// 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(-2, -1), S( 1, 5), S( 4, 11), // Queens
- S( 7, 17), S( 10, 23), S(13, 29), S(16, 34), S(18, 38), S(20, 40),
+ { 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),
S( 25, 41), S( 25, 41), S(25, 41), S(25, 41) }
template<Color Us>
void init_eval_info(const Position& pos, EvalInfo& ei);
- template<Color Us, 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<WHITE, Trace>(pos, ei, mobility)
- - evaluate_pieces<BLACK, 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.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
- int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea)
- : popcount<Full >(b & mobilityArea);
+ if (Pt == QUEEN)
+ b &= ~( ei.attackedBy[Them][KNIGHT]
+ | ei.attackedBy[Them][BISHOP]
+ | ei.attackedBy[Them][ROOK]);
+
+ int mob = Pt != QUEEN ? popcount<Max15>(b & mobilityArea[Us])
+ : popcount<Full >(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
if (Trace)
Tracing::terms[Us][Pt] = score;
- return score;
- }
-
-
- // evaluate_pieces() assigns bonuses and penalties to all the
- // pieces of a given color.
+ const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
- template<Color Us, bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
-
- Score score = evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea)
- + evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea)
- + evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea)
- + evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
-
- // Sum up all attacked squares (updated in evaluate_pieces)
- ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
- | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
- | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
- if (Trace)
- Tracing::terms[Us][Tracing::MOBILITY] = apply_weight(mobility[Us], 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