X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=0bf64631c9d4a8686554619b43eb813c4c94de91;hp=78cefc450ec3fb9a7429688d98435095a2798105;hb=cff9ff21985edcf1d15e7df6c0e0039f550706ad;hpb=e7d3a006cda7822517159cad0ef222eb7e46db00 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 78cefc45..0bf64631 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -43,7 +43,7 @@ namespace { const int Sign[2] = { 1, -1 }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 4; + const int GrainSize = 8; // Evaluation weights, initialized from UCI options int WeightMobilityMidgame, WeightMobilityEndgame; @@ -58,16 +58,18 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const int WeightMobilityMidgameInternal = 0x0FA; - const int WeightMobilityEndgameInternal = 0x10A; - const int WeightPawnStructureMidgameInternal = 0x0EC; - const int WeightPawnStructureEndgameInternal = 0x0CD; - const int WeightPassedPawnsMidgameInternal = 0x108; - const int WeightPassedPawnsEndgameInternal = 0x109; - const int WeightKingSafetyInternal = 0x0F7; - const int WeightKingOppSafetyInternal = 0x101; - const int WeightSpaceInternal = 0x02F; - + const int WeightMobilityMidgameInternal = 248; + const int WeightMobilityEndgameInternal = 271; + const int WeightPawnStructureMidgameInternal = 233; + const int WeightPawnStructureEndgameInternal = 201; + const int WeightPassedPawnsMidgameInternal = 252; + const int WeightPassedPawnsEndgameInternal = 259; + const int WeightKingSafetyInternal = 247; + const int WeightKingOppSafetyInternal = 259; + const int WeightSpaceInternal = 46; + + // Mobility and outposts bonus modified by Joona Kiiski + // // Visually better to define tables constants typedef Value V; @@ -75,12 +77,12 @@ namespace { // of attacked squares not occupied by friendly piecess. const Value MidgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) }; const Value EndgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number @@ -88,16 +90,16 @@ namespace { // queens are also included. const Value MidgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) }; const Value EndgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76) }; // Rook mobility bonus in middle game and endgame, indexed by the number @@ -105,40 +107,40 @@ namespace { // queens and rooks are also included. const Value MidgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21), + V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), // 8 9 10 11 12 13 14 15 - V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33) + V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) }; const Value EndgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54), + V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), // 8 9 10 11 12 13 14 15 - V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83) + V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. const Value MidgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4), + V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), // 8 9 10 11 12 13 14 15 - V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16), + V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), // 16 17 18 19 20 21 22 23 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16), + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), // 24 25 26 27 28 29 30 31 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16) + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) }; const Value EndgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15), + V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), // 8 9 10 11 12 13 14 15 - V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30), + V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), // 16 17 18 19 20 21 22 23 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30), + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), // 24 25 26 27 28 29 30 31 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30) + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) }; // Outpost bonuses for knights and bishops, indexed by square (from white's @@ -147,10 +149,10 @@ namespace { // A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 - V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3 - V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4 - V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5 - V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6 + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3 + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4 + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5 + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 }; @@ -161,7 +163,7 @@ namespace { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4 - V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5 + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 @@ -170,13 +172,13 @@ namespace { // Bonus for unstoppable passed pawns const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank + // Rooks and queens on the 7th rank (modified by Joona Kiiski) const Value MidgameRookOn7thBonus = Value(47); const Value EndgameRookOn7thBonus = Value(98); const Value MidgameQueenOn7thBonus = Value(27); const Value EndgameQueenOn7thBonus = Value(54); - // Rooks on open files + // Rooks on open files (modified by Joona Kiiski) const Value RookOpenFileBonus = Value(43); const Value RookHalfOpenFileBonus = Value(19); @@ -205,8 +207,8 @@ namespace { ((1ULL << SQ_A8) | (1ULL << SQ_H8)) }; - // The SpaceMask[color] contains area of the board which is consdered by - // the space