Esempio n. 1
0
// 获取置换表局面信息(没有命中时,返回"-MATE_VALUE")
int ProbeHash(const PositionStruct &pos, int vlAlpha, int vlBeta, int nDepth, bool bNoNull, int &mv) {
  HashStruct hsh;
  int i, vl;
  bool bBanNode, bMateNode;
  // 获取置换表局面信息的过程包括以下几个步骤:

  // 1. 逐层获取置换表项
  mv = 0;
  for (i = 0; i < HASH_LAYERS; i ++) {
    hsh = HASH_ITEM(pos, i);
    if (HASH_POS_EQUAL(hsh, pos)) {
      mv = hsh.wmv;
      __ASSERT(mv == 0 || pos.LegalMove(mv));
      break;
    }
  }
  if (i == HASH_LAYERS) {
    return -MATE_VALUE;
  }

  // 2. 判断是否符合Beta边界
  if (hsh.ucBetaDepth > 0) {
    vl = ValueAdjust(pos, bBanNode, bMateNode, hsh.svlBeta);
    if (!bBanNode && !(hsh.wmv == 0 && bNoNull) && (hsh.ucBetaDepth >= nDepth || bMateNode) && vl >= vlBeta) {
      __ASSERT_BOUND(1 - MATE_VALUE, vl, MATE_VALUE - 1);
      if (hsh.wmv == 0 || PosStable(pos, hsh.wmv)) {
        return vl;
      }
    }
  }

  // 3. 判断是否符合Alpha边界
  if (hsh.ucAlphaDepth > 0) {
    vl = ValueAdjust(pos, bBanNode, bMateNode, hsh.svlAlpha);
    if (!bBanNode && (hsh.ucAlphaDepth >= nDepth || bMateNode) && vl <= vlAlpha) {
      __ASSERT_BOUND(1 - MATE_VALUE, vl, MATE_VALUE - 1);
      if (hsh.wmv == 0 || PosStable(pos, hsh.wmv)) {
        return vl;
      }
    }
  }
  return -MATE_VALUE;
}
Esempio n. 2
0
// 存储置换表局面信息
void RecordHash(const PositionStruct &pos, int nFlag, int vl, int nDepth, int mv) {
  HashStruct hsh;
  int i, nHashDepth, nMinDepth, nMinLayer;
  // 存储置换表局面信息的过程包括以下几个步骤:

  // 1. 对分值做杀棋步数调整;
  __ASSERT_BOUND(1 - MATE_VALUE, vl, MATE_VALUE - 1);
  __ASSERT(mv == 0 || pos.LegalMove(mv));
  if (vl > WIN_VALUE) {
    if (mv == 0 && vl <= BAN_VALUE) {
      return; // 导致长将的局面(不进行置换裁剪)如果连最佳着法也没有,那么没有必要写入置换表
    }
    vl += pos.nDistance;
  } else if (vl < -WIN_VALUE) {
    if (mv == 0 && vl >= -BAN_VALUE) {
      return; // 同理
    }
    vl -= pos.nDistance;
  } else if (vl == pos.DrawValue() && mv == 0) {
    return;   // 同理
  }

  // 2. 逐层试探置换表;
  nMinDepth = 512;
  nMinLayer = 0;
  for (i = 0; i < HASH_LAYERS; i ++) {
    hsh = HASH_ITEM(pos, i);

    // 3. 如果试探到一样的局面,那么更新置换表信息即可;
    if (HASH_POS_EQUAL(hsh, pos)) {
      // 如果深度更深,或者边界缩小,都可更新置换表的值
      if ((nFlag & HASH_ALPHA) != 0 && (hsh.ucAlphaDepth <= nDepth || hsh.svlAlpha >= vl)) {
        hsh.ucAlphaDepth = nDepth;
        hsh.svlAlpha = vl;
      }
      // Beta结点要注意:不要用Null-Move的结点覆盖正常的结点
      if ((nFlag & HASH_BETA) != 0 && (hsh.ucBetaDepth <= nDepth || hsh.svlBeta <= vl) && (mv != 0 || hsh.wmv == 0)) {
        hsh.ucBetaDepth = nDepth;
        hsh.svlBeta = vl;
      }
      // 最佳着法是始终覆盖的
      if (mv != 0) {
        hsh.wmv = mv;
      }
      HASH_ITEM(pos, i) = hsh;
      return;
    }

