integrated material eval into psqt
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4 changed files with 127 additions and 120 deletions
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@ -1,74 +1,67 @@
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use crate::board::*;
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use crate::eval::piece_square_tables::PSQT;
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// Pawn, Knight, Bishop, Rook, Queen
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pub const MATERIAL_WEIGHTS: [i32; 5] = [100, 300, 300, 500, 900];
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pub const PHASE_WEIGHTS: [i32; 5] = [0, 1, 1, 2, 4];
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pub fn evaluate_board(board: &Board) -> i32 {
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let mut mg_score = 0_i32;
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let mut eg_score = 0_i32;
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let mut phase = 0_i32;
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// --- WHITE PIECES ---
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// Iterating Pawn (0) to Queen (4) for Material + Phase + PSQT
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for pt in 0..5 {
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let mut pieces = board.pieces[pt][Color::White as usize];
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let count = pieces.count_ones() as i32;
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mg_score += count * MATERIAL_WEIGHTS[pt];
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eg_score += count * MATERIAL_WEIGHTS[pt];
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phase += count * PHASE_WEIGHTS[pt];
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// We use a macro to force loop unrolling.
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// This enables the compiler to use constant offsets for PSQT access
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// instead of calculating addresses at runtime based on a loop variable.
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macro_rules! score_piece {
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($pt:expr, $phase_weight:expr) => {
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// --- WHITE ---
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let mut pieces = board.pieces[$pt][Color::White as usize];
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if pieces > 0 {
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// Phase calculation uses count_ones (POPPCNT) which is very fast
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phase += (pieces.count_ones() as i32) * $phase_weight;
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while pieces > 0 {
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let sq = pieces.trailing_zeros() as usize;
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pieces &= pieces - 1; // Clear LS1B
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// Access: [Piece][Color][Phase (0=MG, 1=EG)][Square]
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mg_score += PSQT[pt][Color::White as usize][0][sq];
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eg_score += PSQT[pt][Color::White as usize][1][sq];
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}
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while pieces > 0 {
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let sq = pieces.trailing_zeros() as usize;
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pieces &= pieces - 1; // Clear LS1B
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// Material is already baked into PSQT, so we just add the table value
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// Since $pt is a const literal here, this compiles to a direct memory access
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mg_score += PSQT[$pt][Color::White as usize][0][sq];
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eg_score += PSQT[$pt][Color::White as usize][1][sq];
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}
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}
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// --- BLACK ---
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let mut pieces = board.pieces[$pt][Color::Black as usize];
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if pieces > 0 {
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phase += (pieces.count_ones() as i32) * $phase_weight;
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while pieces > 0 {
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let sq = pieces.trailing_zeros() as usize;
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pieces &= pieces - 1;
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mg_score -= PSQT[$pt][Color::Black as usize][0][sq];
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eg_score -= PSQT[$pt][Color::Black as usize][1][sq];
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}
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}
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};
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}
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// King (Index 5) - No Material/Phase weight, only PSQT
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let mut white_king = board.pieces[5][Color::White as usize];
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if white_king > 0 {
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let sq = white_king.trailing_zeros() as usize;
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mg_score += PSQT[5][Color::White as usize][0][sq];
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eg_score += PSQT[5][Color::White as usize][1][sq];
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}
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// Explicitly unrolled execution order
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// Pawn (0), Weight 0
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score_piece!(0, 0);
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// Knight (1), Weight 1
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score_piece!(1, 1);
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// Bishop (2), Weight 1
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score_piece!(2, 1);
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// Rook (3), Weight 2
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score_piece!(3, 2);
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// Queen (4), Weight 4
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score_piece!(4, 4);
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// King (5), Weight 0 (Phase doesn't change)
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score_piece!(5, 0);
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// --- BLACK PIECES ---
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// Iterating Pawn (0) to Queen (4)
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for pt in 0..5 {
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let mut pieces = board.pieces[pt][Color::Black as usize];
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let count = pieces.count_ones() as i32;
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mg_score -= count * MATERIAL_WEIGHTS[pt];
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eg_score -= count * MATERIAL_WEIGHTS[pt];
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phase += count * PHASE_WEIGHTS[pt];
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while pieces > 0 {
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let sq = pieces.trailing_zeros() as usize;
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pieces &= pieces - 1;
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mg_score -= PSQT[pt][Color::Black as usize][0][sq];
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eg_score -= PSQT[pt][Color::Black as usize][1][sq];
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}
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}
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// King (Index 5) for Black
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let mut black_king = board.pieces[5][Color::Black as usize];
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if black_king > 0 {
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let sq = black_king.trailing_zeros() as usize;
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mg_score -= PSQT[5][Color::Black as usize][0][sq];
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eg_score -= PSQT[5][Color::Black as usize][1][sq];
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}
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// Tapered Evaluation Interpolation
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let phase = phase.min(24); // Clamp to 24 max
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// Tapered Evaluation
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let phase = phase.min(24);
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let mg_phase = phase;
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let eg_phase = 24 - phase;
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((mg_score * mg_phase) + (eg_score * eg_phase)) / 24
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}
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}
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