// friendly pieces.
const Score MobilityBonus[][32] = {
{}, {},
- { S(-35,-30), S(-22,-20), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights
+ { S(-65,-50), S(-42,-30), S(-9,-10), S( 3, 0), S(15, 10), S(27, 20), // Knights
S( 37, 28), S( 42, 31), S(44, 33) },
- { S(-22,-27), S( -8,-13), S( 6, 1), S(20, 15), S(34, 29), S(48, 43), // Bishops
+ { S(-52,-47), S(-28,-23), S( 6, 1), S(20, 15), S(34, 29), S(48, 43), // Bishops
S( 60, 55), S( 68, 63), S(74, 68), S(77, 72), S(80, 75), S(82, 77),
S( 84, 79), S( 86, 81) },
- { S(-17,-33), S(-11,-16), S(-5, 0), S( 1, 16), S( 7, 32), S(13, 48), // Rooks
+ { S(-47,-53), S(-31,-26), S(-5, 0), S( 1, 16), S( 7, 32), S(13, 48), // Rooks
S( 18, 64), S( 22, 80), S(26, 96), S(29,109), S(31,115), S(33,119),
S( 35,122), S( 36,123), S(37,124) },
- { S(-12,-20), S( -8,-13), S(-5, -7), S( 0, 0), S( 6, 10), S(11, 19), // Queens
+ { S(-42,-40), S(-28,-23), S(-5, -7), S( 0, 0), S( 6, 10), S(11, 19), // Queens
S( 13, 29), S( 18, 38), S(20, 40), S(21, 41), S(22, 41), S(22, 41),
S( 22, 41), S( 23, 41), S(24, 41), S(25, 41), S(25, 41), S(25, 41),
S( 25, 41), S( 25, 41), S(25, 41), S(25, 41), S(25, 41), S(25, 41),
const Score UndefendedMinor = make_score(25, 10);
const Score TrappedRook = make_score(90, 0);
const Score Unstoppable = make_score( 0, 20);
- const Score LowMobPenalty = make_score(40, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
(FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB)
};
- const Bitboard EdgeBB = Rank1BB | Rank8BB | FileABB | FileHBB;
-
// King danger constants and variables. The king danger scores are taken
// from KingDanger[]. Various little "meta-bonuses" measuring the strength
// of the enemy attack are added up into an integer, which is used as an
template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei);
- template<bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility);
+ template<PieceType Pt, Color Us, bool Trace>
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea);
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei);
init_eval_info<WHITE>(pos, ei);
init_eval_info<BLACK>(pos, ei);
- // Evaluate pieces and mobility
- score += evaluate_pieces<Trace>(pos, ei, mobility);
+ ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
+ ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
+
+ // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
+ Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
+ ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
+ // Evaluate pieces and mobility
+ score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);
score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
Tracing::add_term(Tracing::PST, pos.psq_score());
Tracing::add_term(Tracing::IMBALANCE, ei.mi->material_value());
Tracing::add_term(PAWN, ei.pi->pawns_value());
+ Tracing::add_term(Tracing::MOBILITY, apply_weight(mobility[WHITE], Weights[Mobility])
+ , apply_weight(mobility[BLACK], Weights[Mobility]));
Score w = ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei);
Score b = ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei);
Tracing::add_term(Tracing::SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
ei.pinnedPieces[Us] = pos.pinned_pieces(Us);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
- ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
+ ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
// Init king safety tables only if we are going to use them
if (pos.count<QUEEN>(Us) && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg)
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
template<PieceType Pt, Color Us, bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard mobilityArea) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard* mobilityArea) {
Bitboard b;
Square s;
if (ei.pinnedPieces[Us] & s)
b &= LineBB[pos.king_square(Us)][s];
- ei.attackedBy[Us][Pt] |= b;
+ ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b;
if (b & ei.kingRing[Them])
{
| ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]);
- int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea)
- : popcount<Full >(b & mobilityArea);
+ int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea[Us])
+ : popcount<Full >(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
- if (mob <= 1 && (EdgeBB & s))
- score -= LowMobPenalty;
-
// Decrease score if we are attacked by an enemy pawn. The remaining part
// of threat evaluation must be done later when we have full attack info.
if (ei.attackedBy[Them][PAWN] & s)
if (Trace)
Tracing::terms[Us][Pt] = score;
- return score;
- }
-
-
- // evaluate_pieces() assigns bonuses and penalties to all the pieces of both colors
+ const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
- template<bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
-
- // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard whiteMobilityArea = ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING));
- const Bitboard blackMobilityArea = ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING));
-
- Score score;
-
- score = evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- - evaluate_pieces<KNIGHT, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
- score += evaluate_pieces<BISHOP, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- - evaluate_pieces<BISHOP, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
- score += evaluate_pieces< ROOK, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- - evaluate_pieces< ROOK, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
- score += evaluate_pieces< QUEEN, WHITE, Trace>(pos, ei, mobility, whiteMobilityArea)
- - evaluate_pieces< QUEEN, BLACK, Trace>(pos, ei, mobility, blackMobilityArea);
-
- // Sum up all attacked squares (updated in evaluate_pieces)
- ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[WHITE][PAWN] | ei.attackedBy[WHITE][KNIGHT]
- | ei.attackedBy[WHITE][BISHOP] | ei.attackedBy[WHITE][ROOK]
- | ei.attackedBy[WHITE][QUEEN] | ei.attackedBy[WHITE][KING];
-
- ei.attackedBy[BLACK][ALL_PIECES] = ei.attackedBy[BLACK][PAWN] | ei.attackedBy[BLACK][KNIGHT]
- | ei.attackedBy[BLACK][BISHOP] | ei.attackedBy[BLACK][ROOK]
- | ei.attackedBy[BLACK][QUEEN] | ei.attackedBy[BLACK][KING];
- if (Trace)
- {
- Tracing::terms[WHITE][Tracing::MOBILITY] = apply_weight(mobility[WHITE], Weights[Mobility]);
- Tracing::terms[BLACK][Tracing::MOBILITY] = apply_weight(mobility[BLACK], Weights[Mobility]);
- }
-
- return score;
+ return score - evaluate_pieces<NextPt, Them, Trace>(pos, ei, mobility, mobilityArea);
}
+ template<>
+ Score evaluate_pieces<KING, WHITE, false>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
+ template<>
+ Score evaluate_pieces<KING, WHITE, true>(const Position&, EvalInfo&, Score*, Bitboard*) { return SCORE_ZERO; }
+
// evaluate_king() assigns bonuses and penalties to a king of a given color