evaluation. In the middle game, each side is given a bonus + // The SpaceMask[color] contains the area of the board which is consdered + // 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 // friendly minor pieces. const Bitboard SpaceMask[2] = { @@ -264,33 +266,26 @@ namespace { const int PawnTableSize = 16384; const int MaterialTableSize = 1024; - // Array which gives the number of nonzero bits in an 8-bit integer - uint8_t BitCount8Bit[256]; - // Function prototypes template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); - template - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei); + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); - template<> - void evaluate_pieces(const Position& p, Color us, EvalInfo &ei); + template + void evaluate_king(const Position& pos, EvalInfo& ei); - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); - void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, - EvalInfo &ei); - void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, - EvalInfo &ei); + template + void evaluate_space(const Position& pos, EvalInfo& ei); - void evaluate_space(const Position &p, Color us, EvalInfo &ei); + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei); + void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei); inline Value apply_weight(Value v, int w); Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); - - int compute_weight(int uciWeight, int internalWeight); int weight_option(const std::string& opt, int weight); void init_safety(); - } @@ -324,8 +319,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->mg_value(); - ei.egValue += ei.mi->eg_value(); + ei.mgValue += ei.mi->material_value(); + ei.egValue += ei.mi->material_value(); // If we have a specialized evaluation function for the current material // configuration, call it and return @@ -343,38 +338,33 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.piece_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.piece_attacks(pos.king_square(BLACK)); + ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); + ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.king_square(BLACK)); ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); 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.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB); - ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; - ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; + ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE); + ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); + Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; + Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; + if (b1) + ei.kingAttackersCount[WHITE] = count_1s_max_15(b1)/2; - // Evaluate pieces - for (Color c = WHITE; c <= BLACK; c++) - { - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); + if (b2) + ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; - // Sum up all attacked squares - ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] - | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] - | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; - } + // Evaluate pieces + evaluate_pieces_of_color(pos, ei); + evaluate_pieces_of_color(pos, ei); - // Kings. Kings are evaluated after all other pieces for both sides, + // Kings. Kings are evaluated after all other pieces for both sides, // because we need complete attack information for all pieces when computing // the king safety evaluation. - for (Color c = WHITE; c <= BLACK; c++) - evaluate_pieces(pos, c, ei); + evaluate_king(pos, ei); + evaluate_king(pos, ei); - // Evaluate passed pawns. We evaluate passed pawns for both sides at once, + // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where // both sides have an unstoppable passed pawn. if (ei.pi->passed_pawns()) @@ -401,8 +391,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Evaluate space for both sides if (ei.mi->space_weight() > 0) { - evaluate_space(pos, WHITE, ei); - evaluate_space(pos, BLACK, ei); + evaluate_space(pos, ei); + evaluate_space(pos, ei); } } @@ -439,8 +429,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { factor[BLACK] = sf; } - // Interpolate between the middle game and the endgame score, and - // return + // Interpolate between the middle game and the endgame score Color stm = pos.side_to_move(); Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); @@ -451,7 +440,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // namespace /// quick_evaluate() does a very approximate evaluation of the current position. -/// It currently considers only material and piece square table scores. Perhaps +/// It currently considers only material and piece square table scores. Perhaps /// we should add scores from the pawn and material hash tables? Value quick_evaluate(const Position &pos) { @@ -470,7 +459,7 @@ Value quick_evaluate(const Position &pos) { } -/// init_eval() initializes various tables used by the evaluation function. +/// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { @@ -491,16 +480,10 @@ void init_eval(int threads) { if (!MaterialTable[i]) MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); } - - for (Bitboard b = 0ULL; b < 256ULL; b++) - { - assert(count_1s(b) == int(uint8_t(count_1s(b)))); - BitCount8Bit[b] = (uint8_t)count_1s(b); - } } -/// quit_eval() releases heap-allocated memory at program termination. +/// quit_eval() releases heap-allocated memory at program termination void quit_eval() { @@ -514,136 +497,158 @@ void