const int WeightPassedPawnsMidgameInternal = 0x100;
const int WeightPassedPawnsEndgameInternal = 0x100;
const int WeightKingSafetyInternal = 0x100;
+ const int WeightKingOppSafetyInternal = 0x100;
// Visually better to define tables constants
typedef Value V;
int count_1s_8bit(Bitboard b);
int compute_weight(int uciWeight, int internalWeight);
+ int weight_option(const std::string& opt, int weight);
void init_safety();
}
// Initialize king attack bitboards and king attack zones for both sides:
ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
- ei.attackZone[WHITE] =
+ ei.kingZone[WHITE] =
ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
- ei.attackZone[BLACK] =
+ ei.kingZone[BLACK] =
ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides:
ei.attackedBy[WHITE][PAWN] =
((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
- ei.attackCount[WHITE] +=
+ ei.kingAttackersCount[WHITE] +=
count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
ei.attackedBy[BLACK][PAWN] =
((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
- ei.attackCount[BLACK] +=
+ ei.kingAttackersCount[BLACK] +=
count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
// Evaluate pieces:
/// read_weights() reads evaluation weights from the corresponding UCI
/// parameters.
-void read_weights(Color sideToMove) {
- WeightMobilityMidgame =
- compute_weight(get_option_value_int("Mobility (Middle Game)"),
- WeightMobilityMidgameInternal);
- WeightMobilityEndgame =
- compute_weight(get_option_value_int("Mobility (Endgame)"),
- WeightMobilityEndgameInternal);
- WeightPawnStructureMidgame =
- compute_weight(get_option_value_int("Pawn Structure (Middle Game)"),
- WeightPawnStructureMidgameInternal);
- WeightPawnStructureEndgame =
- compute_weight(get_option_value_int("Pawn Structure (Endgame)"),
- WeightPawnStructureEndgameInternal);
- WeightPassedPawnsMidgame =
- compute_weight(get_option_value_int("Passed Pawns (Middle Game)"),
- WeightPassedPawnsMidgameInternal);
- WeightPassedPawnsEndgame =
- compute_weight(get_option_value_int("Passed Pawns (Endgame)"),
- WeightPassedPawnsEndgameInternal);
- WeightKingSafety[sideToMove] =
- compute_weight(get_option_value_int("Cowardice"), WeightKingSafetyInternal);
- WeightKingSafety[opposite_color(sideToMove)] =
- compute_weight(get_option_value_int("Aggressiveness"),
- WeightKingSafetyInternal);
- WeightKingSafety[opposite_color(sideToMove)] =
- (get_option_value_int("Aggressiveness") * 0x100) / 100;
+void read_weights(Color us) {
+
+ WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
+ WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
+ WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
+ WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
+ WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
+ WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
+
+ Color them = opposite_color(us);
+
+ WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
+ WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
init_safety();
}
Color them = opposite_color(us);
// King attack
- if (b & ei.attackZone[us])
+ if (b & ei.kingZone[us])
{
- ei.attackCount[us]++;
- ei.attackWeight[us] += AttackWeight;
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
- ei.attacked[us] += count_1s_max_15(bb);
+ ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
// king has lost right to castle
if (mob > 6 || ei.pi->file_is_half_open(us, f))
return;
-
+
Square ksq = p.king_square(us);
+
if ( square_file(ksq) >= FILE_E
&& square_file(s) > square_file(ksq)
&& (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
Color them = opposite_color(us);
- if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
+ if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.attacked[them]) {
+ && ei.kingZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
int attackUnits =
- Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
- + (ei.attacked[them] + count_1s_max_15(undefended)) * 3
+ Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
}
+ // helper used in read_weights()
+ int weight_option(const std::string& opt, int weight) {
+
+ return compute_weight(get_option_value_int(opt), weight);
+ }
+
+
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().