it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
+
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
const int GrainSize = 4;
// Evaluation weights
- int WeightMobilityMidgame = 0x100;
- int WeightMobilityEndgame = 0x100;
+ int WeightMobilityMidgame = 0x100;
+ int WeightMobilityEndgame = 0x100;
int WeightPawnStructureMidgame = 0x100;
int WeightPawnStructureEndgame = 0x100;
- int WeightPassedPawnsMidgame = 0x100;
- int WeightPassedPawnsEndgame = 0x100;
+ int WeightPassedPawnsMidgame = 0x100;
+ int WeightPassedPawnsEndgame = 0x100;
int WeightKingSafety[2] = { 0x100, 0x100 };
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// the evaluation weights while keeping the default values of the UCI
// parameters at 100, which looks prettier.
- const int WeightMobilityMidgameInternal = 0x100;
- const int WeightMobilityEndgameInternal = 0x100;
+ const int WeightMobilityMidgameInternal = 0x100;
+ const int WeightMobilityEndgameInternal = 0x100;
const int WeightPawnStructureMidgameInternal = 0x100;
const int WeightPawnStructureEndgameInternal = 0x100;
- const int WeightPassedPawnsMidgameInternal = 0x100;
- const int WeightPassedPawnsEndgameInternal = 0x100;
- const int WeightKingSafetyInternal = 0x100;
+ const int WeightPassedPawnsMidgameInternal = 0x100;
+ const int WeightPassedPawnsEndgameInternal = 0x100;
+ const int WeightKingSafetyInternal = 0x100;
+
+ // Visually better to define tables constants
+ typedef Value V;
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
const Value MidgameKnightMobilityBonus[] = {
- Value(-30), Value(-20), Value(-10), Value(0), Value(10),
- Value(20), Value(25), Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7 8
+ V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
};
const Value EndgameKnightMobilityBonus[] = {
- Value(-30), Value(-20), Value(-10), Value(0), Value(10),
- Value(20), Value(25), Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7 8
+ V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
const Value MidgameBishopMobilityBonus[] = {
- Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
- Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ // 8 9 10 11 12 13 14 15
+ V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
};
const Value EndgameBishopMobilityBonus[] = {
- Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
- Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ // 8 9 10 11 12 13 14 15
+ V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
const Value MidgameRookMobilityBonus[] = {
- Value(-18), Value(-12), Value(-6), Value(0), Value(6), Value(12),
- Value(16), Value(21), Value(24), Value(27), Value(28), Value(29),
- Value(30), Value(31), Value(32), Value(33)
+ // 0 1 2 3 4 5 6 7
+ V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21),
+ // 8 9 10 11 12 13 14 15
+ V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
};
-
+
const Value EndgameRookMobilityBonus[] = {
- Value(-30), Value(-18), Value(-6), Value(6), Value(18), Value(30),
- Value(42), Value(54), Value(66), Value(74), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
+ // 8 9 10 11 12 13 14 15
+ V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Value MidgameQueenMobilityBonus[] = {
- Value(-10), Value(-8), Value(-6), Value(-4), Value(-2), Value(0), Value(2),
- Value(4), Value(6), Value(8), Value(10), Value(12), Value(13), Value(14),
- Value(15), Value(16), Value(16), Value(16), Value(16), Value(16),
- Value(16), Value(16), Value(16), Value(16), Value(16), Value(16),
- Value(16), Value(16), Value(16), Value(16), Value(16), Value(16)
+ // 0 1 2 3 4 5 6 7
+ V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4),
+ // 8 9 10 11 12 13 14 15
+ V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16),
+ // 16 17 18 19 20 21 22 23
+ V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16),
+ // 24 25 26 27 28 29 30 31
+ V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16)
};
const Value EndgameQueenMobilityBonus[] = {
- Value(-20), Value(-15), Value(-10), Value(-5), Value(0), Value(5),
- Value(10), Value(15), Value(19), Value(23), Value(27), Value(29),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7
+ V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15),
+ // 8 9 10 11 12 13 14 15
+ V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30),
+ // 16 17 18 19 20 21 22 23
+ V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30),
+ // 24 25 26 27 28 29 30 31
+ V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30)
};
-
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
const Value KnightOutpostBonus[64] = {
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(5),Value(10),Value(10),Value(5),Value(0),Value(0),
- Value(0),Value(5),Value(20),Value(30),Value(30),Value(20),Value(5),Value(0),
- Value(0),Value(10),Value(30),Value(40),Value(40),Value(30),Value(10),Value(0),
- Value(0),Value(5),Value(20),Value(20),Value(20),Value(20),Value(5),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
+ // A B C D E F G H
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
+ V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3
+ V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4
+ V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5
+ V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
const Value BishopOutpostBonus[64] = {
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(5),Value(5),Value(5),Value(5),Value(0),Value(0),
- Value(0),Value(5),Value(10),Value(10),Value(10),Value(10),Value(5),Value(0),
- Value(0),Value(10),Value(20),Value(20),Value(20),Value(20),Value(10),Value(0),
- Value(0),Value(5),Value(8),Value(8),Value(8),Value(8),Value(5),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
+ // A B C D E F G H
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
+ V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
+ V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
+ V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5
+ V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
// Bonus for unstoppable passed pawns:
const Value UnstoppablePawnValue = Value(0x500);
// Rooks and queens on the 7th rank:
- const Value MidgameRookOn7thBonus = Value(50);
- const Value EndgameRookOn7thBonus = Value(100);
+ const Value MidgameRookOn7thBonus = Value(50);
+ const Value EndgameRookOn7thBonus = Value(100);
const Value MidgameQueenOn7thBonus = Value(25);
const Value EndgameQueenOn7thBonus = Value(50);
// Rooks on open files:
- const Value RookOpenFileBonus = Value(40);
+ const Value RookOpenFileBonus = Value(40);
const Value RookHalfOpenFileBonus = Value(20);
// Penalty for rooks trapped inside a friendly king which has lost the
((1ULL << SQ_A8) | (1ULL << SQ_H8))
};
-
/// King safety constants and variables. The king safety scores are taken
/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
/// the strength of the attack are added up into an integer, which is used
/// as an index to SafetyTable[].
