]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Tidy up middle game specific evaluation
[stockfish] / src / evaluate.cpp
index f4b7fb757dfc3c340ef03229e70dcabd3bdf93b1..19fcd5f815c68b7822696a8ad04bb1f6623220d9 100644 (file)
@@ -63,6 +63,7 @@ namespace {
   const int WeightPassedPawnsMidgameInternal   = 0x100;
   const int WeightPassedPawnsEndgameInternal   = 0x100;
   const int WeightKingSafetyInternal           = 0x100;
+  const int WeightKingOppSafetyInternal        = 0x100;
 
   // Visually better to define tables constants
   typedef Value V;
@@ -274,6 +275,7 @@ namespace {
   int count_1s_8bit(Bitboard b);
 
   int compute_weight(int uciWeight, int internalWeight);
+  int weight_option(const std::string& opt, int weight);
   void init_safety();
 
 }
@@ -288,141 +290,122 @@ namespace {
 /// between them based on the remaining material.
 
 Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
-  Color stm;
-  Square s;
-  ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
-  Phase phase;
-
-  memset(&ei, 0, sizeof(EvalInfo));
 
   assert(pos.is_ok());
   assert(threadID >= 0 && threadID < THREAD_MAX);
 
-  stm = pos.side_to_move();
+  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.mgValue = pos.mg_value();
   ei.egValue = pos.eg_value();
 
-  // Probe the material hash table:
+  // Probe the material hash table
   ei.mi = MaterialTable[threadID]->get_material_info(pos);
   ei.mgValue += ei.mi->mg_value();
   ei.egValue += ei.mi->eg_value();
 
-  factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
-  factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
-
   // If we have a specialized evaluation function for the current material
-  // configuration, call it and return:
-  if(ei.mi->specialized_eval_exists())
-    return ei.mi->evaluate(pos);
+  // configuration, call it and return
+  if (ei.mi->specialized_eval_exists())
+      return ei.mi->evaluate(pos);
 
-  phase = pos.game_phase();
+  // After get_material_info() call that modifies them
+  ScaleFactor factor[2];
+  factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
+  factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
 
-  // Probe the pawn hash table:
+  // Probe the pawn hash table
   ei.pi = PawnTable[threadID]->get_pawn_info(pos);
   ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
   ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
 
-  // Initialize king attack bitboards and king attack zones for both sides:
+  // Initialize king attack bitboards and king attack zones for both sides
   ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
   ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
-  ei.attackZone[WHITE] =
-    ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
-  ei.attackZone[BLACK] =
-    ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
-
-  // Initialize pawn attack bitboards for both sides:
-  ei.attackedBy[WHITE][PAWN] =
-    ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
-  ei.attackCount[WHITE] +=
-    count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
-  ei.attackedBy[BLACK][PAWN] =
-    ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
-  ei.attackCount[BLACK] +=
-    count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
-
-  // Evaluate pieces:
-  for(Color c = WHITE; c <= BLACK; c++) {
-    Bitboard b;
+  ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
+  ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
+
+  // Initialize pawn attack bitboards for both sides
+  ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
+  ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
+  ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
+  ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
 
+  // Evaluate pieces
+  for (Color c = WHITE; c <= BLACK; c++)
+  {
     // Knights
-    for(int i = 0; i < pos.knight_count(c); i++) {
-      s = pos.knight_list(c, i);
-      evaluate_knight(pos, s, c, ei);
-    }
+    for (int i = 0; i < pos.knight_count(c); i++)
+        evaluate_knight(pos, pos.knight_list(c, i), c, ei);
 
     // Bishops
-    for(int i = 0; i < pos.bishop_count(c); i++) {
-      s = pos.bishop_list(c, i);
-      evaluate_bishop(pos, s, c, ei);
-    }
+    for (int i = 0; i < pos.bishop_count(c); i++)
+        evaluate_bishop(pos, pos.bishop_list(c, i), c, ei);
 
     // Rooks
-    for(int i = 0; i < pos.rook_count(c); i++) {
-      s = pos.rook_list(c, i);
-      evaluate_rook(pos, s, c, ei);
-    }
+    for (int i = 0; i < pos.rook_count(c); i++)
+        evaluate_rook(pos, pos.rook_list(c, i), c, ei);
 
