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Micro-optimize get_material_info()
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -44,7 +44,8 @@ namespace {
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// Polynomial material balance parameters
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// Polynomial material balance parameters
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const Value RedundantQueenPenalty = Value(320);
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const Value RedundantQueenPenalty = Value(320);
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const Value RedundantRookPenalty = Value(554);
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const Value RedundantRookPenalty = Value(554);
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const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
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const int LinearCoefficients[6] = { 1617, -162, -1172, -190, 105, 26 };
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const int QuadraticCoefficientsSameColor[][6] = {
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const int QuadraticCoefficientsSameColor[][6] = {
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{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
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{ 7, 7, 7, 7, 7, 7 }, { 39, 2, 7, 7, 7, 7 }, { 35, 271, -4, 7, 7, 7 },
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@@ -133,7 +134,7 @@ MaterialInfoTable::~MaterialInfoTable() {
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}
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}
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/// MaterialInfoTable::game_phase() calculate the phase given the current
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/// MaterialInfoTable::game_phase() calculates the phase given the current
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/// position. Because the phase is strictly a function of the material, it
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/// position. Because the phase is strictly a function of the material, it
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/// is stored in MaterialInfo.
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/// is stored in MaterialInfo.
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@@ -171,7 +172,7 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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mi->clear();
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mi->clear();
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mi->key = key;
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mi->key = key;
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// Calculate game phase
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// Store game phase
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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mi->gamePhase = MaterialInfoTable::game_phase(pos);
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// Let's look if we have a specialized evaluation function for this
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// Let's look if we have a specialized evaluation function for this
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@@ -292,8 +293,8 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
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{ pos.piece_count(BLACK, BISHOP) > 1, pos.piece_count(BLACK, PAWN), pos.piece_count(BLACK, KNIGHT),
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pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
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pos.piece_count(BLACK, BISHOP), pos.piece_count(BLACK, ROOK), pos.piece_count(BLACK, QUEEN) } };
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Color c, them;
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Color c, them;
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int sign;
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int sign, pt1, pt2, pc;
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int matValue = 0;
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int v, vv, matValue = 0;
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for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
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for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
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{
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{
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@@ -327,25 +328,27 @@ MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
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matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
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matValue -= sign * ((pieceCount[c][ROOK] - 1) * RedundantRookPenalty + pieceCount[c][QUEEN] * RedundantQueenPenalty);
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them = opposite_color(c);
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them = opposite_color(c);
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v = 0;
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// Second-degree polynomial material imbalance by Tord Romstad
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// Second-degree polynomial material imbalance by Tord Romstad
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//
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//
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// We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
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// We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
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// this allow us to be more flexible in defining bishop pair bonuses.
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// this allow us to be more flexible in defining bishop pair bonuses.
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for (int pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
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for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
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{
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{
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int c1 = sign * pieceCount[c][pt1];
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pc = pieceCount[c][pt1];
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if (!c1)
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if (!pc)
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continue;
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continue;
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matValue += c1 * LinearCoefficients[pt1];
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vv = LinearCoefficients[pt1];
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for (int pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
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for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
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{
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vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
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matValue += c1 * pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2];
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+ pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
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matValue += c1 * pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
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}
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v += pc * vv;
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}
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}
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matValue += sign * v;
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}
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}
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mi->value = int16_t(matValue / 16);
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mi->value = int16_t(matValue / 16);
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return mi;
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return mi;
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