    // 4. 如果不是一样的局面,那么获得深度最小的置换表项;
    nHashDepth = MAX((hsh.ucAlphaDepth == 0 ? 0 : hsh.ucAlphaDepth + 256),
        (hsh.wmv == 0 ? hsh.ucBetaDepth : hsh.ucBetaDepth + 256));
    __ASSERT(nHashDepth < 512);
    if (nHashDepth < nMinDepth) {
      nMinDepth = nHashDepth;
      nMinLayer = i;
    }
  }

  // 5. 记录置换表。
  hsh.dwZobristLock0 = pos.zobr.dwLock0;
  hsh.dwZobristLock1 = pos.zobr.dwLock1;
  hsh.wmv = mv;
  hsh.ucAlphaDepth = hsh.ucBetaDepth = 0;
  hsh.svlAlpha = hsh.svlBeta = 0;
  if ((nFlag & HASH_ALPHA) != 0) {
    hsh.ucAlphaDepth = nDepth;
    hsh.svlAlpha = vl;
  }
  if ((nFlag & HASH_BETA) != 0) {
    hsh.ucBetaDepth = nDepth;
    hsh.svlBeta = vl;
  }
  HASH_ITEM(pos, nMinLayer) = hsh;
}
Esempio n. 3
0
// “捉”的检测
int PositionStruct::ChasedBy(int mv) const {
  int i, nSideTag, pcMoved, pcCaptured;
  int sqSrc, sqDst, x, y;
  uint8_t *lpucsqDst, *lpucsqPin;
  SlideMoveStruct *lpsmv;

  sqSrc = DST(mv);
  pcMoved = this->ucpcSquares[sqSrc];
  nSideTag = SIDE_TAG(this->sdPlayer);
  __ASSERT_SQUARE(sqSrc);
  __ASSERT_PIECE(pcMoved);
  __ASSERT_BOUND(0, pcMoved - OPP_SIDE_TAG(this->sdPlayer), 15);

  // “捉”的判断包括以下几部分内容:
  switch (pcMoved - OPP_SIDE_TAG(this->sdPlayer)) {

  // 1. 走了马,判断是否捉车或捉有根的炮兵(卒)
  case KNIGHT_FROM:
  case KNIGHT_TO:
    // 逐一检测马踩的八个位置
    lpucsqDst = PreGen.ucsqKnightMoves[sqSrc];
    lpucsqPin = PreGen.ucsqKnightPins[sqSrc];
    sqDst = *lpucsqDst;
    while (sqDst != 0) {
      __ASSERT_SQUARE(sqDst);
      if (ucpcSquares[*lpucsqPin] == 0) {
        pcCaptured = this->ucpcSquares[sqDst];
        if ((pcCaptured & nSideTag) != 0) {
          pcCaptured -= nSideTag;
          __ASSERT_BOUND(0, pcCaptured, 15);
          // 技巧:优化兵种判断的分枝
          if (pcCaptured <= ROOK_TO) {
            // 马捉仕(士)、相(象)和马的情况不予考虑
            if (pcCaptured >= ROOK_FROM) {
              // 马捉到了车
              return pcCaptured;
            }
          } else {
            if (pcCaptured <= CANNON_TO) {
              // 马捉到了炮,要判断炮是否受保护
              if (!Protected(this->sdPlayer, sqDst)) {
                return pcCaptured;
              }
            } else {
              // 马捉到了兵(卒),要判断兵(卒)是否过河并受保护
              if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) {
                return pcCaptured;
              }
            }
          }
        }
      }
      lpucsqDst ++;
      sqDst = *lpucsqDst;
      lpucsqPin ++;
    }
    break;

