////
#include <cassert>
-#include <cstring>
#include "bitcount.h"
#include "evaluate.h"
void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei);
Value do_evaluate(const Position& pos, EvalInfo& ei) {
ScaleFactor factor[2];
+ Score mobility;
assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.is_check());
- memset(&ei, 0, sizeof(EvalInfo));
-
// Initialize by reading the incrementally updated scores included in the
- // position object (material + piece square tables)
+ // position object (material + piece square tables).
ei.value = pos.value();
// Probe the material hash table
ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
- // configuration, call it and return
+ // configuration, call it and return.
if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
init_attack_tables<WHITE, HasPopCnt>(pos, ei);
init_attack_tables<BLACK, HasPopCnt>(pos, ei);
- // Evaluate pieces
- evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ // Evaluate pieces and mobility
+ mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei)
+ - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(mobility, Weights[Mobility]);
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
}
}
- // Mobility
- ei.value += apply_weight(ei.mobility, Weights[Mobility]);
-
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
b &= ei.attackedBy[Us][PAWN];
- if (b)
- ei.kingAttackersCount[Us] = count_1s_max_15<HasPopCnt>(b) / 2;
+ ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : 0;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
int mob;
File f;
+ Score mobility = SCORE_ZERO;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
+ ei.attackedBy[Us][Piece] = 0;
+
while ((s = *ptr++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
: count_1s<HasPopCnt>(b & no_mob_area));
- ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
+ mobility += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
}
}
}
+ return mobility;
}
// pieces of a given color.
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score mobility = SCORE_ZERO;
+
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
- evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ return mobility;
}
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[]
- // array and subtract the score from evaluation. Set also ei.kingDanger[]
+ // array and subtract the score from evaluation. Set also ei.margin[]
// value that will be used for pruning because this value can sometimes
// 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.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
- ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
- }
+ ei.margin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
+ } else
+ ei.margin[Us] = VALUE_ZERO;
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score bonus = SCORE_ZERO;
Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
Bitboard b = ei.pi->passed_pawns(Us);
- while (b)
- {
+ if (!b)
+ return;
+
+ do {
Square s = pop_1st_bit(&b);
assert(pos.pawn_is_passed(Us, s));
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
}
+ bonus += make_score(mbonus, ebonus);
- // Add the scores for this pawn to the middle game and endgame eval
- ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
+ } while (b);
- } // while
+ // Add the scores to the middle game and endgame eval
+ ei.value += Sign[Us] * apply_weight(bonus, Weights[PassedPawns]);
}