     // Queens
-    for(int i = 0; i < pos.queen_count(c); i++) {
-      s = pos.queen_list(c, i);
-      evaluate_queen(pos, s, c, ei);
-    }
-
-    // Some special patterns:
+    for(int i = 0; i < pos.queen_count(c); i++)
+        evaluate_queen(pos, pos.queen_list(c, i), c, ei);
 
-    // Trapped bishops on a7/h7/a2/h2
-    b = pos.bishops(c) & MaskA7H7[c];
-    while(b) {
-      s = pop_1st_bit(&b);
-      evaluate_trapped_bishop_a7h7(pos, s, c, ei);
+    // Special pattern: trapped bishops on a7/h7/a2/h2
+    Bitboard b = pos.bishops(c) & MaskA7H7[c];
+    while (b)
+    {
+        Square s = pop_1st_bit(&b);
+        evaluate_trapped_bishop_a7h7(pos, s, c, ei);
     }
 
-    // Trapped bishops on a1/h1/a8/h8 in Chess960:
-    if(Chess960) {
-      b = pos.bishops(c) & MaskA1H1[c];
-      while(b) {
-        s = pop_1st_bit(&b);
-        evaluate_trapped_bishop_a1h1(pos, s, c, ei);
-      }
+    // Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
+    if (Chess960)
+    {
+        b = pos.bishops(c) & MaskA1H1[c];
+        while (b)
+        {
+            Square s = pop_1st_bit(&b);
+            evaluate_trapped_bishop_a1h1(pos, s, c, ei);
+        }
     }
 
-    ei.attackedBy[c][0] =
-      ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
-      | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
-      | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
+    // Sum up all attacked squares
+    ei.attackedBy[c][0] =   ei.attackedBy[c][PAWN]   | ei.attackedBy[c][KNIGHT]
+                          | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
+                          | ei.attackedBy[c][QUEEN]  | ei.attackedBy[c][KING];
   }
 
   // Kings.  Kings are evaluated after all other pieces for both sides,
   // because we need complete attack information for all pieces when computing
   // the king safety evaluation.
-  for(Color c = WHITE; c <= BLACK; c++) {
-    s = pos.king_square(c);
-    evaluate_king(pos, s, c, ei);
-  }
+  for (Color c = WHITE; c <= BLACK; c++)
+      evaluate_king(pos, pos.king_square(c), c, ei);
 
   // Evaluate passed pawns.  We evaluate passed pawns for both sides at once,
   // because we need to know which side promotes first in positions where
   // both sides have an unstoppable passed pawn.
-  if(ei.pi->passed_pawns())
-    evaluate_passed_pawns(pos, ei);
+  if (ei.pi->passed_pawns())
+      evaluate_passed_pawns(pos, ei);
 
-  // Middle-game specific evaluation terms
-  if(phase > PHASE_ENDGAME) {
+  Phase phase = pos.game_phase();
 
+  // Middle-game specific evaluation terms
+  if (phase > PHASE_ENDGAME)
+  {
     // Pawn storms in positions with opposite castling.
-    if(square_file(pos.king_square(WHITE)) >= FILE_E &&
-       square_file(pos.king_square(BLACK)) <= FILE_D)
-      ei.mgValue +=
-        ei.pi->queenside_storm_value(WHITE) -
-        ei.pi->kingside_storm_value(BLACK);
-    else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
-            square_file(pos.king_square(BLACK)) >= FILE_E)
-      ei.mgValue +=
-        ei.pi->kingside_storm_value(WHITE) -
-        ei.pi->queenside_storm_value(BLACK);
+    if (   square_file(pos.king_square(WHITE)) >= FILE_E
+        && square_file(pos.king_square(BLACK)) <= FILE_D)
+
+        ei.mgValue += ei.pi->queenside_storm_value(WHITE)
+                    - ei.pi->kingside_storm_value(BLACK);
+
+    else if (   square_file(pos.king_square(WHITE)) <= FILE_D
+             && square_file(pos.king_square(BLACK)) >= FILE_E)
+
+        ei.mgValue += ei.pi->kingside_storm_value(WHITE)
+                    - ei.pi->queenside_storm_value(BLACK);
   }
 