  // 2. 走了车,判断是否捉有根的马炮兵(卒)
  case ROOK_FROM:
  case ROOK_TO:
    x = FILE_X(sqSrc);
    y = RANK_Y(sqSrc);
    if (((SRC(mv) ^ sqSrc) & 0xf) == 0) {
      // 如果车纵向移动了,则判断车横向吃到的子
      lpsmv = RankMovePtr(x, y);
      for (i = 0; i < 2; i ++) {
        sqDst = lpsmv->ucRookCap[i] + RANK_DISP(y);
        __ASSERT_SQUARE(sqDst);
        if (sqDst != sqSrc) {
          pcCaptured = this->ucpcSquares[sqDst];
          if ((pcCaptured & nSideTag) != 0) {
            pcCaptured -= nSideTag;
            __ASSERT_BOUND(0, pcCaptured, 15);
            // 技巧:优化兵种判断的分枝
            if (pcCaptured <= ROOK_TO) {
              // 车捉仕(士)、相(象)的情况不予考虑
              if (pcCaptured >= KNIGHT_FROM) {
                if (pcCaptured <= KNIGHT_TO) {
                  // 车捉到了马,要判断马是否受保护
                  if (!Protected(this->sdPlayer, sqDst)) {
                    return pcCaptured;
                  }
                }
                // 车捉车的情况不予考虑
              }
            } else {
              if (pcCaptured <= CANNON_TO) {
                // 车捉到了炮,要判断炮是否受保护
                if (!Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              } else {
                // 车捉到了兵(卒),要判断兵(卒)是否过河并受保护
                if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              }
            }
          }
        }
      }
    } else {
      // 如果车横向移动了,则判断车纵向吃到的子
      lpsmv = FileMovePtr(x, y);
      for (i = 0; i < 2; i ++) {
        sqDst = lpsmv->ucRookCap[i] + FILE_DISP(x);
        __ASSERT_SQUARE(sqDst);
        if (sqDst != sqSrc) {
          pcCaptured = this->ucpcSquares[sqDst];
          if ((pcCaptured & nSideTag) != 0) {
            pcCaptured -= nSideTag;
            __ASSERT_BOUND(0, pcCaptured, 15);
            // 技巧:优化兵种判断的分枝
            if (pcCaptured <= ROOK_TO) {
              // 车捉仕(士)、相(象)的情况不予考虑
              if (pcCaptured >= KNIGHT_FROM) {
                if (pcCaptured <= KNIGHT_TO) {
                  // 车捉到了马,要判断马是否受保护
                  if (!Protected(this->sdPlayer, sqDst)) {
                    return pcCaptured;
                  }
                }
                // 车捉车的情况不予考虑
              }
            } else {
              if (pcCaptured <= CANNON_TO) {
                // 车捉到了炮,要判断炮是否受保护
                if (!Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              } else {
                // 车捉到了兵(卒),要判断兵(卒)是否过河并受保护
                if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              }
            }
          }
        }
      }
    }
    break;

  // 3. 走了炮,判断是否捉车或捉有根的马兵(卒)
  case CANNON_FROM:
  case CANNON_TO:
    x = FILE_X(sqSrc);
    y = RANK_Y(sqSrc);
    if (((SRC(mv) ^ sqSrc) & 0xf) == 0) {
      // 如果炮纵向移动了,则判断炮横向吃到的子
      lpsmv = RankMovePtr(x, y);
      for (i = 0; i < 2; i ++) {
        sqDst = lpsmv->ucCannonCap[i] + RANK_DISP(y);
        __ASSERT_SQUARE(sqDst);
        if (sqDst != sqSrc) {
          pcCaptured = this->ucpcSquares[sqDst];
          if ((pcCaptured & nSideTag) != 0) {
            pcCaptured -= nSideTag;
            __ASSERT_BOUND(0, pcCaptured, 15);
            // 技巧:优化兵种判断的分枝
            if (pcCaptured <= ROOK_TO) {
              // 炮捉仕(士)、相(象)的情况不予考虑
              if (pcCaptured >= KNIGHT_FROM) {
                if (pcCaptured <= KNIGHT_TO) {
                  // 炮捉到了马,要判断马是否受保护
                  if (!Protected(this->sdPlayer, sqDst)) {
                    return pcCaptured;
                  }
                } else {
                  // 炮捉到了车
                  return pcCaptured;
                }
              }
            } else {
              // 炮捉炮的情况不予考虑
              if (pcCaptured >= PAWN_FROM) {
                // 炮捉到了兵(卒),要判断兵(卒)是否过河并受保护
                if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              }
            }
          }
        }
      }
    } else {
      // 如果炮横向移动了,则判断炮纵向吃到的子
      lpsmv = FileMovePtr(x, y);
      for (i = 0; i < 2; i ++) {
        sqDst = lpsmv->ucCannonCap[i] + FILE_DISP(x);
        __ASSERT_SQUARE(sqDst);
        if (sqDst != sqSrc) {
          pcCaptured = this->ucpcSquares[sqDst];
          if ((pcCaptured & nSideTag) != 0) {
            pcCaptured -= nSideTag;
            __ASSERT_BOUND(0, pcCaptured, 15);
            // 技巧:优化兵种判断的分枝
            if (pcCaptured <= ROOK_TO) {
              // 炮捉仕(士)、相(象)的情况不予考虑
              if (pcCaptured >= KNIGHT_FROM) {
                if (pcCaptured <= KNIGHT_TO) {
                  // 炮捉到了马,要判断马是否受保护
                  if (!Protected(this->sdPlayer, sqDst)) {
                    return pcCaptured;
                  }
                } else {
                  // 炮捉到了车
                  return pcCaptured;
                }
              }
            } else {
              // 炮捉炮的情况不予考虑
              if (pcCaptured >= PAWN_FROM) {
                // 炮捉到了兵(卒),要判断兵(卒)是否过河并受保护
                if (AWAY_HALF(sqDst, sdPlayer) && !Protected(this->sdPlayer, sqDst)) {
                  return pcCaptured;
                }
              }
            }
          }
        }
      }
    }
    break;
  }

