X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=434ebd6241249f21869fe6b6b58211a61febe325;hp=3095838820632331b5f5ac805dd5ed867af83cf9;hb=0d669be76cadd33c801ba9e07410c789d2c7b364;hpb=057d710fc2f23b63b574122f2609e03f58d2e494 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 30958388..434ebd62 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -156,7 +156,8 @@ namespace { // ThreatBySafePawn[PieceType] contains bonuses according to which piece // type is attacked by a pawn which is protected or is not attacked. const Score ThreatBySafePawn[PIECE_TYPE_NB] = { - S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) }; + S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) + }; // Threat[by minor/by rook][attacked PieceType] contains // bonuses according to which piece type attacks which one. @@ -197,6 +198,8 @@ namespace { const Score Hanging = S(48, 27); const Score ThreatByPawnPush = S(38, 22); const Score Unstoppable = S( 0, 20); + const Score PawnlessFlank = S(20, 80); + const Score HinderPassedPawn = S( 7, 0); // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only @@ -223,8 +226,8 @@ namespace { template void eval_init(const Position& pos, EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Down = (Us == WHITE ? DELTA_S : DELTA_N); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Down = (Us == WHITE ? SOUTH : NORTH); ei.pinnedPieces[Us] = pos.pinned_pieces(Us); Bitboard b = ei.attackedBy[Them][KING]; @@ -235,7 +238,7 @@ namespace { // Init king safety tables only if we are going to use them if (pos.non_pawn_material(Us) >= QueenValueMg) { - ei.kingRing[Them] = b | shift_bb(b); + ei.kingRing[Them] = b | shift(b); b &= ei.attackedBy[Us][PAWN]; ei.kingAttackersCount[Us] = popcount(b); ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; @@ -321,7 +324,7 @@ namespace { && pos.is_chess960() && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) { - Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); + Square d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST); if (pos.piece_on(s + d) == make_piece(Us, PAWN)) score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 @@ -391,8 +394,8 @@ namespace { template Score evaluate_king(const Position& pos, const EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Up = (Us == WHITE ? NORTH : SOUTH); Bitboard undefended, b, b1, b2, safe, other; int kingDanger; @@ -438,7 +441,7 @@ namespace { // ... and some other potential checks, only requiring the square to be // safe from pawn-attacks, and not being occupied by a blocked pawn. other = ~( ei.attackedBy[Us][PAWN] - | (pos.pieces(Them, PAWN) & shift_bb(pos.pieces(PAWN)))); + | (pos.pieces(Them, PAWN) & shift(pos.pieces(PAWN)))); b1 = pos.attacks_from(ksq); b2 = pos.attacks_from(ksq); @@ -481,7 +484,8 @@ namespace { } // King tropism: firstly, find squares that opponent attacks in our king flank - b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][file_of(ksq)]; + File kf = file_of(ksq); + b = ei.attackedBy[Them][ALL_PIECES] & KingFlank[Us][kf]; assert(((Us == WHITE ? b << 4 : b >> 4) & b) == 0); assert(popcount(Us == WHITE ? b << 4 : b >> 4) == popcount(b)); @@ -493,6 +497,10 @@ namespace { score -= CloseEnemies * popcount(b); + // Penalty when our king is on a pawnless flank + if (!(pos.pieces(PAWN) & (KingFlank[WHITE][kf] | KingFlank[BLACK][kf]))) + score -= PawnlessFlank; + if (DoTrace) Trace::add(KING, Us, score); @@ -506,12 +514,12 @@ namespace { template Score evaluate_threats(const Position& pos, const EvalInfo& ei) { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); - const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); - const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); - const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); - const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square Up = (Us == WHITE ? NORTH : SOUTH); + const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST); + const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST); + const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); + const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); enum { Minor, Rook }; @@ -531,7 +539,7 @@ namespace { b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES] | ei.attackedBy[Us][ALL_PIECES]); - safeThreats = (shift_bb(b) | shift_bb(b)) & weak; + safeThreats = (shift(b) | shift(b)) & weak; if (weak ^ safeThreats) score += ThreatByHangingPawn; @@ -568,13 +576,13 @@ namespace { // Bonus if some pawns can safely push and attack an enemy piece b = pos.pieces(Us, PAWN) & ~TRank7BB; - b = shift_bb(b | (shift_bb(b & TRank2BB) & ~pos.pieces())); + b = shift(b | (shift(b & TRank2BB) & ~pos.pieces())); b &= ~pos.pieces() & ~ei.attackedBy[Them][PAWN] & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); - b = (shift_bb(b) | shift_bb(b)) + b = (shift(b) | shift(b)) & pos.pieces(Them) & ~ei.attackedBy[Us][PAWN]; @@ -594,7 +602,7 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b, squaresToQueen, defendedSquares, unsafeSquares; + Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares; Score score = SCORE_ZERO; b = ei.pi->passed_pawns(Us); @@ -606,6 +614,9 @@ namespace { assert(pos.pawn_passed(Us, s)); assert(!(pos.pieces(PAWN) & forward_bb(Us, s))); + bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); + score -= HinderPassedPawn * popcount(bb); + int r = relative_rank(Us, s) - RANK_2; int rr = r * (r - 1); @@ -631,7 +642,7 @@ namespace { // in the pawn's path attacked or occupied by the enemy. defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); - Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from(s); + bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from(s); if (!(pos.pieces(Us) & bb)) defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; @@ -803,8 +814,8 @@ Value Eval::evaluate(const Position& pos) { // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area Bitboard blockedPawns[] = { - pos.pieces(WHITE, PAWN) & (shift_bb(pos.pieces()) | Rank2BB | Rank3BB), - pos.pieces(BLACK, PAWN) & (shift_bb(pos.pieces()) | Rank7BB | Rank6BB) + pos.pieces(WHITE, PAWN) & (shift(pos.pieces()) | Rank2BB | Rank3BB), + pos.pieces(BLACK, PAWN) & (shift(pos.pieces()) | Rank7BB | Rank6BB) }; // Do not include in mobility area squares protected by enemy pawns, or occupied