Reformat piece values arrays

And rename stuff while there.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-08-20 18:41:28 +01:00
parent 7c8b7222f5
commit b84af67f4c
8 changed files with 91 additions and 109 deletions
+18 -32
View File
@@ -36,35 +36,18 @@ using std::string;
using std::cout;
using std::endl;
// To convert a Piece to and from a FEN char
static const string PieceToChar(" PNBRQK pnbrqk");
// Material values arrays, indexed by Piece
const Value PieceValueMidgame[17] = {
VALUE_ZERO,
PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame,
VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame
};
const Value PieceValueEndgame[17] = {
VALUE_ZERO,
PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
RookValueEndgame, QueenValueEndgame,
VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
RookValueEndgame, QueenValueEndgame
};
CACHE_LINE_ALIGNMENT
Score pieceSquareTable[16][64];
Score pieceSquareTable[16][64]; // [piece][square]
Value PieceValue[2][18] = { // [Mg / Eg][piece / pieceType]
{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
namespace Zobrist {
Key psq[2][8][64]; // [color][pieceType][square]/[piece count]
Key psq[2][8][64]; // [color][pieceType][square / piece count]
Key enpassant[8]; // [file]
Key castle[16]; // [castleRight]
Key side;
@@ -103,7 +86,10 @@ void init() {
for (PieceType pt = PAWN; pt <= KING; pt++)
{
Score v = make_score(PieceValueMidgame[pt], PieceValueEndgame[pt]);
PieceValue[Mg][make_piece(BLACK, pt)] = PieceValue[Mg][pt];
PieceValue[Eg][make_piece(BLACK, pt)] = PieceValue[Eg][pt];
Score v = make_score(PieceValue[Mg][pt], PieceValue[Eg][pt]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
@@ -808,7 +794,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
st->npMaterial[them] -= PieceValueMidgame[capture];
st->npMaterial[them] -= PieceValue[Mg][capture];
// Remove the captured piece
byTypeBB[ALL_PIECES] ^= capsq;
@@ -916,7 +902,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
st->npMaterial[us] += PieceValue[Mg][promotion];
}
// Update pawn hash key
@@ -1221,7 +1207,7 @@ int Position::see_sign(Move m) const {
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
if (PieceValueMidgame[piece_on(to_sq(m))] >= PieceValueMidgame[piece_moved(m)])
if (PieceValue[Mg][piece_on(to_sq(m))] >= PieceValue[Mg][piece_moved(m)])
return 1;
return see(m);
@@ -1270,7 +1256,7 @@ int Position::see(Move m) const {
stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
return PieceValue[Mg][capturedType];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
@@ -1278,7 +1264,7 @@ int Position::see(Move m) const {
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
swapList[0] = PieceValueMidgame[capturedType];
swapList[0] = PieceValue[Mg][capturedType];
capturedType = type_of(piece_on(from));
do {
@@ -1299,7 +1285,7 @@ int Position::see(Move m) const {
// Add the new entry to the swap list
assert(slIndex < 32);
swapList[slIndex] = -swapList[slIndex - 1] + PieceValueMidgame[capturedType];
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][capturedType];
slIndex++;
// Remember the value of the capturing piece, and change the side to
@@ -1312,7 +1298,7 @@ int Position::see(Move m) const {
if (capturedType == KING && stmAttackers)
{
assert(slIndex < 32);
swapList[slIndex++] = QueenValueMidgame*10;
swapList[slIndex++] = QueenValueMg * 16;
break;
}
} while (stmAttackers);
@@ -1454,7 +1440,7 @@ Value Position::compute_non_pawn_material(Color c) const {
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
value += piece_count(c, pt) * PieceValueMidgame[pt];
value += piece_count(c, pt) * PieceValue[Mg][pt];
return value;
}
@@ -1468,7 +1454,7 @@ bool Position::is_draw() const {
// Draw by material?
if ( !pieces(PAWN)
&& (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
&& (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
// Draw by the 50 moves rule?