   // Mobility
@@ -431,46 +414,40 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
 
   // 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 && pos.opposite_colored_bishops()
-     && ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) ||
-         (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) {
-    if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) ==
-       2*BishopValueMidgame) {
-      // Only the two bishops
-      if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) {
-        // KBP vs KB with only a single pawn; almost certainly a draw.
-        if(factor[WHITE] == SCALE_FACTOR_NORMAL)
-          factor[WHITE] = ScaleFactor(8);
-        if(factor[BLACK] == SCALE_FACTOR_NORMAL)
-          factor[BLACK] = ScaleFactor(8);
-      }
-      else {
-        // At least two pawns
-        if(factor[WHITE] == SCALE_FACTOR_NORMAL)
-          factor[WHITE] = ScaleFactor(32);
-        if(factor[BLACK] == SCALE_FACTOR_NORMAL)
-          factor[BLACK] = ScaleFactor(32);
+  if (   phase < PHASE_MIDGAME
+      && pos.opposite_colored_bishops()
+      && (   (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0))
+          || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0))))
+  {
+      ScaleFactor sf;
+
+      // Only the two bishops ?
+      if (   pos.non_pawn_material(WHITE) == BishopValueMidgame
+          && pos.non_pawn_material(BLACK) == BishopValueMidgame)
+      {
+          // Check for KBP vs KB with only a single pawn that is almost
+          // certainly a draw or at least two pawns.
+          bool one_pawn = (pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1);
+          sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
       }
-    }
-    else {
-      // Endgame with opposite-colored bishops, but also other pieces.
-      // Still a bit drawish, but not as drawish as with only the two
-      // bishops.
-      if(factor[WHITE] == SCALE_FACTOR_NORMAL)
-        factor[WHITE] = ScaleFactor(50);
-      if(factor[BLACK] == SCALE_FACTOR_NORMAL)
-        factor[BLACK] = ScaleFactor(50);
-    }
+      else
+          // Endgame with opposite-colored bishops, but also other pieces. Still
+          // a bit drawish, but not as drawish as with only the two bishops.
+           sf = ScaleFactor(50);
+
+      if (factor[WHITE] == SCALE_FACTOR_NORMAL)
+          factor[WHITE] = sf;
+      if (factor[BLACK] == SCALE_FACTOR_NORMAL)
+          factor[BLACK] = sf;
   }
 
   // Interpolate between the middle game and the endgame score, and
-  // return:
-  Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
+  // return
+  Color stm = pos.side_to_move();
 
-  if(ei.mateThreat[stm] != MOVE_NONE)
-    return 8 * QueenValueMidgame - Sign[stm] * value;
-  else
-    return Sign[stm] * value;
+  Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
+
+  return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
 }
 
 
@@ -538,32 +515,19 @@ void quit_eval() {
 /// read_weights() reads evaluation weights from the corresponding UCI
 /// parameters.
 
-void read_weights(Color sideToMove) {
-  WeightMobilityMidgame =
-    compute_weight(get_option_value_int("Mobility (Middle Game)"),
-                   WeightMobilityMidgameInternal);
-  WeightMobilityEndgame =
-    compute_weight(get_option_value_int("Mobility (Endgame)"),
-                   WeightMobilityEndgameInternal);
-  WeightPawnStructureMidgame =
-    compute_weight(get_option_value_int("Pawn Structure (Middle Game)"),
-                   WeightPawnStructureMidgameInternal);
-  WeightPawnStructureEndgame =
-    compute_weight(get_option_value_int("Pawn Structure (Endgame)"),
-                   WeightPawnStructureEndgameInternal);
-  WeightPassedPawnsMidgame =
-    compute_weight(get_option_value_int("Passed Pawns (Middle Game)"),
-                   WeightPassedPawnsMidgameInternal);
-  WeightPassedPawnsEndgame =
-    compute_weight(get_option_value_int("Passed Pawns (Endgame)"),
-                   WeightPassedPawnsEndgameInternal);
-  WeightKingSafety[sideToMove] =
-    compute_weight(get_option_value_int("Cowardice"), WeightKingSafetyInternal);
-  WeightKingSafety[opposite_color(sideToMove)] =
-    compute_weight(get_option_value_int("Aggressiveness"),
-                   WeightKingSafetyInternal);
-  WeightKingSafety[opposite_color(sideToMove)] =
-    (get_option_value_int("Aggressiveness") * 0x100) / 100;
+void read_weights(Color us) {
+
+  WeightMobilityMidgame      = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
+  WeightMobilityEndgame      = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
+  WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
+  WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
+  WeightPassedPawnsMidgame   = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
+  WeightPassedPawnsEndgame   = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
+
+  Color them = opposite_color(us);
+
+  WeightKingSafety[us]   = weight_option("Cowardice", WeightKingSafetyInternal);
+  WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
 
