: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
: pos.attacks_from<Pt>(s);
- if (pos.pinned_pieces(Us) & s)
+ if (pos.blockers_for_king(Us) & s)
b &= LineBB[pos.square<KING>(Us)][s];
attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
if (Pt == QUEEN)
{
// Penalty if any relative pin or discovered attack against the queen
- Bitboard pinners;
- if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, pinners))
+ Bitboard queenPinners;
+ if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
score -= WeakQueen;
}
}
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
- Bitboard weak, b, b1, b2, safe, unsafeChecks;
+ Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned;
// King shelter and enemy pawns storm
Score score = pe->king_safety<Us>(pos, ksq);
// Unsafe or occupied checking squares will also be considered, as long as
// the square is in the attacker's mobility area.
unsafeChecks &= mobilityArea[Them];
+ pinned = pos.blockers_for_king(Us) & pos.pieces(Us);
kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
- + 143 * popcount(pos.pinned_pieces(Us) | unsafeChecks)
+ + 143 * popcount(pinned | unsafeChecks)
- 848 * !pos.count<QUEEN>(Them)
- 9 * mg_value(score) / 8
+ 40;
score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
}
}
- // Penalty when our king is on a pawnless flank
- if (!(pos.pieces(PAWN) & KingFlank[file_of(ksq)]))
- score -= PawnlessFlank;
- // King tropism: firstly, find attacked squares in our king flank
- b = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
+ Bitboard kf = KingFlank[file_of(ksq)];
- assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0);
- assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b));
+ // Penalty when our king is on a pawnless flank
+ if (!(pos.pieces(PAWN) & kf))
+ score -= PawnlessFlank;
- // Secondly, add the squares which are attacked twice in that flank and
- // which are not defended by our pawns.
- b = (Us == WHITE ? b << 4 : b >> 4)
- | (b & attackedBy2[Them] & ~attackedBy[Us][PAWN]);
+ // Find the squares that opponent attacks in our king flank, and the squares
+ // which are attacked twice in that flank but not defended by our pawns.
+ b1 = attackedBy[Them][ALL_PIECES] & kf & Camp;
+ b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
- score -= CloseEnemies * popcount(b);
+ // King tropism, to anticipate slow motion attacks on our king
+ score -= CloseEnemies * (popcount(b1) + popcount(b2));
if (T)
Trace::add(KING, Us, score);
Trace::add(TOTAL, score);
}
- return pos.side_to_move() == WHITE ? v : -v; // Side to move point of view
+ return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
+ + Eval::Tempo;
}
} // namespace
/// evaluation of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos) {
- return Evaluation<NO_TRACE>(pos).value() + Eval::Tempo;
+ return Evaluation<NO_TRACE>(pos).value();
}
Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt
- Value v = Evaluation<TRACE>(pos).value() + Eval::Tempo;
+ Value v = Evaluation<TRACE>(pos).value();
v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view