////
#include <cassert>
-#include <cstring>
#include "bitcount.h"
#include "evaluate.h"
void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei);
Value do_evaluate(const Position& pos, EvalInfo& ei) {
ScaleFactor factor[2];
+ Score mobility;
assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.is_check());
- memset(&ei, 0, sizeof(EvalInfo));
-
// Initialize by reading the incrementally updated scores included in the
- // position object (material + piece square tables)
+ // position object (material + piece square tables).
ei.value = pos.value();
// Probe the material hash table
ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
- // configuration, call it and return
+ // configuration, call it and return.
if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
init_attack_tables<WHITE, HasPopCnt>(pos, ei);
init_attack_tables<BLACK, HasPopCnt>(pos, ei);
- // Evaluate pieces
- evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ // Evaluate pieces and mobility
+ mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei)
+ - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(mobility, Weights[Mobility]);
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
}
}
- // Mobility
- ei.value += apply_weight(ei.mobility, Weights[Mobility]);
-
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
b &= ei.attackedBy[Us][PAWN];
- if (b)
- ei.kingAttackersCount[Us] = count_1s_max_15<HasPopCnt>(b) / 2;
+ ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : 0;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
int mob;
File f;
+ Score mobility = SCORE_ZERO;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
+ ei.attackedBy[Us][Piece] = 0;
+
while ((s = *ptr++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
: count_1s<HasPopCnt>(b & no_mob_area));
- ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
+ mobility += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
}
}
}
+ return mobility;
}
// pieces of a given color.
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score mobility = SCORE_ZERO;
+
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
- evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ return mobility;
}
// Find the attacked squares around the king which has no defenders
// apart from the king itself
- undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
- undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
- | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
- | ei.attacked_by(Us, QUEEN));
+ undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
+ undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
+ | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
+ | ei.attackedBy[Us][QUEEN]);
// Initialize the 'attackUnits' variable, which is used later on as an
// index to the KingDangerTable[] array. The initial value is based on
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
- b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
+ b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
- b &= ( ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
- | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK));
+ b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
+ | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
if (b)
attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
// Analyse enemy's safe distance checks for sliders and knights
- safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
+ safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
// Enemy queen safe checks
- b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
+ b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
if (b)
attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy rooks safe checks
- b = b1 & ei.attacked_by(Them, ROOK);
+ b = b1 & ei.attackedBy[Them][ROOK];
if (b)
attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy bishops safe checks
- b = b2 & ei.attacked_by(Them, BISHOP);
+ b = b2 & ei.attackedBy[Them][BISHOP];
if (b)
attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
// Enemy knights safe checks
- b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
+ b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[]
- // array and subtract the score from evaluation. Set also ei.kingDanger[]
+ // array and subtract the score from evaluation. Set also ei.margin[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
- ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
- }
+ ei.margin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
+ } else
+ ei.margin[Us] = VALUE_ZERO;
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score bonus = SCORE_ZERO;
Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
Bitboard b = ei.pi->passed_pawns(Us);
- while (b)
- {
+ if (!b)
+ return;
+
+ do {
Square s = pop_1st_bit(&b);
assert(pos.pawn_is_passed(Us, s));
if (pos.square_is_empty(blockSq))
{
squaresToQueen = squares_in_front_of(Us, s);
- defendedSquares = squaresToQueen & ei.attacked_by(Us);
+ defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
- unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
+ unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
}
+ bonus += make_score(mbonus, ebonus);
- // Add the scores for this pawn to the middle game and endgame eval
- ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
+ } while (b);
- } // while
+ // Add the scores to the middle game and endgame eval
+ ei.value += Sign[Us] * apply_weight(bonus, Weights[PassedPawns]);
}
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask[Us]
& ~pos.pieces(PAWN, Us)
- & ~ei.attacked_by(Them, PAWN)
- & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
+ & ~ei.attackedBy[Them][PAWN]
+ & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(PAWN, Us);