// Attack weights for each piece type.
- const int QueenAttackWeight = 5;
- const int RookAttackWeight = 3;
+ const int QueenAttackWeight = 5;
+ const int RookAttackWeight = 3;
const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2;
- // Bonuses for safe checks for each piece type.
+ // Bonuses for safe checks for each piece type.
int QueenContactCheckBonus = 4;
- int RookContactCheckBonus = 2;
- int QueenCheckBonus = 2;
- int RookCheckBonus = 1;
- int BishopCheckBonus = 1;
- int KnightCheckBonus = 1;
- int DiscoveredCheckBonus = 3;
+ int RookContactCheckBonus = 2;
+ int QueenCheckBonus = 2;
+ int RookCheckBonus = 1;
+ int BishopCheckBonus = 1;
+ int KnightCheckBonus = 1;
+ int DiscoveredCheckBonus = 3;
// Scan for queen contact mates?
const bool QueenContactMates = true;
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
const int InitKingDanger[64] = {
- 2, 0, 2, 5, 5, 2, 0, 2,
- 2, 2, 4, 8, 8, 4, 2, 2,
- 7, 10, 12, 12, 12, 12, 10, 7,
+ 2, 0, 2, 5, 5, 2, 0, 2,
+ 2, 2, 4, 8, 8, 4, 2, 2,
+ 7, 10, 12, 12, 12, 12, 10, 7,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
+ 15, 15, 15, 15, 15, 15, 15, 15
};
// SafetyTable[] contains the actual king safety scores. It is initialized
// in init_safety().
Value SafetyTable[100];
-
// Pawn and material hash tables, indexed by the current thread id:
PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
- Value apply_weight(Value v, int w);
+ inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
int count_1s_8bit(Bitboard b);
s = pos.knight_list(c, i);
evaluate_knight(pos, s, c, ei);
}
-
+
// Bishops
for(int i = 0; i < pos.bishop_count(c); i++) {
s = pos.bishop_list(c, i);
}
ei.attackedBy[c][0] =
- ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
- | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
+ ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
+ | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
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.mgValue +=
ei.pi->kingside_storm_value(WHITE) -
ei.pi->queenside_storm_value(BLACK);
}
Value mgValue, egValue;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
-
+
assert(pos.is_ok());
stm = pos.side_to_move();
return Sign[stm] * value;
}
-
+
/// init_eval() initializes various tables used by the evaluation function.
void init_eval(int threads) {
+
assert(threads <= THREAD_MAX);
-
- for(int i = 0; i < threads; i++) {
- if(PawnTable[i] == NULL)
- PawnTable[i] = new PawnInfoTable(PawnTableSize);
- if(MaterialTable[i] == NULL)
- MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
- }
- for(int i = threads; i < THREAD_MAX; i++) {
- if(PawnTable[i] != NULL) {
- delete PawnTable[i];
- PawnTable[i] = NULL;
- }
- if(MaterialTable[i] != NULL) {
- delete MaterialTable[i];
- MaterialTable[i] = NULL;
+
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ if (i >= threads)
+ {
+ delete PawnTable[i];
+ delete MaterialTable[i];
+ PawnTable[i] = NULL;
+ MaterialTable[i] = NULL;
+ continue;
}
+ if (!PawnTable[i])
+ PawnTable[i] = new PawnInfoTable(PawnTableSize);
+ if (!MaterialTable[i])
+ MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
}
- for(Bitboard b = 0ULL; b < 256ULL; b++)
- BitCount8Bit[b] = count_1s(b);
+ for (Bitboard b = 0ULL; b < 256ULL; b++)
+ BitCount8Bit[b] = count_1s(b);
}
namespace {
- // evaluate_knight() assigns bonuses and penalties to a knight of a given
- // color on a given square.
