X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=9224ce2a2be1247c59423c20a49eda8584e5fd66;hp=6180c482ff79e7372c98940c6c5d01c4f1cec6d3;hb=8f7e032b8c8c2c19e37ece09eecb589fe2342daa;hpb=eefbe967c2a1ea1f1e39e5cfff1c38e451a9be2e diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 6180c482..9224ce2a 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -180,6 +180,16 @@ namespace { S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12), S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) }; + + // Protector[PieceType][distance] contains a protecting bonus for our king, + // indexed by piece type and distance between the piece and the king. + const Score Protector[PIECE_TYPE_NB][8] = { + {}, {}, + { S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight + { S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop + { S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook + { S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen + }; // Assorted bonuses and penalties used by evaluation const Score MinorBehindPawn = S(16, 0); @@ -294,6 +304,9 @@ namespace { int mob = popcount(b & ei.mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; + + // Bonus for this piece as a king protector + score += Protector[Pt][distance(s, pos.square(Us))]; if (Pt == BISHOP || Pt == KNIGHT) { @@ -512,7 +525,7 @@ namespace { const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); - Bitboard b, weak, defended, safeThreats; + Bitboard b, weak, defended, stronglyProtected, safeThreats; Score score = SCORE_ZERO; // Non-pawn enemies attacked by a pawn @@ -532,12 +545,18 @@ namespace { score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))]; } - // Non-pawn enemies defended by a pawn - defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN]; + // Squares strongly protected by the opponent, either because they attack the + // square with a pawn, or because they attack the square twice and we don't. + stronglyProtected = ei.attackedBy[Them][PAWN] + | (ei.attackedBy2[Them] & ~ei.attackedBy2[Us]); + + // Non-pawn enemies, strongly protected + defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) + & stronglyProtected; - // Enemies not defended by a pawn and under our attack + // Enemies not strongly protected and under our attack weak = pos.pieces(Them) - & ~ei.attackedBy[Them][PAWN] + & ~stronglyProtected & ei.attackedBy[Us][ALL_PIECES]; // Add a bonus according to the kind of attacking pieces @@ -662,8 +681,8 @@ namespace { mbonus += rr + r * 2, ebonus += rr + r * 2; } // rr != 0 - // Scale down bonus for candidate passers which need more than one pawn - // push to become passed. + // Scale down bonus for candidate passers which need more than one + // pawn push to become passed. if (!pos.pawn_passed(Us, s + pawn_push(Us))) mbonus /= 2, ebonus /= 2; @@ -673,7 +692,6 @@ namespace { if (DoTrace) Trace::add(PASSED, Us, score); - // Add the scores to the middlegame and endgame eval return score; }