quit_eval() { } -/// read_weights() reads evaluation weights from the corresponding UCI -/// parameters. +/// read_weights() reads evaluation weights from the corresponding UCI parameters void read_weights(Color us) { + Color them = opposite_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); + WeightSpace = weight_option("Space", WeightSpaceInternal); + WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); + WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); - Color them = opposite_color(us); - - WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); - WeightSpace = weight_option("Space", WeightSpaceInternal); - + // If running in analysis mode, make sure we use symmetrical king safety. We do this + // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + if (get_option_value_bool("UCI_AnalyseMode")) + { + WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; + WeightKingSafety[them] = WeightKingSafety[us]; + } init_safety(); } namespace { - // evaluate_common() computes terms common to all pieces attack + // evaluate_mobility() computes mobility and attacks for every piece - template - int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) { + template + int evaluate_mobility(const Position& pos, Bitboard b, EvalInfo& ei) { + const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; - static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 }; - - Color them = opposite_color(us); + static const int lastIndex[] = { 0, 0, 8, 15, 15, 31 }; // Update attack info - ei.attackedBy[us][Piece] |= b; + ei.attackedBy[Us][Piece] |= b; - // King attack - if (b & ei.kingZone[us]) + // King attacks + if (b & ei.kingZone[Us]) { - ei.kingAttackersCount[us]++; - ei.kingAttackersWeight[us] += AttackWeight[Piece]; - Bitboard bb = (b & ei.attackedBy[them][KING]); + ei.kingAttackersCount[Us]++; + ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } - // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + // The squares occupied by enemy pieces will be counted two times instead + // of one. The shift (almost) guarantees that intersection with b is zero + // so when we 'or' the two bitboards togheter and count we get the correct + // sum of '1' in b and attacked bitboards. + Bitboard attacked = Us == WHITE ? ((b & pos.pieces_of_color(Them)) >> 1) + : ((b & pos.pieces_of_color(Them)) << 1); + + // Remove squares protected by enemy pawns or occupied by our pieces + b &= ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) - : count_1s(bb & ~p.pieces_of_color(us))); + int mob = (Piece != QUEEN ? count_1s_max_15(b | attacked) + : count_1s(b | attacked)); - ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[us] * EgBonus[Piece][mob]; + if (mob > lastIndex[Piece]) + mob = lastIndex[Piece]; - // Bishop and Knight outposts - if ( (Piece == BISHOP || Piece == KNIGHT) // compile time condition - && p.square_is_weak(s, them)) - { - // Initial bonus based on square - Value v, bonus; - v = bonus = OutpostBonus[Piece][relative_square(us, s)]; + ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; + return mob; + } - // Increase bonus if supported by pawn, especially if the opponent has - // no minor piece which can exchange the outpost piece - if (v && (p.pawn_attacks(them, s) & p.pawns(us))) - { - bonus += v / 2; - if ( p.piece_count(them, KNIGHT) == 0 - && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB) - bonus += v; - } - ei.mgValue += Sign[us] * bonus; - ei.egValue += Sign[us] * bonus; + + // evaluate_outposts() evaluates bishop and knight outposts squares + + template + void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + // Initial bonus based on square + Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] + : KnightOutpostBonus[relative_square(Us, s)]); + + // Increase bonus if supported by pawn, especially if the opponent has + // no minor piece which can exchange the outpost piece + if (bonus && (pos.attacks_from(s, Them) & pos.pieces(PAWN, Us))) + { + if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB) + bonus += bonus + bonus / 2; + else + bonus += bonus / 2; } - return mob; + ei.mgValue += Sign[Us] * bonus; + ei.egValue += Sign[Us] * bonus; } - // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given - // color. + // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color - template - void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) { + template + void evaluate_pieces(const Position& pos, EvalInfo& ei) { Bitboard b; Square s, ksq; - Color them; int mob; File f; - for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++) - { - s = pos.piece_list(us, Piece, i); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square* ptr = pos.piece_list_begin(Us, Piece); + while ((s = *ptr++) != SQ_NONE) + { if (Piece == KNIGHT || Piece == QUEEN) - b = pos.piece_attacks(s); + b = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); + else + assert(false); + + // Attacks and mobility + mob = evaluate_mobility(pos, b, ei); - // Attacks, mobility and outposts - mob = evaluate_common(pos, b, us, ei, s); + // Bishop and knight outposts squares + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + evaluate_outposts(pos, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 // and trapped bishops on a1/h1/a8/h8 in Chess960. if (Piece == BISHOP) { - if (bit_is_set(MaskA7H7[us], s)) - evaluate_trapped_bishop_a7h7(pos, s, us, ei); + if (bit_is_set(MaskA7H7[Us], s)) + evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - if (Chess960 && bit_is_set(MaskA1H1[us], s)) - evaluate_trapped_bishop_a1h1(pos, s, us, ei); + if (Chess960 && bit_is_set(MaskA1H1[Us], s)) + evaluate_trapped_bishop_a1h1(pos, s, Us, ei); } if (Piece == ROOK || Piece == QUEEN) { // Queen or rook on 7th rank - them = opposite_color(us); - - if ( relative_rank(us, s) == RANK_7 - && relative_rank(us, pos.king_square(them)) == RANK_8) + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); - ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); + ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); } } @@ -652,103 +657,103 @@ namespace { { // Open and half-open files f = square_file(s); - if (ei.pi->file_is_half_open(us, f)) + if (ei.pi->file_is_half_open(Us, f)) { - if (ei.pi->file_is_half_open(them, f)) + if (ei.pi->file_is_half_open(Them, f)) { - ei.mgValue += Sign[us] * RookOpenFileBonus; - ei.egValue += Sign[us] * RookOpenFileBonus; + ei.mgValue += Sign[Us] * RookOpenFileBonus; + ei.egValue += Sign[Us] * RookOpenFileBonus; } else { - ei.mgValue += Sign[us] * RookHalfOpenFileBonus; - ei.egValue += Sign[us] * RookHalfOpenFileBonus; + ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; + ei.egValue += Sign[Us] * RookHalfOpenFileBonus; } } // Penalize rooks which are trapped inside a king. Penalize more if // king has lost right to castle. - if (mob > 6 || ei.pi->file_is_half_open(us, f)) + if (mob > 6 || ei.pi->file_is_half_open(Us, f)) continue; - ksq = pos.king_square(us); + ksq = pos.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))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } } } } - inline Bitboard shiftRowsDown(const Bitboard& b, int num) { - return b >> (num << 3); + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the + // pieces of a given color. + + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { + + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + + // 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]; } - // evaluate_pieces() assigns bonuses and penalties to a king of a given - // color. - template<> - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei) { + // evaluate_king<>() assigns bonuses and penalties to a king of a given color + + template + void evaluate_king(const Position& pos, EvalInfo& ei) { - int shelter = 0, sign = Sign[us]; - Square s = p.king_square(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square s = pos.king_square(Us); + int shelter = 0; // King shelter - if (relative_rank(us, s) <= RANK_4) + if (relative_rank(Us, s) <= RANK_4) { - // Shelter cache lookup - shelter = ei.pi->kingShelter(us, s); - if (shelter == -1) - { - shelter = 0; - Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s); - Rank r = square_rank(s); - for (int i = 1; i < 4; i++) - shelter += BitCount8Bit[shiftRowsDown(pawns, r+i*sign) & 0xFF] * (128 >> i); - - // Cache shelter value in pawn info - ei.pi->setKingShelter(us, s, shelter); - } - ei.mgValue += sign * Value(shelter); + shelter = ei.pi->get_king_shelter(pos, Us, s); + ei.mgValue += Sign[Us] * Value(shelter); } - // King safety. This is quite complicated, and is almost certainly far + // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - Color them = opposite_color(us); - - if ( p.piece_count(them, QUEEN) >= 1 - && ei.kingAttackersCount[them] >= 2 - && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame - && ei.kingAdjacentZoneAttacksCount[them]) + if ( pos.piece_count(Them, QUEEN) >= 1 + && ei.kingAttackersCount[Them] >= 2 + && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAdjacentZoneAttacksCount[Them]) { // Is it the attackers turn to move? - bool sente = (them == p.side_to_move()); + bool sente = (Them == pos.side_to_move()); // Find the attacked squares around the king which has no defenders // apart from the king itself Bitboard undefended = - ei.attacked_by(them) & ~ei.attacked_by(us, PAWN) - & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP) - & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN) - & ei.attacked_by(us, KING); + ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN) + & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP) + & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN) + & ei.attacked_by(Us, KING); - Bitboard occ = p.occupied_squares(), b, b2; + Bitboard occ = pos.occupied_squares(), b, b2; // Initialize the 'attackUnits' variable, which is used later on as an // index to the SafetyTable[] array. The initial value is based on the @@ -756,31 +761,31 @@ namespace { // undefended squares around the king, the square of the king, and the // quality of the pawn shelter. int attackUnits = - Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25) - + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - (shelter >> 5); + Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25) + + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) * 3 + + InitKingDanger[relative_square(Us, s)] - (shelter >> 5); // Analyse safe queen contact checks - b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); + b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); if (b) { Bitboard attackedByOthers = - ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT) - | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK); + ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); b &= attackedByOthers; if (b) { // The bitboard b now contains the squares available for safe queen // contact checks. - int count = count_1s_max_15(b); + int count = count_1s_max_15(b); attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); // Is there a mate threat? - if (QueenContactMates && !p.is_check()) + if (QueenContactMates && !pos.is_check()) { Bitboard escapeSquares = - p.piece_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; while (b) { @@ -789,15 +794,15 @@ namespace { { // We have a mate, unless the queen is pinned or there // is an X-ray attack through the queen. - for (int i = 0; i < p.piece_count(them, QUEEN); i++) + for (int i = 0; i < pos.piece_count(Them, QUEEN); i++) { - from = p.piece_list(them, QUEEN, i); - if ( bit_is_set(p.piece_attacks(from), to) - && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.bishops_and_queens(us))) + from = pos.piece_list(Them, QUEEN, i); + if ( bit_is_set(pos.attacks_from(from), to) + && !bit_is_set(pos.pinned_pieces(Them), from) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us))) - ei.mateThreat[them] = make_move(from, to); + ei.mateThreat[Them] = make_move(from, to); } } } @@ -808,56 +813,56 @@ namespace { // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); - if( b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + b2 = b & ei.attacked_by(Them, QUEEN); + if (b2) + attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Rook checks - b2 = b & ei.attacked_by(them, ROOK); + b2 = b & ei.attacked_by(Them, ROOK); if (b2) - attackUnits += RookCheckBonus * count_1s_max_15(b2); + attackUnits += RookCheckBonus * count_1s_max_15(b2); } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Bishop checks - b2 = b & ei.attacked_by(them, BISHOP); + b2 = b & ei.attacked_by(Them, BISHOP); if (b2) - attackUnits += BishopCheckBonus * count_1s_max_15(b2); + attackUnits += BishopCheckBonus * count_1s_max_15(b2); } if (KnightCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); // Knight checks - b2 = b & ei.attacked_by(them, KNIGHT); + b2 = b & ei.attacked_by(Them, KNIGHT); if (b2) - attackUnits += KnightCheckBonus * count_1s_max_15(b2); + attackUnits += KnightCheckBonus * count_1s_max_15(b2); } // Analyse discovered checks (only for non-pawns right now, consider // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pawns(); + b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); + attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } // Has a mate threat been found? We don't do anything here if the // side with the mating move is the side to move, because in that // case the mating side will get a huge bonus at the end of the main // evaluation function instead. - if (ei.mateThreat[them] != MOVE_NONE) + if (ei.mateThreat[Them] != MOVE_NONE) attackUnits += MateThreatBonus; // Ensure that attackUnits is between 0 and 99, in order to avoid array @@ -874,19 +879,19 @@ namespace { // that the king safety scores can sometimes be very big, and that // capturing a single attacking piece can therefore result in a score // change far bigger than the value of the captured piece. - Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]); + Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); - ei.mgValue -= sign * v; + ei.mgValue -= Sign[Us] * v; - if (us == p.side_to_move()) + if (Us == pos.side_to_move()) ei.futilityMargin += v; } } - // evaluate_passed_pawns() evaluates the passed pawns for both sides. + // evaluate_passed_pawns() evaluates the passed pawns for both sides - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) { + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { bool hasUnstoppable[2] = {false, false}; int movesToGo[2] = {100, 100}; @@ -896,7 +901,7 @@ namespace { Color them = opposite_color(us); Square ourKingSq = pos.king_square(us); Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4; + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; while (b) { @@ -930,32 +935,26 @@ namespace { // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) - && (squares_behind(us, s) & pos.rooks_and_queens(them))) + && (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) b3 = b2; - if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) - { - // There are no enemy pieces in the pawn's path! Are any of the - // squares in the pawn's path attacked by the enemy? - if (b3 == EmptyBoardBB) - // No enemy attacks, huge bonus! - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); - else - // OK, there are enemy attacks. Are those squares which are - // attacked by the enemy also attacked by us? If yes, big bonus - // (but smaller than when there are no enemy attacks), if no, - // somewhat smaller bonus. - ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); - } + // Squares attacked or occupied by enemy pieces + b3 |= (b2 & pos.pieces_of_color(them)); + + // There are no enemy pawns in the pawn's path + assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); + + // Are any of the squares in the pawn's path attacked or occupied by the enemy? + if (b3 == EmptyBoardBB) + // No enemy attacks or pieces, huge bonus! + ebonus += Value(tr * (b2 == b4 ? 