// 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
init_eval_info<WHITE>(pos, ei);
init_eval_info<BLACK>(pos, ei);
+ 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);
-
- // 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];
-
score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
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)
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])
{
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)