-
- void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
+ // evaluate_common() computes terms common to all pieces attack
+
+ int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei,
+ int AttackWeight, const Value* mgBonus, const Value* egBonus) {
Color them = opposite_color(us);
- Bitboard b = p.knight_attacks(s);
- ei.attackedBy[us][KNIGHT] |= b;
// King attack
if(b & ei.attackZone[us]) {
ei.attackCount[us]++;
- ei.attackWeight[us] += KnightAttackWeight;
+ ei.attackWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
-
+
// Mobility
int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * MidgameKnightMobilityBonus[mob];
- ei.egMobility += Sign[us] * EndgameKnightMobilityBonus[mob];
+ ei.mgMobility += Sign[us] * mgBonus[mob];
+ ei.egMobility += Sign[us] * egBonus[mob];
+
+ return mob;
+ }
+
+ // evaluate_knight() assigns bonuses and penalties to a knight of a given
+ // color on a given square.
+
+ void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
+
+ Color them = opposite_color(us);
+ Bitboard b = p.knight_attacks(s);
+ ei.attackedBy[us][KNIGHT] |= b;
+
+ // King attack and mobility
+ evaluate_common(p, b, us, ei, KnightAttackWeight,
+ MidgameKnightMobilityBonus, EndgameKnightMobilityBonus);
// Knight outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
-
+
// Initial bonus based on square:
v = bonus = KnightOutpostBonus[relative_square(us, s)];
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
-
+
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
Bitboard b =
bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
-
- ei.attackedBy[us][BISHOP] |= b;
- // King attack
- if(b & ei.attackZone[us]) {
- ei.attackCount[us]++;
- ei.attackWeight[us] += BishopAttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if(bb) ei.attacked[us] += count_1s_max_15(bb);
- }
+ ei.attackedBy[us][BISHOP] |= b;
- // Mobility:
- int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * MidgameBishopMobilityBonus[mob];
- ei.egMobility += Sign[us] * EndgameBishopMobilityBonus[mob];
+ // King attack and mobility
+ evaluate_common(p, b, us, ei, BishopAttackWeight,
+ MidgameBishopMobilityBonus, EndgameBishopMobilityBonus);
// Bishop outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
-
+
// Initial bonus based on square:
v = bonus = BishopOutpostBonus[relative_square(us, s)];
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
- }
+ }
}
-
+
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
-
+
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
-
+
// Open and half-open files:
File f = square_file(s);
if(ei.pi->file_is_half_open(us, f)) {
rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
ei.attackedBy[us][ROOK] |= b;
- // King attack
- if(b & ei.attackZone[us]) {
- ei.attackCount[us]++;
- ei.attackWeight[us] += RookAttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if(bb) ei.attacked[us] += count_1s_max_15(bb);
- }
-
- // Mobility
- int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * MidgameRookMobilityBonus[mob];
- ei.egMobility += Sign[us] * EndgameRookMobilityBonus[mob];
+ // King attack and mobility
+ int mob = evaluate_common(p, b, us, ei, RookAttackWeight,
+ MidgameRookMobilityBonus, EndgameRookMobilityBonus);
// Penalize rooks which are trapped inside a king which has lost the
// right to castle:
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
-
+
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
Bitboard b = p.queen_attacks(s);
ei.attackedBy[us][QUEEN] |= b;
- // King attack
- if(b & ei.attackZone[us]) {
- ei.attackCount[us]++;
- ei.attackWeight[us] += QueenAttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if(bb) ei.attacked[us] += count_1s_max_15(bb);
- }
-
- // Mobility
- int mob = count_1s(b & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * MidgameQueenMobilityBonus[mob];
- ei.egMobility += Sign[us] * EndgameQueenMobilityBonus[mob];
+ // King attack and mobility
+ evaluate_common(p, b, us, ei, QueenAttackWeight,
+ MidgameQueenMobilityBonus, EndgameQueenMobilityBonus);
}
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
-
+
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
-
+
int shelter = 0, sign = Sign[us];
// King shelter.
}
// King safety. This is quite complicated, and is almost certainly far
- // from optimally tuned.
+ // from optimally tuned.
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
-
+
// Find the attacked squares around the king which has no defenders
// apart from the king itself:
Bitboard undefended =
}
}
}
-
+
// Analyse safe distance checks:
if(QueenCheckBonus > 0 || RookCheckBonus > 0) {
b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
// if it is.
-
+
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(opposite_color(us));
// (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
// black), and assigns a penalty if it is. This pattern can obviously
// only occur in Chess960 games.
-
+
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(us);
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
-
+
ei.mgValue -= Sign[us] * penalty;
ei.egValue -= Sign[us] * penalty;
}
// scale_by_game_phase interpolates between a middle game and an endgame
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
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+
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);
// count_1s_8bit() counts the number of nonzero bits in the 8 least
// significant bits of a Bitboard. This function is used by the king
// shield evaluation.
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+
int count_1s_8bit(Bitboard b) {
return int(BitCount8Bit[b & 0xFF]);
}
uciWeight = (uciWeight * 0x100) / 100;
return (uciWeight * internalWeight) / 0x100;
}
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+
// 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");
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")
if(SafetyTable[i] > Value(peak))
SafetyTable[i] = Value(peak);
}
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+
}