  return 0;
}
Esempio n. 4
0
// 静态搜索例程
static int SearchQuiesc(PositionStruct &pos, int vlAlpha, int vlBeta) {
  int vlBest, vl, mv;
  bool bInCheck;
  MoveSortStruct MoveSort;  
  // 静态搜索例程包括以下几个步骤:
  Search2.nAllNodes ++;

  // 1. 无害裁剪;
  vl = HarmlessPruning(pos, vlBeta);
  if (vl > -MATE_VALUE) {
    return vl;
  }

#ifdef HASH_QUIESC
  // 3. 置换裁剪;
  vl = ProbeHashQ(pos, vlAlpha, vlBeta);
  if (Search.bUseHash && vl > -MATE_VALUE) {
    return vl;
  }
#endif

  // 4. 达到极限深度,直接返回评价值;
  if (pos.nDistance == LIMIT_DEPTH) {
    return Evaluate(pos, vlAlpha, vlBeta);
  }
  __ASSERT(Search.pos.nDistance < LIMIT_DEPTH);

  // 5. 初始化;
  vlBest = -MATE_VALUE;
  bInCheck = (pos.LastMove().ChkChs > 0);

  // 6. 对于被将军的局面,生成全部着法;
  if (bInCheck) {
    MoveSort.InitAll(pos);
  } else {

    // 7. 对于未被将军的局面,在生成着法前首先尝试空着(空着启发),即对局面作评价;
    vl = Evaluate(pos, vlAlpha, vlBeta);
    __ASSERT_BOUND(1 - WIN_VALUE, vl, WIN_VALUE - 1);
    __ASSERT(vl > vlBest);
    if (vl >= vlBeta) {
#ifdef HASH_QUIESC
      RecordHashQ(pos, vl, MATE_VALUE);
#endif
      return vl;
    }
    vlBest = vl;
    vlAlpha = MAX(vl, vlAlpha);

    // 8. 对于未被将军的局面,生成并排序所有吃子着法(MVV(LVA)启发);
    MoveSort.InitQuiesc(pos);
  }

  // 9. 用Alpha-Beta算法搜索这些着法;
  while ((mv = MoveSort.NextQuiesc(bInCheck)) != 0) {
    __ASSERT(bInCheck || pos.ucpcSquares[DST(mv)] > 0);
    if (pos.MakeMove(mv)) {
      vl = -SearchQuiesc(pos, -vlBeta, -vlAlpha);
      pos.UndoMakeMove();
      if (vl > vlBest) {
        if (vl >= vlBeta) {
#ifdef HASH_QUIESC
          if (vl > -WIN_VALUE && vl < WIN_VALUE) {
            RecordHashQ(pos, vl, MATE_VALUE);
          }
#endif
          return vl;
        }
        vlBest = vl;
        vlAlpha = MAX(vl, vlAlpha);
      }
    }
  }

