X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=23597231641f1215deff1b72d5d52f0776ee7bf0;hp=6a6f98732d8bd87b777aaf881ae86d63d431c7f0;hb=c97104e8540b72ee2c6c9c13d3773d2c0f9ec32f;hpb=e236a0c6521c9d0c07e2fa9b392d2c10e009c86a diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6a6f9873..23597231 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -483,7 +483,7 @@ Value quick_evaluate(const Position &pos) { assert(pos.is_ok()); static const - ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; + ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; Value mgv = pos.mg_value(); Value egv = pos.eg_value(); @@ -814,7 +814,7 @@ namespace { && !bit_is_set(p.pinned_pieces(them), from) && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)) && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us))) - + ei.mateThreat[them] = make_move(from, to); } } @@ -932,50 +932,53 @@ namespace { Value ebonus = Value(10 + r * r * 10); // Adjust bonus based on king proximity - ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); - ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); - ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); - - // If the pawn is free to advance, increase bonus - if (pos.square_is_empty(blockSq)) + if (tr != 0) { - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); - - // 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))) - b3 = b2; + ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); + ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); + ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); - if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) { - // 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)); + b2 = squares_in_front_of(us, s); + b3 = b2 & ei.attacked_by(them); + b4 = b2 & ei.attacked_by(us); + + // 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))) + 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)); + } 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)); - } - 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); + { + // 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); + } + // 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) + ebonus += Value(tr); } - // 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) - ebonus += Value(tr); } // If the pawn is supported by a friendly pawn, increase bonus @@ -1018,8 +1021,8 @@ 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 // FIXME should be <= ??? - && 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)) ebonus -= ebonus / 4; @@ -1067,7 +1070,6 @@ namespace { void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, EvalInfo &ei) { - assert(square_is_ok(s)); assert(pos.piece_on(s) == bishop_of_color(us)); @@ -1098,31 +1100,33 @@ namespace { assert(square_is_ok(s)); assert(pos.piece_on(s) == bishop_of_color(us)); - if(square_file(s) == FILE_A) { - b2 = relative_square(us, SQ_B2); - b3 = relative_square(us, SQ_B3); - c3 = relative_square(us, SQ_C3); + if (square_file(s) == FILE_A) + { + b2 = relative_square(us, SQ_B2); + b3 = relative_square(us, SQ_B3); + c3 = relative_square(us, SQ_C3); } - else { - b2 = relative_square(us, SQ_G2); - b3 = relative_square(us, SQ_G3); - c3 = relative_square(us, SQ_F3); + else + { + b2 = relative_square(us, SQ_G2); + b3 = relative_square(us, SQ_G3); + c3 = relative_square(us, SQ_F3); } - if(pos.piece_on(b2) == pawn) { - Value penalty; + if (pos.piece_on(b2) == pawn) + { + Value penalty; - if(!pos.square_is_empty(b3)) - penalty = 2*TrappedBishopA1H1Penalty; - else if(pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; + if (!pos.square_is_empty(b3)) + penalty = 2*TrappedBishopA1H1Penalty; + else if (pos.piece_on(c3) == pawn) + penalty = TrappedBishopA1H1Penalty; + else + penalty = TrappedBishopA1H1Penalty / 2; - ei.mgValue -= Sign[us] * penalty; - ei.egValue -= Sign[us] * penalty; + ei.mgValue -= Sign[us] * penalty; + ei.egValue -= Sign[us] * penalty; } - } @@ -1138,31 +1142,32 @@ namespace { Color them = opposite_color(us); // 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 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.pawns(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); + if (us == WHITE) + { + behindFriendlyPawns |= (behindFriendlyPawns >> 8); + behindFriendlyPawns |= (behindFriendlyPawns >> 16); } - else { - behindFriendlyPawns |= (behindFriendlyPawns << 8); - behindFriendlyPawns |= (behindFriendlyPawns << 16); + else + { + behindFriendlyPawns |= (behindFriendlyPawns << 8); + behindFriendlyPawns |= (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); } @@ -1203,6 +1208,7 @@ namespace { // an UCI-configurable weight with an internal weight. int compute_weight(int uciWeight, int internalWeight) { + uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } @@ -1255,5 +1261,4 @@ namespace { SafetyTable[i] = Value(peak); } } - }