = ~stm; stm = ~stm;
attackers &= occ; attackers &= occupied;
// If stm has no more attackers then give up: stm loses // If stm has no more attackers then give up: stm loses
if (!(stmAttackers = attackers & pieces(stm))) if (!(stmAttackers = attackers & pieces(stm)))
@@ -1044,7 +1044,7 @@ bool Position::see_ge(Move m, Value threshold) const {
// Don't allow pinned pieces to attack (except the king) as long as // Don't allow pinned pieces to attack (except the king) as long as
// there are pinners on their original square. // there are pinners on their original square.
if (st->pinners[~stm] & occ) if (st->pinners[~stm] & occupied)
stmAttackers &= ~st->blockersForKing[stm]; stmAttackers &= ~st->blockersForKing[stm];
if (!stmAttackers) if (!stmAttackers)
@@ -1059,8 +1059,8 @@ bool Position::see_ge(Move m, Value threshold) const {
if ((swap = PawnValueMg - swap) < res) if ((swap = PawnValueMg - swap) < res)
break; break;
occ ^= lsb(bb); occupied ^= lsb(bb);
attackers |= attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN); attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
} }
else if ((bb = stmAttackers & pieces(KNIGHT))) else if ((bb = stmAttackers & pieces(KNIGHT)))
@@ -1068,7 +1068,7 @@ bool Position::see_ge(Move m, Value threshold) const {
if ((swap = KnightValueMg - swap) < res) if ((swap = KnightValueMg - swap) < res)
break; break;
occ ^= lsb(bb); occupied ^= lsb(bb);
} }
else if ((bb = stmAttackers & pieces(BISHOP))) else if ((bb = stmAttackers & pieces(BISHOP)))
@@ -1076,8 +1076,8 @@ bool Position::see_ge(Move m, Value threshold) const {
if ((swap = BishopValueMg - swap) < res) if ((swap = BishopValueMg - swap) < res)
break; break;
occ ^= lsb(bb); occupied ^= lsb(bb);
attackers |= attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN); attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
} }
else if ((bb = stmAttackers & pieces(ROOK))) else if ((bb = stmAttackers & pieces(ROOK)))
@@ -1085,8 +1085,8 @@ bool Position::see_ge(Move m, Value threshold) const {
if ((swap = RookValueMg - swap) < res) if ((swap = RookValueMg - swap) < res)
break; break;
occ ^= lsb(bb); occupied ^= lsb(bb);
attackers |= attacks_bb<ROOK>(to, occ) & pieces(ROOK, QUEEN); attackers |= attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN);
} }
else if ((bb = stmAttackers & pieces(QUEEN))) else if ((bb = stmAttackers & pieces(QUEEN)))
@@ -1094,9 +1094,9 @@ bool Position::see_ge(Move m, Value threshold) const {
if ((swap = QueenValueMg - swap) < res) if ((swap = QueenValueMg - swap) < res)
break; break;
occ ^= lsb(bb); occupied ^= lsb(bb);
attackers |= (attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN)) attackers |= (attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN))
| (attacks_bb<ROOK >(to, occ) & pieces(ROOK , QUEEN)); | (attacks_bb<ROOK >(to, occupied) & pieces(ROOK , QUEEN));
} }
else // KING else // KING
@@ -1105,7 +1105,7 @@ bool Position::see_ge(Move m, Value threshold) const {
return (attackers & ~pieces(stm)) ? res ^ 1 : res; return (attackers & ~pieces(stm)) ? res ^ 1 : res;
} }
return res; return bool(res);
} }
/// Position::is_draw() tests whether the position is drawn by 50-move rule /// Position::is_draw() tests whether the position is drawn by 50-move rule

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@@ -46,7 +46,6 @@ struct StateInfo {
Square epSquare; Square epSquare;
// Not copied when making a move (will be recomputed anyhow) // Not copied when making a move (will be recomputed anyhow)
int repetition;
Key key; Key key;
Bitboard checkersBB; Bitboard checkersBB;
Piece capturedPiece; Piece capturedPiece;
@@ -54,6 +53,7 @@ struct StateInfo {
Bitboard blockersForKing[COLOR_NB]; Bitboard blockersForKing[COLOR_NB];
Bitboard pinners[COLOR_NB]; Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB]; Bitboard checkSquares[PIECE_TYPE_NB];
int repetition;
}; };
/// A list to keep track of the position states along the setup moves (from the /// A list to keep track of the position states along the setup moves (from the
@@ -277,10 +277,14 @@ inline int Position::castling_rights(Color c) const {
} }
inline bool Position::castling_impeded(CastlingRights cr) const { inline bool Position::castling_impeded(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return byTypeBB[ALL_PIECES] & castlingPath[cr]; return byTypeBB[ALL_PIECES] & castlingPath[cr];
} }
inline Square Position::castling_rook_square(CastlingRights cr) const { inline Square Position::castling_rook_square(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return castlingRookSquare[cr]; return castlingRookSquare[cr];
} }

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@@ -683,7 +683,7 @@ Ret do_probe_table(const Position& pos, T* entry, WDLScore wdl, ProbeState* resu
bool blackStronger = (pos.material_key() != entry->key); bool blackStronger = (pos.material_key() != entry->key);
int flipColor = (symmetricBlackToMove || blackStronger) * 8; int flipColor = (symmetricBlackToMove || blackStronger) * 8;
int flipSquares = (symmetricBlackToMove || blackStronger) * 070; int flipSquares = (symmetricBlackToMove || blackStronger) * 56;
int stm = (symmetricBlackToMove || blackStronger) ^ pos.side_to_move(); int stm = (symmetricBlackToMove || blackStronger) ^ pos.side_to_move();
// For pawns, TB files store 4 separate tables according if leading pawn is on // For pawns, TB files store 4 separate tables according if leading pawn is on
@@ -762,7 +762,7 @@ Ret do_probe_table(const Position& pos, T* entry, WDLScore wdl, ProbeState* resu
// piece is below RANK_5. // piece is below RANK_5.
if (rank_of(squares[0]) > RANK_4) if (rank_of(squares[0]) > RANK_4)
for (int i = 0; i < size; ++i) for (int i = 0; i < size; ++i)
squares[i] ^= 070; // Vertical flip: SQ_A8 -> SQ_A1 squares[i] ^= SQ_A8; // Vertical flip: SQ_A8 -> SQ_A1
// Look for the first piece of the leading group not on the A1-D4 diagonal // Look for the first piece of the leading group not on the A1-D4 diagonal
// and ensure it is mapped below the diagonal. // and ensure it is mapped below the diagonal.