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Retire Material::space_weight()
Move all in evaluation. Simplify the code and concentrate in a single place all the logic behind space evaluation, making it much more clear. Verified also at STC it does not regress due to a possible slow down: LLR: 3.91 (-2.94,2.94) [-3.00,1.00] Total: 65744 W: 13285 L: 13194 D: 39265 No functional change.
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@@ -635,10 +635,10 @@ namespace {
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// space evaluation is a simple bonus based on the number of safe squares
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// available for minor pieces on the central four files on ranks 2--4. Safe
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// squares one, two or three squares behind a friendly pawn are counted
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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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// twice. Finally, the space bonus is multiplied by a weight. The aim is to
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// improve play on game opening.
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template<Color Us>
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Score evaluate_space(const Position& pos, const EvalInfo& ei, Score weight) {
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Score evaluate_space(const Position& pos, const EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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@@ -659,7 +659,11 @@ namespace {
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assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
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// Count safe + (behind & safe) with a single popcount
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return popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)) * weight;
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int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
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int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
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+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
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return make_score(bonus * weight * weight, 0);
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}
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@@ -731,12 +735,10 @@ namespace {
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score -= int(relative_rank(BLACK, frontmost_sq(BLACK, b))) * Unstoppable;
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}
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// Evaluate space for both sides, only in middlegame
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if (ei.mi->space_weight())
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// Evaluate space for both sides, only during opening
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if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
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{
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Score s = evaluate_space<WHITE>(pos, ei, ei.mi->space_weight())
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- evaluate_space<BLACK>(pos, ei, ei.mi->space_weight());
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Score s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
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score += apply_weight(s, Weights[Space]);
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}
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@@ -784,9 +786,8 @@ namespace {
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Tracing::write(PAWN, ei.pi->pawns_score());
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Tracing::write(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
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, apply_weight(mobility[BLACK], Weights[Mobility]));
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Score w = evaluate_space<WHITE>(pos, ei, ei.mi->space_weight());
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Score b = evaluate_space<BLACK>(pos, ei, ei.mi->space_weight());
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Tracing::write(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
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Tracing::write(Tracing::SPACE, apply_weight(evaluate_space<WHITE>(pos, ei), Weights[Space])
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, apply_weight(evaluate_space<BLACK>(pos, ei), Weights[Space]));
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Tracing::write(Tracing::TOTAL, score);
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Tracing::ei = ei;
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Tracing::sf = sf;
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@@ -223,15 +223,6 @@ Entry* probe(const Position& pos, Table& entries, Endgames& endgames) {
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if (pos.count<PAWN>(BLACK) == 1 && npm_b - npm_w <= BishopValueMg)
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e->factor[BLACK] = (uint8_t) SCALE_FACTOR_ONEPAWN;
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// Compute the space weight
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if (npm_w + npm_b >= 2 * QueenValueMg + 4 * RookValueMg + 2 * KnightValueMg)
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{
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int minorPieceCount = pos.count<KNIGHT>(WHITE) + pos.count<BISHOP>(WHITE)
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+ pos.count<KNIGHT>(BLACK) + pos.count<BISHOP>(BLACK);
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e->spaceWeight = make_score(minorPieceCount * minorPieceCount, 0);
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}
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// Evaluate the material imbalance. We use PIECE_TYPE_NONE as a place holder
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// for the bishop pair "extended piece", which allows us to be more flexible
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// in defining bishop pair bonuses.
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@@ -39,7 +39,6 @@ namespace Material {
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struct Entry {
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Score imbalance() const { return make_score(value, value); }
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Score space_weight() const { return spaceWeight; }
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Phase game_phase() const { return gamePhase; }
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bool specialized_eval_exists() const { return evaluationFunction != NULL; }
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Value evaluate(const Position& pos) const { return (*evaluationFunction)(pos); }
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@@ -61,7 +60,6 @@ struct Entry {
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uint8_t factor[COLOR_NB];
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EndgameBase<Value>* evaluationFunction;
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EndgameBase<ScaleFactor>* scalingFunction[COLOR_NB];
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Score spaceWeight;
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Phase gamePhase;
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};
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