  // 10. 返回分值。
  if (vlBest == -MATE_VALUE) {
    __ASSERT(pos.IsMate());
    return pos.nDistance - MATE_VALUE;
  } else {
#ifdef HASH_QUIESC
    if (vlBest > -WIN_VALUE && vlBest < WIN_VALUE) {
      RecordHashQ(pos, vlBest > vlAlpha ? vlBest : -MATE_VALUE, vlBest);
    }
#endif
    return vlBest;
  }
}
Esempio n. 5
0
void PositionStruct::PreEvaluate(void) {
  int i, sq, nMidgameValue, nWhiteAttacks, nBlackAttacks, nWhiteSimpleValue, nBlackSimpleValue;
  uint8_t ucvlPawnPiecesAttacking[256], ucvlPawnPiecesAttackless[256];

  if (!bInit) {
    bInit = true;
    // 初始化"PreEvalEx.cPopCnt16"数组,只需要初始化一次
    for (i = 0; i < 65536; i ++) {
      PreEvalEx.cPopCnt16[i] = PopCnt16(i);
    }
  }

  // 首先判断局势处于开中局还是残局阶段,方法是计算各种棋子的数量,按照车=6、马炮=3、其它=1相加。
  nMidgameValue = PopCnt32(this->dwBitPiece & BOTH_BITPIECE(ADVISOR_BITPIECE | BISHOP_BITPIECE | PAWN_BITPIECE)) * OTHER_MIDGAME_VALUE;
  nMidgameValue += PopCnt32(this->dwBitPiece & BOTH_BITPIECE(KNIGHT_BITPIECE | CANNON_BITPIECE)) * KNIGHT_CANNON_MIDGAME_VALUE;
  nMidgameValue += PopCnt32(this->dwBitPiece & BOTH_BITPIECE(ROOK_BITPIECE)) * ROOK_MIDGAME_VALUE;
  // 使用二次函数,子力很少时才认为接近残局
  nMidgameValue = (2 * TOTAL_MIDGAME_VALUE - nMidgameValue) * nMidgameValue / TOTAL_MIDGAME_VALUE;
  __ASSERT_BOUND(0, nMidgameValue, TOTAL_MIDGAME_VALUE);
  PreEval.vlAdvanced = (TOTAL_ADVANCED_VALUE * nMidgameValue + TOTAL_ADVANCED_VALUE / 2) / TOTAL_MIDGAME_VALUE;
  __ASSERT_BOUND(0, PreEval.vlAdvanced, TOTAL_ADVANCED_VALUE);
  for (sq = 0; sq < 256; sq ++) {
    if (IN_BOARD(sq)) {
      PreEval.ucvlWhitePieces[0][sq] = PreEval.ucvlBlackPieces[0][SQUARE_FLIP(sq)] = (uint8_t)
          ((cucvlKingPawnMidgameAttacking[sq] * nMidgameValue + cucvlKingPawnEndgameAttacking[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE);
      PreEval.ucvlWhitePieces[3][sq] = PreEval.ucvlBlackPieces[3][SQUARE_FLIP(sq)] = (uint8_t)
          ((cucvlKnightMidgame[sq] * nMidgameValue + cucvlKnightEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE);
      PreEval.ucvlWhitePieces[4][sq] = PreEval.ucvlBlackPieces[4][SQUARE_FLIP(sq)] = (uint8_t)
          ((cucvlRookMidgame[sq] * nMidgameValue + cucvlRookEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE);
      PreEval.ucvlWhitePieces[5][sq] = PreEval.ucvlBlackPieces[5][SQUARE_FLIP(sq)] = (uint8_t)
          ((cucvlCannonMidgame[sq] * nMidgameValue + cucvlCannonEndgame[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE);
      ucvlPawnPiecesAttacking[sq] = PreEval.ucvlWhitePieces[0][sq];
      ucvlPawnPiecesAttackless[sq] = (uint8_t)
          ((cucvlKingPawnMidgameAttackless[sq] * nMidgameValue + cucvlKingPawnEndgameAttackless[sq] * (TOTAL_MIDGAME_VALUE - nMidgameValue)) / TOTAL_MIDGAME_VALUE);
    }
  }
  for (i = 0; i < 16; i ++) {
    PreEvalEx.vlHollowThreat[i] = cvlHollowThreat[i] * (nMidgameValue + TOTAL_MIDGAME_VALUE) / (TOTAL_MIDGAME_VALUE * 2);
    __ASSERT_BOUND(0, PreEvalEx.vlHollowThreat[i], cvlHollowThreat[i]);
    PreEvalEx.vlCentralThreat[i] = cvlCentralThreat[i];
  }

