// Pointer to pawn hash table entry
PawnInfo* pi;
+ // updateKingTables[color] is set to true if we have enough material
+ // to trigger the opponent's king safety calculation. When is false we
+ // skip the time consuming update of the king attackers tables.
+ bool updateKingTables[2];
+
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
// Bonuses for enemy's safe checks
- const int QueenContactCheckBonus = 3;
- const int QueenCheckBonus = 2;
- const int RookCheckBonus = 1;
+ const int QueenContactCheckBonus = 6;
+ const int RookContactCheckBonus = 4;
+ const int QueenCheckBonus = 3;
+ const int RookCheckBonus = 2;
const int BishopCheckBonus = 1;
const int KnightCheckBonus = 1;
// Function prototypes
template<bool HasPopCnt>
- Value do_evaluate(const Position& pos, Value margins[]);
+ Value do_evaluate(const Position& pos, Value& margin);
template<Color Us, bool HasPopCnt>
void init_eval_info(const Position& pos, EvalInfo& ei);
Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool HasPopCnt>
- Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
+ Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin);
template<Color Us>
Score evaluate_threats(const Position& pos, EvalInfo& ei);
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
-Value evaluate(const Position& pos, Value margins[]) {
+Value evaluate(const Position& pos, Value& margin) {
- return CpuHasPOPCNT ? do_evaluate<true>(pos, margins)
- : do_evaluate<false>(pos, margins);
+ return CpuHasPOPCNT ? do_evaluate<true>(pos, margin)
+ : do_evaluate<false>(pos, margin);
}
namespace {
template<bool HasPopCnt>
-Value do_evaluate(const Position& pos, Value margins[]) {
+Value do_evaluate(const Position& pos, Value& margin) {
EvalInfo ei;
ScaleFactor factor[2];
// in the position object (material + piece square tables).
Score bonus = pos.value();
- // margins[color] is the uncertainty estimation of position's evaluation
+ // margin is the uncertainty estimation of position's evaluation
// and typically is used by the search for pruning decisions.
- margins[WHITE] = margins[BLACK] = VALUE_ZERO;
+ margin = VALUE_ZERO;
// Probe the material hash table
MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
- bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margins)
- - evaluate_king<BLACK, HasPopCnt>(pos, ei, margins);
+ bonus += evaluate_king<WHITE, HasPopCnt>(pos, ei, margin)
+ - evaluate_king<BLACK, HasPopCnt>(pos, ei, margin);
// Evaluate tactical threats, we need full attack information including king
bonus += evaluate_threats<WHITE>(pos, ei)
Phase phase = mi->game_phase();
- // Middle-game specific evaluation terms
- if (phase > PHASE_ENDGAME)
+ // Evaluate space for both sides, only in middle-game.
+ if (phase > PHASE_ENDGAME && mi->space_weight() > 0)
{
- // Evaluate pawn storms in positions with opposite castling
- if ( square_file(pos.king_square(WHITE)) >= FILE_E
- && square_file(pos.king_square(BLACK)) <= FILE_D)
-
- bonus += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
-
- else if ( square_file(pos.king_square(WHITE)) <= FILE_D
- && square_file(pos.king_square(BLACK)) >= FILE_E)
-
- bonus += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
-
- // Evaluate space for both sides
- if (mi->space_weight() > 0)
- {
- int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
- bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
- }
+ int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
}
// If we don't already have an unusual scale factor, check for opposite
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
- ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
+ ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
+ if (ei.updateKingTables[Us])
+ {
+ b &= ei.attackedBy[Us][PAWN];
+ ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : EmptyBoardBB;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
+ }
}
ei.attackedBy[Us][Piece] |= b;
// King attacks
- if (b & ei.kingZone[Us])
+ if (ei.updateKingTables[Us] && (b & ei.kingZone[Us]))
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool HasPopCnt>
- Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
+ Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
- if ( ei.kingAttackersCount[Them] >= 2
- && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
- && pos.piece_count(Them, QUEEN) >= 1
+ if ( ei.updateKingTables[Them]
+ && ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
* (Them == pos.side_to_move() ? 2 : 1);
}
+ // Analyse enemy's safe rook contact checks. First find undefended
+ // squares around the king attacked by enemy rooks...
+ b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
+
+ // Consider only squares where the enemy rook gives check
+ b &= RookPseudoAttacks[ksq];
+
+ if (b)
+ {
+ // ...then remove squares not supported by another enemy piece
+ b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
+ | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
+ if (b)
+ attackUnits += RookContactCheckBonus
+ * count_1s_max_15<HasPopCnt>(b)
+ * (Them == pos.side_to_move() ? 2 : 1);
+ }
+
// Analyse enemy's safe distance checks for sliders and knights
safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
bonus -= KingDangerTable[Us][attackUnits];
- margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
+ if (pos.side_to_move() == Us)
+ margin += mg_value(KingDangerTable[Us][attackUnits]);
}
return bonus;
}