   init_safety();
 }
@@ -580,13 +544,13 @@ namespace {
     Color them = opposite_color(us);
 
     // King attack
-    if (b & ei.attackZone[us])
+    if (b & ei.kingZone[us])
     {
-      ei.attackCount[us]++;
-      ei.attackWeight[us] += AttackWeight;
+      ei.kingAttackersCount[us]++;
+      ei.kingAttackersWeight[us] += AttackWeight;
       Bitboard bb = (b & ei.attackedBy[them][KING]);
       if (bb)
-          ei.attacked[us] += count_1s_max_15(bb);
+          ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
     }
 
     // Mobility
@@ -688,8 +652,9 @@ namespace {
     // king has lost right to castle
     if (mob > 6 || ei.pi->file_is_half_open(us, f))
         return;
-    
+
     Square ksq = p.king_square(us);
+
     if (    square_file(ksq) >= FILE_E
         &&  square_file(s) > square_file(ksq)
         && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
@@ -754,9 +719,9 @@ namespace {
     // King safety.  This is quite complicated, and is almost certainly far
     // from optimally tuned.
     Color them = opposite_color(us);
-    if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
+    if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
        && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
-       && ei.attacked[them]) {
+       && ei.kingZoneAttacksCount[them]) {
 
       // Is it the attackers turn to move?
       bool sente = (them == p.side_to_move());
@@ -776,8 +741,8 @@ namespace {
       // undefended squares around the king, the square of the king, and the
       // quality of the pawn shelter.
       int attackUnits =
-        Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
-        + (ei.attacked[them] + count_1s_max_15(undefended)) * 3
+        Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+        + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
         + InitKingDanger[relative_square(us, s)] - shelter / 32;
 
       // Analyse safe queen contact checks:
@@ -1046,26 +1011,20 @@ namespace {
 
   void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
                                     EvalInfo &ei) {
-    Piece pawn = pawn_of_color(opposite_color(us));
-    Square b6, b8;
 
     assert(square_is_ok(s));
     assert(pos.piece_on(s) == bishop_of_color(us));
 
-    if(square_file(s) == FILE_A) {
-      b6 = relative_square(us, SQ_B6);
-      b8 = relative_square(us, SQ_B8);
-    }
-    else {
-      b6 = relative_square(us, SQ_G6);
-      b8 = relative_square(us, SQ_G8);
-    }
+    Square b6 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B6 : SQ_G6);
+    Square b8 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B8 : SQ_G8);
 
-    if(pos.piece_on(b6) == pawn && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) {
-      ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty;
-      ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty;
+    if (   pos.piece_on(b6) == pawn_of_color(opposite_color(us))
+        && pos.see(s, b6) < 0
+        && pos.see(s, b8) < 0)
+    {
+        ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty;
+        ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty;
     }
-
   }
 
 
@@ -1123,21 +1082,20 @@ namespace {
   // ScaleFactor array.
 
   Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
+
     assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
     assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
     assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
 
-    if(ev > Value(0))
-      ev = apply_scale_factor(ev, sf[WHITE]);
-    else
-      ev = apply_scale_factor(ev, sf[BLACK]);
+    ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]);
+
+    // Linearized sigmoid interpolator
+    int sph = int(ph);
+    sph -= (64 - sph) / 4;
+    sph = Min(PHASE_MIDGAME, Max(PHASE_ENDGAME, sph));
 
-    // Superlinear interpolator
-    int sli_ph = int(ph);
-    sli_ph -= (64 - sli_ph) / 4;
-    sli_ph = Min(PHASE_MIDGAME, Max(PHASE_ENDGAME, sli_ph)); // ceiling
+    Value result = Value(int((mv * sph + ev * (128 - sph)) / 128));
 
-    Value result = Value(int((mv * sli_ph + ev * (128 - sli_ph)) / 128));
     return Value(int(result) & ~(GrainSize - 1));
   }
 
@@ -1160,43 +1118,53 @@ namespace {
   }
 
 
+  // helper used in read_weights()
+  int weight_option(const std::string& opt, int weight) {
+
+    return compute_weight(get_option_value_int(opt), weight);
+  }
+
+
   // init_safety() initizes the king safety evaluation, based on UCI
   // parameters.  It is called from read_weights().
 
   void init_safety() {
-    double a, b;
-    int maxSlope, peak, i, j;
 
     QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
-    RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
-    QueenCheckBonus = get_option_value_int("Queen Check Bonus");
-    RookCheckBonus = get_option_value_int("Rook Check Bonus");
-    BishopCheckBonus = get_option_value_int("Bishop Check Bonus");
-    KnightCheckBonus = get_option_value_int("Knight Check Bonus");
-    DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus");
-    MateThreatBonus = get_option_value_int("Mate Threat Bonus");
-
-    a = get_option_value_int("King Safety Coefficient") / 100.0;
-    b = get_option_value_int("King Safety X Intercept") * 1.0;
-    maxSlope = get_option_value_int("King Safety Max Slope");
-    peak = (get_option_value_int("King Safety Max Value") * 256) / 100;
-
-    for(i = 0; i < 100; i++) {
-      if(i < b) SafetyTable[i] = Value(0);
-      else if(get_option_value_string("King Safety Curve") == "Quadratic")
-        SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
-      else if(get_option_value_string("King Safety Curve") == "Linear")
-        SafetyTable[i] = Value((int)(100 * a * (i - b)));
+    RookContactCheckBonus  = get_option_value_int("Rook Contact Check Bonus");
+    QueenCheckBonus        = get_option_value_int("Queen Check Bonus");
+    RookCheckBonus         = get_option_value_int("Rook Check Bonus");
+    BishopCheckBonus       = get_option_value_int("Bishop Check Bonus");
+    KnightCheckBonus       = get_option_value_int("Knight Check Bonus");
+    DiscoveredCheckBonus   = get_option_value_int("Discovered Check Bonus");
+    MateThreatBonus        = get_option_value_int("Mate Threat Bonus");
+
+    int maxSlope = get_option_value_int("King Safety Max Slope");
+    int peak     = get_option_value_int("King Safety Max Value") * 256 / 100;
+    double a     = get_option_value_int("King Safety Coefficient") / 100.0;
+    double b     = get_option_value_int("King Safety X Intercept");
+    bool quad    = (get_option_value_string("King Safety Curve") == "Quadratic");
+    bool linear  = (get_option_value_string("King Safety Curve") == "Linear");
+
+    for (int i = 0; i < 100; i++)
+    {
+        if (i < b)
+            SafetyTable[i] = Value(0);
+        else if(quad)
+            SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
+        else if(linear)
+            SafetyTable[i] = Value((int)(100 * a * (i - b)));
     }
 
-    for(i = 0; i < 100; i++)
-      if(SafetyTable[i+1] - SafetyTable[i] > maxSlope) {
-        for(j = i + 1; j < 100; j++)
-          SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope);
-      }
-    for(i = 0; i < 100; i++)
-      if(SafetyTable[i]  > Value(peak))
-        SafetyTable[i] = Value(peak);
+    for (int i = 0; i < 100; i++)
+    {
+        if (SafetyTable[i+1] - SafetyTable[i] > maxSlope)
+            for (int j = i + 1; j < 100; j++)
+                SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope);
+
+        if (SafetyTable[i]  > Value(peak))
+            SafetyTable[i] = Value(peak);
+    }
   }
 
 }