  // 然后判断各方是否处于进攻状态,方法是计算各种过河棋子的数量,按照车马2炮兵1相加。
  nWhiteAttacks = nBlackAttacks = 0;
  for (i = SIDE_TAG(0) + KNIGHT_FROM; i <= SIDE_TAG(0) + ROOK_TO; i ++) {
    if (this->ucsqPieces[i] != 0 && BLACK_HALF(this->ucsqPieces[i])) {
      nWhiteAttacks += 2;
    }
  }
  for (i = SIDE_TAG(0) + CANNON_FROM; i <= SIDE_TAG(0) + PAWN_TO; i ++) {
    if (this->ucsqPieces[i] != 0 && BLACK_HALF(this->ucsqPieces[i])) {
      nWhiteAttacks ++;
    }
  }
  for (i = SIDE_TAG(1) + KNIGHT_FROM; i <= SIDE_TAG(1) + ROOK_TO; i ++) {
    if (this->ucsqPieces[i] != 0 && WHITE_HALF(this->ucsqPieces[i])) {
      nBlackAttacks += 2;
    }
  }
  for (i = SIDE_TAG(1) + CANNON_FROM; i <= SIDE_TAG(1) + PAWN_TO; i ++) {
    if (this->ucsqPieces[i] != 0 && WHITE_HALF(this->ucsqPieces[i])) {
      nBlackAttacks ++;
    }
  }
  // 如果本方轻子数比对方多,那么每多一个轻子(车算2个轻子)威胁值加2。威胁值最多不超过8。
  nWhiteSimpleValue = PopCnt16(this->wBitPiece[0] & ROOK_BITPIECE) * 2 + PopCnt16(this->wBitPiece[0] & (KNIGHT_BITPIECE | CANNON_BITPIECE));
  nBlackSimpleValue = PopCnt16(this->wBitPiece[1] & ROOK_BITPIECE) * 2 + PopCnt16(this->wBitPiece[1] & (KNIGHT_BITPIECE | CANNON_BITPIECE));
  if (nWhiteSimpleValue > nBlackSimpleValue) {
    nWhiteAttacks += (nWhiteSimpleValue - nBlackSimpleValue) * 2;
  } else {
    nBlackAttacks += (nBlackSimpleValue - nWhiteSimpleValue) * 2;
  }
  nWhiteAttacks = MIN(nWhiteAttacks, TOTAL_ATTACK_VALUE);
  nBlackAttacks = MIN(nBlackAttacks, TOTAL_ATTACK_VALUE);
  PreEvalEx.vlBlackAdvisorLeakage = TOTAL_ADVISOR_LEAKAGE * nWhiteAttacks / TOTAL_ATTACK_VALUE;
  PreEvalEx.vlWhiteAdvisorLeakage = TOTAL_ADVISOR_LEAKAGE * nBlackAttacks / TOTAL_ATTACK_VALUE;
  __ASSERT_BOUND(0, nWhiteAttacks, TOTAL_ATTACK_VALUE);
  __ASSERT_BOUND(0, nBlackAttacks, TOTAL_ATTACK_VALUE);
  __ASSERT_BOUND(0, PreEvalEx.vlBlackAdvisorLeakage, TOTAL_ADVISOR_LEAKAGE);
  __ASSERT_BOUND(0, PreEvalEx.vlBlackAdvisorLeakage, TOTAL_ADVISOR_LEAKAGE);
  for (sq = 0; sq < 256; sq ++) {
    if (IN_BOARD(sq)) {
      PreEval.ucvlWhitePieces[1][sq] = PreEval.ucvlWhitePieces[2][sq] = (uint8_t) ((cucvlAdvisorBishopThreatened[sq] * nBlackAttacks +
          (PreEval.bPromotion ? cucvlAdvisorBishopPromotionThreatless[sq] : cucvlAdvisorBishopThreatless[sq]) * (TOTAL_ATTACK_VALUE - nBlackAttacks)) / TOTAL_ATTACK_VALUE);
      PreEval.ucvlBlackPieces[1][sq] = PreEval.ucvlBlackPieces[2][sq] = (uint8_t) ((cucvlAdvisorBishopThreatened[SQUARE_FLIP(sq)] * nWhiteAttacks +
          (PreEval.bPromotion ? cucvlAdvisorBishopPromotionThreatless[SQUARE_FLIP(sq)] : cucvlAdvisorBishopThreatless[SQUARE_FLIP(sq)]) * (TOTAL_ATTACK_VALUE - nWhiteAttacks)) / TOTAL_ATTACK_VALUE);
      PreEval.ucvlWhitePieces[6][sq] = (uint8_t) ((ucvlPawnPiecesAttacking[sq] * nWhiteAttacks +
          ucvlPawnPiecesAttackless[sq] * (TOTAL_ATTACK_VALUE - nWhiteAttacks)) / TOTAL_ATTACK_VALUE);
      PreEval.ucvlBlackPieces[6][sq] = (uint8_t) ((ucvlPawnPiecesAttacking[SQUARE_FLIP(sq)] * nBlackAttacks +
          ucvlPawnPiecesAttackless[SQUARE_FLIP(sq)] * (TOTAL_ATTACK_VALUE - nBlackAttacks)) / TOTAL_ATTACK_VALUE);
    }
  }
  for (i = 0; i < 16; i ++) {
    PreEvalEx.vlWhiteBottomThreat[i] = cvlBottomThreat[i] * nBlackAttacks / TOTAL_ATTACK_VALUE;
    PreEvalEx.vlBlackBottomThreat[i] = cvlBottomThreat[i] * nWhiteAttacks / TOTAL_ATTACK_VALUE;
  }

