]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Use queens of either color in RookOnQueenFile
[stockfish] / src / evaluate.cpp
index 7359eb92b35db5e36ac55d068076161b5590eba8..ad76fc8d727b145e5815cafcc44e5f1e094cbc47 100644 (file)
@@ -140,6 +140,7 @@ namespace {
   constexpr Score PawnlessFlank      = S( 17, 95);
   constexpr Score RestrictedPiece    = S(  7,  7);
   constexpr Score RookOnPawn         = S( 10, 32);
+  constexpr Score RookOnQueenFile    = S( 11,  4);
   constexpr Score SliderOnQueen      = S( 59, 18);
   constexpr Score ThreatByKing       = S( 24, 89);
   constexpr Score ThreatByPawnPush   = S( 48, 39);
@@ -346,6 +347,10 @@ namespace {
             if (relative_rank(Us, s) >= RANK_5)
                 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
 
+            // Bonus for rook on the same file as a queen
+            if (file_bb(s) & pos.pieces(QUEEN))
+                score += RookOnQueenFile;
+
             // Bonus for rook on an open or semi-open file
             if (pos.is_on_semiopen_file(Us, s))
                 score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))];
@@ -441,10 +446,6 @@ namespace {
     else
         unsafeChecks |= knightChecks;
 
-    // Unsafe or occupied checking squares will also be considered, as long as
-    // the square is in the attacker's mobility area.
-    unsafeChecks &= mobilityArea[Them];
-
     // Find the squares that opponent attacks in our king flank, and the squares
     // which are attacked twice in that flank.
     b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp;
@@ -457,7 +458,8 @@ namespace {
                  + 185 * popcount(kingRing[Us] & weak)
                  - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING])
                  -  35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING])
-                 + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
+                 + 148 * popcount(unsafeChecks)
+                 +  98 * popcount(pos.blockers_for_king(Us))
                  - 873 * !pos.count<QUEEN>(Them)
                  -   6 * mg_value(score) / 8
                  +       mg_value(mobility[Them] - mobility[Us])
@@ -508,9 +510,6 @@ namespace {
     // Enemies not strongly protected and under our attack
     weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
 
-    // Safe or protected squares
-    safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
-
     // Bonus according to the kind of attacking pieces
     if (defended | weak)
     {
@@ -547,6 +546,14 @@ namespace {
 
     score += RestrictedPiece * popcount(b);
 
+    // Protected or unattacked squares
+    safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
+
+    // Bonus for attacking enemy pieces with our relatively safe pawns
+    b = pos.pieces(Us, PAWN) & safe;
+    b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
+    score += ThreatBySafePawn * popcount(b);
+
     // Find squares where our pawns can push on the next move
     b  = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
     b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
@@ -558,12 +565,6 @@ namespace {
     b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
     score += ThreatByPawnPush * popcount(b);
 
-    // Our safe or protected pawns
-    b = pos.pieces(Us, PAWN) & safe;
-
-    b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
-    score += ThreatBySafePawn * popcount(b);
-
     // Bonus for threats on the next moves against enemy queen
     if (pos.count<QUEEN>(Them) == 1)
     {
@@ -724,12 +725,17 @@ namespace {
     bool pawnsOnBothFlanks =   (pos.pieces(PAWN) & QueenSide)
                             && (pos.pieces(PAWN) & KingSide);
 
+    bool almostUnwinnable =   !pe->passed_count()
+                           &&  outflanking < 0
+                           && !pawnsOnBothFlanks;
+
     // Compute the initiative bonus for the attacking side
     int complexity =   9 * pe->passed_count()
                     + 11 * pos.count<PAWN>()
                     +  9 * outflanking
                     + 18 * pawnsOnBothFlanks
                     + 49 * !pos.non_pawn_material()
+                    - 36 * almostUnwinnable
                     -103 ;
 
     // Now apply the bonus: note that we find the attacking side by extracting