X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=0a500c92ebbf4c8ef69c4288ab81638fa6f94e30;hp=ef52f7479d678b2c95ce4249fdd394a27f3f0971;hb=10e64e05094e75d89baa4495fa867a8a64195bb7;hpb=fc3ea7365ad95ec1da05ac559e4e659cf8a7f0f9 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index ef52f747..0a500c92 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -167,6 +167,9 @@ namespace { // happen in Chess960 games. const Score TrappedBishopA1H1Penalty = make_score(100, 100); + // Penalty for BNR that is not defended by anything + const Score UndefendedPiecePenalty = make_score(25, 10); + // The SpaceMask[Color] contains the area of the board which is considered // by the space evaluation. In the middle game, each side is given a bonus // based on how many squares inside this area are safe and available for @@ -354,13 +357,12 @@ namespace { template 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(); @@ -676,15 +678,26 @@ Value do_evaluate(const Position& pos, Value& margin) { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b; + Bitboard b, undefended, undefendedMinors, weakEnemies; Score score = SCORE_ZERO; + // Undefended pieces get penalized even if not under attack + undefended = pos.pieces(Them) & ~ei.attackedBy[Them][0]; + undefendedMinors = undefended & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)); + + if (undefendedMinors) + score += single_bit(undefendedMinors) ? UndefendedPiecePenalty + : UndefendedPiecePenalty * 2; + if (undefended & pos.pieces(ROOK)) + score += UndefendedPiecePenalty; + // Enemy pieces not defended by a pawn and under our attack - Bitboard weakEnemies = pos.pieces(Them) - & ~ei.attackedBy[Them][PAWN] - & ei.attackedBy[Us][0]; + weakEnemies = pos.pieces(Them) + & ~ei.attackedBy[Them][PAWN] + & ei.attackedBy[Us][0]; + if (!weakEnemies) - return SCORE_ZERO; + return score; // Add bonus according to type of attacked enemy piece and to the // type of attacking piece, from knights to queens. Kings are not @@ -738,8 +751,8 @@ Value do_evaluate(const Position& pos, Value& margin) { int attackUnits; const Square ksq = pos.king_square(Us); - // King shelter - Score score = ei.pi->king_shelter(pos, ksq); + // King shelter and enemy pawns storm + Score score = ei.pi->king_safety(pos, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -761,7 +774,7 @@ Value do_evaluate(const Position& pos, Value& margin) { attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) + InitKingDanger[relative_square(Us, ksq)] - - mg_value(ei.pi->king_shelter(pos, ksq)) / 32; + - mg_value(ei.pi->king_safety(pos, ksq)) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen...