template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? NORTH : SOUTH);
- const Square Down = (Us == WHITE ? SOUTH : NORTH);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ const Direction Down = (Us == WHITE ? SOUTH : NORTH);
const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
// Find our pawns on the first two ranks, and those which are blocked
// Bonus for outpost squares
bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
if (bb & s)
- score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & s)] * 2;
+ score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
else
{
bb &= b & ~pos.pieces(Us);
if (bb)
- score += Outpost[Pt == BISHOP][!!(attackedBy[Us][PAWN] & bb)];
+ score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
}
// Bonus when behind a pawn
&& pos.is_chess960()
&& (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
{
- Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
+ Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4
: pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2
// Bonus when on an open or semi-open file
if (pe->semiopen_file(Us, file_of(s)))
- score += RookOnFile[!!pe->semiopen_file(Them, file_of(s))];
+ score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
// Penalty when trapped by the king, even more if the king cannot castle
else if (mob <= 3)
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_king() {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? NORTH : SOUTH);
- const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
- : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
+ : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, other;
kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
+ 191 * popcount(kingRing[Us] & weak)
- + 143 * !!pos.pinned_pieces(Us)
+ + 143 * bool(pos.pinned_pieces(Us))
- 848 * !pos.count<QUEEN>(Them)
- 9 * mg_value(score) / 8
+ 40;
safe = ~pos.pieces(Them);
safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
- b1 = pos.attacks_from< ROOK>(ksq);
- b2 = pos.attacks_from<BISHOP>(ksq);
+ b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
+ b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
// Enemy queen safe checks
if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_threats() {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? NORTH : SOUTH);
- const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
- const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
+ const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
template<Tracing T> template<Color Us>
Score Evaluation<T>::evaluate_passed_pawns() {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? NORTH : SOUTH);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
// Initialize score by reading the incrementally updated scores included in
// the position object (material + piece square tables) and the material
// imbalance. Score is computed internally from the white point of view.
- Score score = pos.psq_score() + me->imbalance();
+ Score score = pos.psq_score() + me->imbalance() + Eval::Contempt;
// Probe the pawn hash table
pe = Pawns::probe(pos);
} // namespace
+Score Eval::Contempt = SCORE_ZERO;
/// evaluate() is the evaluator for the outer world. It returns a static evaluation
/// of the position from the point of view of the side to move.