17 : 15)); else - { - // There are some enemy pieces in the pawn's path. While this is - // sad, we still assign a moderate bonus if all squares in the path - // which are either occupied by or attacked by enemy pieces are - // also attacked by us. - if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB) - ebonus += Value(tr * 6); - } + // OK, there are enemy attacks or pieces (but not pawns). Are those + // squares which are attacked by the enemy also attacked by us? + // If yes, big bonus (but smaller than when there are no enemy attacks), + // if no, somewhat smaller bonus. + ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); + // At last, add a small bonus when there are no *friendly* pieces // in the pawn's path. if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) @@ -964,10 +963,10 @@ namespace { } // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pawns(us) & neighboring_files_bb(s); + b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); if (b2 & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.pawn_attacks(them, s) & b2) + else if (pos.attacks_from(s, them) & b2) ebonus += Value(r * 12); // If the other side has only a king, check whether the pawn is @@ -985,7 +984,7 @@ namespace { if (d < 0) { int mtg = RANK_8 - relative_rank(us, s); - int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); + int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); mtg += blockerCount; d += blockerCount; if (d < 0) @@ -995,7 +994,7 @@ namespace { } } } - // Rook pawns are a special case: They are sometimes worse, and + // Rook pawns are a special case: They are sometimes worse, and // sometimes better than other passed pawns. It is difficult to find // good rules for determining whether they are good or bad. For now, // we try the following: Increase the value for rook pawns if the @@ -1003,10 +1002,10 @@ namespace { // value if the other side has a rook or queen. if (square_file(s) == FILE_A || square_file(s) == FILE_H) { - if( pos.non_pawn_material(them) <= KnightValueMidgame - && pos.piece_count(them, KNIGHT) <= 1) + if ( pos.non_pawn_material(them) <= KnightValueMidgame + && pos.piece_count(them, KNIGHT) <= 1) ebonus += ebonus / 4; - else if(pos.rooks_and_queens(them)) + else if (pos.pieces(ROOK, QUEEN, them)) ebonus -= ebonus / 4; } @@ -1018,9 +1017,9 @@ namespace { // Does either side have an unstoppable passed pawn? if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) - ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); + ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE]) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); + ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) { // Both sides have unstoppable pawns! Try to find out who queens @@ -1034,7 +1033,7 @@ namespace { // side wins. if (movesToGo[WHITE] <= movesToGo[BLACK] - 3) ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); - else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3) + else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3) ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); // We could also add some rules about the situation when one side @@ -1050,8 +1049,8 @@ namespace { // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty // if it is. - void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { + assert(square_is_ok(s)); assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); @@ -1070,11 +1069,11 @@ namespace { // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1 // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for - // black), and assigns a penalty if it is. This pattern can obviously + // black), and assigns a penalty if it is. This pattern can obviously // only occur in Chess960 games. - void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, - EvalInfo &ei) { + void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) { + Piece pawn = piece_of_color_and_type(us, PAWN); Square b2, b3, c3; @@ -1118,38 +1117,30 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. + template + void evaluate_space(const Position& pos, EvalInfo& ei) { - void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { - - Color them = opposite_color(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); // Find the safe squares for our pieces inside the area defined by - // SpaceMask[us]. A square is unsafe it is attacked by an enemy + // SpaceMask[us]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. - Bitboard safeSquares = SpaceMask[us] - & ~pos.pawns(us) - & ~ei.attacked_by(them, PAWN) - & ~(~ei.attacked_by(us) & ei.attacked_by(them)); + Bitboard safeSquares = SpaceMask[Us] + & ~pos.pieces(PAWN, Us) + & ~ei.attacked_by(Them, PAWN) + & ~(~ei.attacked_by(Us) & ei.attacked_by(Them)); // Find all squares which are at most three squares behind some friendly // pawn. - Bitboard behindFriendlyPawns = pos.pawns(us); - if (us == WHITE) - { - behindFriendlyPawns |= (behindFriendlyPawns >> 8); - behindFriendlyPawns |= (behindFriendlyPawns >> 16); - } - else - { - behindFriendlyPawns |= (behindFriendlyPawns << 8); - behindFriendlyPawns |= (behindFriendlyPawns << 16); - } + Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16); - int space = count_1s_max_15(safeSquares) - + count_1s_max_15(behindFriendlyPawns & safeSquares); + int space = count_1s_max_15(safeSquares) + + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); + ei.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); } @@ -1177,23 +1168,17 @@ namespace { } - // compute_weight() computes the value of an evaluation weight, by combining + // weight_option() computes the value of an evaluation weight, by combining // an UCI-configurable weight with an internal weight. - int compute_weight(int uciWeight, int internalWeight) { + int weight_option(const std::string& opt, int internalWeight) { + int uciWeight = get_option_value_int(opt); uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } - // 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(). @@ -1218,9 +1203,9 @@ namespace { { if (i < b) SafetyTable[i] = Value(0); - else if(quad) + else if (quad) SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if(linear) + else if (linear) SafetyTable[i] = Value((int)(100 * a * (i - b))); }