EvalInfo &ei);
inline Value apply_weight(Value v, int w);
- Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
+ Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
int count_1s_8bit(Bitboard b);
&& ( (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)
+ ScaleFactor sf;
+
+ // Only the two bishops ?
+ if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
+ && pos.non_pawn_material(BLACK) == BishopValueMidgame)
{
- // 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);
+ // 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
- {
- // At least two pawns
- if (factor[WHITE] == SCALE_FACTOR_NORMAL)
- factor[WHITE] = ScaleFactor(32);
- if (factor[BLACK] == SCALE_FACTOR_NORMAL)
- factor[BLACK] = 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.
+ // 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] = ScaleFactor(50);
+ factor[WHITE] = sf;
if (factor[BLACK] == SCALE_FACTOR_NORMAL)
- factor[BLACK] = ScaleFactor(50);
- }
+ factor[BLACK] = sf;
}
// Interpolate between the middle game and the endgame score, and
/// we should add scores from the pawn and material hash tables?
Value quick_evaluate(const Position &pos) {
- Color stm;
- Value mgValue, egValue;
- ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- Phase phase;
assert(pos.is_ok());
- stm = pos.side_to_move();
-
- mgValue = pos.mg_value();
- egValue = pos.eg_value();
- phase = pos.game_phase();
+ static const
+ ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- Value value = scale_by_game_phase(mgValue, egValue, phase, factor);
+ Value mgv = pos.mg_value();
+ Value egv = pos.eg_value();
+ Phase ph = pos.game_phase();
+ Color stm = pos.side_to_move();
- return Sign[stm] * value;
+ return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf);
}
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
- for(int i = 0; i < THREAD_MAX; i++) {
- delete PawnTable[i];
- delete MaterialTable[i];
+
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ delete PawnTable[i];
+ delete MaterialTable[i];
}
}
// King attack
if (b & ei.kingZone[us])
{
- ei.kingAttackersCount[us]++;
- ei.kingAttackersWeight[us] += AttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if (bb)
- ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
+ Bitboard bb = (b & ei.attackedBy[them][KING]);
+ if (bb)
+ ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.kingZoneAttacksCount[them]) {
+ && ei.kingAdjacentZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
- + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
- Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
+ Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) {
assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);