  // 检查预评价是否对称
#ifndef NDEBUG
  for (sq = 0; sq < 256; sq ++) {
    if (IN_BOARD(sq)) {
      for (i = 0; i < 7; i ++) {
        __ASSERT(PreEval.ucvlWhitePieces[i][sq] == PreEval.ucvlWhitePieces[i][SQUARE_MIRROR(sq)]);
        __ASSERT(PreEval.ucvlBlackPieces[i][sq] == PreEval.ucvlBlackPieces[i][SQUARE_MIRROR(sq)]);
      }
    }
  }
  for (i = FILE_LEFT; i <= FILE_RIGHT; i ++) {
    __ASSERT(PreEvalEx.vlWhiteBottomThreat[i] == PreEvalEx.vlWhiteBottomThreat[FILE_FLIP(i)]);
    __ASSERT(PreEvalEx.vlBlackBottomThreat[i] == PreEvalEx.vlBlackBottomThreat[FILE_FLIP(i)]);
  }
#endif

  // 调整不受威胁方少掉的仕(士)相(象)分值
  this->vlWhite = ADVISOR_BISHOP_ATTACKLESS_VALUE * (TOTAL_ATTACK_VALUE - nBlackAttacks) / TOTAL_ATTACK_VALUE;
  this->vlBlack = ADVISOR_BISHOP_ATTACKLESS_VALUE * (TOTAL_ATTACK_VALUE - nWhiteAttacks) / TOTAL_ATTACK_VALUE;
  // 如果允许升变,那么不受威胁的仕(士)相(象)分值就少了一半
  if (PreEval.bPromotion) {
    this->vlWhite /= 2;
    this->vlBlack /= 2;
  }
  // 最后重新计算子力位置分
  for (i = 16; i < 32; i ++) {
    sq = this->ucsqPieces[i];
    if (sq != 0) {
      __ASSERT_SQUARE(sq);
      this->vlWhite += PreEval.ucvlWhitePieces[PIECE_TYPE(i)][sq];
    }
  }
  for (i = 32; i < 48; i ++) {
    sq = this->ucsqPieces[i];
    if (sq != 0) {
      __ASSERT_SQUARE(sq);
      this->vlBlack += PreEval.ucvlBlackPieces[PIECE_TYPE(i)][sq];
    }
  }
}