template<bool Trace>
Value do_evaluate(const Position& pos, Value& margin) {
+ assert(!pos.in_check());
+
EvalInfo ei;
Value margins[2];
Score score, mobilityWhite, mobilityBlack;
- assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
- assert(!pos.in_check());
-
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
score = pos.value();
Score score = SCORE_ZERO;
// Undefended minors get penalized even if not under attack
- const Bitboard undefended = pos.pieces(Them)
- & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
- & ~ei.attackedBy[Them][0];
- if (undefended) {
- score += UndefendedMinorPenalty;
- if (!single_bit(undefended))
- score += UndefendedMinorPenalty;
- }
+ Bitboard undefended = pos.pieces(Them)
+ & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
+ & ~ei.attackedBy[Them][0];
+ if (undefended)
+ score += single_bit(undefended) ? UndefendedMinorPenalty
+ : UndefendedMinorPenalty * 2;
// Enemy pieces not defended by a pawn and under our attack
- const Bitboard weakEnemies = pos.pieces(Them)
- & ~ei.attackedBy[Them][PAWN]
- & ei.attackedBy[Us][0];
+ Bitboard weakEnemies = pos.pieces(Them)
+ & ~ei.attackedBy[Them][PAWN]
+ & ei.attackedBy[Us][0];
if (!weakEnemies)
return score;