X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=da90eed974e81a4c80780fc4bb953432cee20914;hb=3f7ec977cdae7a59c58342f3752bccb293d4e206;hp=53a54006a7a6cf1afabd0d8a9989c3a7b0b5131b;hpb=69dc5568b3bb9a02c71bdd5bb0e87135e892ea19;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 53a54006..da90eed9 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -93,8 +93,8 @@ namespace { // Penalties for enemy's safe checks constexpr int QueenSafeCheck = 780; - constexpr int RookSafeCheck = 880; - constexpr int BishopSafeCheck = 435; + constexpr int RookSafeCheck = 1080; + constexpr int BishopSafeCheck = 635; constexpr int KnightSafeCheck = 790; #define S(mg, eg) make_score(mg, eg) @@ -168,7 +168,7 @@ namespace { constexpr Score ThreatByPawnPush = S( 48, 39); constexpr Score ThreatByRank = S( 13, 0); constexpr Score ThreatBySafePawn = S(173, 94); - constexpr Score TrappedRook = S( 96, 4); + constexpr Score TrappedRook = S( 47, 4); constexpr Score WeakQueen = S( 49, 15); constexpr Score WeakUnopposedPawn = S( 12, 23); @@ -213,7 +213,7 @@ namespace { // kingRing[color] are the squares adjacent to the king, plus (only for a // king on its first rank) the squares two ranks in front. For instance, // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6 - // and h6. It is set to 0 when king safety evaluation is skipped. + // and h6. Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color @@ -377,7 +377,7 @@ namespace { { File kf = file_of(pos.square(Us)); if ((kf < FILE_E) == (file_of(s) < kf)) - score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.castling_rights(Us)); + score -= TrappedRook * (1 + !pos.castling_rights(Us)); } } @@ -434,27 +434,42 @@ namespace { b1 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); b2 = attacks_bb(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN)); - // Enemy queen safe checks - if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN]) - kingDanger += QueenSafeCheck; - - b1 &= attackedBy[Them][ROOK]; - b2 &= attackedBy[Them][BISHOP]; - // Enemy rooks checks - if (b1 & safe) + Bitboard RookCheck = b1 + & safe + & attackedBy[Them][ROOK]; + + if (RookCheck) kingDanger += RookSafeCheck; else - unsafeChecks |= b1; + unsafeChecks |= b1 & attackedBy[Them][ROOK]; + + // Enemy queen safe checks: we count them only if they are from squares from + // which we can't give a rook check, because rook checks are more valuable. + Bitboard QueenCheck = (b1 | b2) + & attackedBy[Them][QUEEN] + & safe + & ~attackedBy[Us][QUEEN] + & ~RookCheck; - // Enemy bishops checks - if (b2 & safe) + if (QueenCheck) + kingDanger += QueenSafeCheck; + + // Enemy bishops checks: we count them only if they are from squares from + // which we can't give a queen check, because queen checks are more valuable. + Bitboard BishopCheck = b2 + & attackedBy[Them][BISHOP] + & safe + & ~QueenCheck; + + if (BishopCheck) kingDanger += BishopSafeCheck; else - unsafeChecks |= b2; + unsafeChecks |= b2 & attackedBy[Them][BISHOP]; // Enemy knights checks b = pos.attacks_from(ksq) & attackedBy[Them][KNIGHT]; + if (b & safe) kingDanger += KnightSafeCheck; else @@ -505,7 +520,7 @@ namespace { Score score = SCORE_ZERO; // Non-pawn enemies - nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN); + nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(PAWN); // Squares strongly protected by the enemy, either because they defend the // square with a pawn, or because they defend the square twice and we don't. @@ -701,7 +716,8 @@ namespace { if (pos.non_pawn_material() < SpaceThreshold) return SCORE_ZERO; - constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); constexpr Bitboard SpaceMask = Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); @@ -713,11 +729,12 @@ namespace { // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); - behind |= (Us == WHITE ? behind >> 8 : behind << 8); - behind |= (Us == WHITE ? behind >> 16 : behind << 16); + behind |= shift(behind); + behind |= shift(shift(behind)); int bonus = popcount(safe) + popcount(behind & safe); - int weight = pos.count(Us) - 2 * pe->open_files(); + int weight = pos.count(Us) + - 2 * popcount(pe->semiopenFiles[WHITE] & pe->semiopenFiles[BLACK]); Score score = make_score(bonus * weight * weight / 16, 0); @@ -742,12 +759,12 @@ namespace { && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int complexity = 8 * pe->pawn_asymmetry() - + 12 * pos.count() - + 12 * outflanking - + 16 * pawnsOnBothFlanks - + 48 * !pos.non_pawn_material() - -118 ; + int complexity = 9 * pe->pawn_asymmetry() + + 11 * pos.count() + + 9 * outflanking + + 18 * pawnsOnBothFlanks + + 49 * !pos.non_pawn_material() + -121 ; // Now apply the bonus: note that we find the attacking side by extracting // the sign of the endgame value, and that we carefully cap the bonus so