X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=a7e5f2d5b8ccf333c8daf583c664946d2c816a8b;hp=864af221de16ce2e490c5c13e8309c9a64ba5ada;hb=af59cb1d63234fe5c711f4a0dc28d56fe79d1274;hpb=b00abed181edc96e6945b8e23ac49244477f49ae diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 864af221..a7e5f2d5 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,13 +1,14 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - Glaurung is distributed in the hope that it will be useful, + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -322,8 +323,8 @@ Value 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.king_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK)); + ei.attackedBy[WHITE][KING] = pos.piece_attacks(pos.king_square(WHITE)); + ei.attackedBy[BLACK][KING] = pos.piece_attacks(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); @@ -337,20 +338,20 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { for (Color c = WHITE; c <= BLACK; c++) { // Knights - for (int i = 0; i < pos.knight_count(c); i++) - evaluate_knight(pos, pos.knight_list(c, i), c, ei); + for (int i = 0; i < pos.piece_count(c, KNIGHT); i++) + evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei); // Bishops - for (int i = 0; i < pos.bishop_count(c); i++) - evaluate_bishop(pos, pos.bishop_list(c, i), c, ei); + for (int i = 0; i < pos.piece_count(c, BISHOP); i++) + evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei); // Rooks - for (int i = 0; i < pos.rook_count(c); i++) - evaluate_rook(pos, pos.rook_list(c, i), c, ei); + for (int i = 0; i < pos.piece_count(c, ROOK); i++) + evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei); // Queens - for(int i = 0; i < pos.queen_count(c); i++) - evaluate_queen(pos, pos.queen_list(c, i), c, ei); + for(int i = 0; i < pos.piece_count(c, QUEEN); i++) + evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei); // Special pattern: trapped bishops on a7/h7/a2/h2 Bitboard b = pos.bishops(c) & MaskA7H7[c]; @@ -427,7 +428,7 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { { // Check for KBP vs KB with only a single pawn that is almost // certainly a draw or at least two pawns. - bool one_pawn = (pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1); + bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1); sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32); } else @@ -569,7 +570,7 @@ namespace { if (v && (p.pawn_attacks(them, s) & p.pawns(us))) { bonus += v / 2; - if ( p.knight_count(them) == 0 + if ( p.piece_count(them, KNIGHT) == 0 && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB) bonus += v; } @@ -584,7 +585,7 @@ namespace { void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) { - Bitboard b = p.knight_attacks(s); + Bitboard b = p.piece_attacks(s); ei.attackedBy[us][KNIGHT] |= b; // King attack, mobility and outposts @@ -679,7 +680,7 @@ namespace { void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) { - Bitboard b = p.queen_attacks(s); + Bitboard b = p.piece_attacks(s); ei.attackedBy[us][QUEEN] |= b; // King attack and mobility @@ -724,7 +725,7 @@ namespace { // from optimally tuned. Color them = opposite_color(us); - if ( p.queen_count(them) >= 1 + if ( p.piece_count(them, QUEEN) >= 1 && ei.kingAttackersCount[them] >= 2 && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame && ei.kingAdjacentZoneAttacksCount[them]) @@ -772,22 +773,22 @@ namespace { if (QueenContactMates && !p.is_check()) { Bitboard escapeSquares = - p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + p.piece_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; while (b) { Square from, to = pop_1st_bit(&b); - if (!(escapeSquares & ~queen_attacks_bb(to, occ & clear_mask_bb(s)))) + if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s]))) { // 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.queen_count(them); i++) + for (int i = 0; i < p.piece_count(them, QUEEN); i++) { - from = p.queen_list(them, i); - if ( bit_is_set(p.queen_attacks(from), to) + 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 & clear_mask_bb(from)) & p.rooks_and_queens(us)) - && !(rook_attacks_bb(to, occ & clear_mask_bb(from)) & p.rooks_and_queens(us))) + && !(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); } @@ -817,7 +818,7 @@ namespace { // Analyse safe distance checks: if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Queen checks b2 = b & ei.attacked_by(them, QUEEN); @@ -831,7 +832,7 @@ namespace { } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Queen checks b2 = b & ei.attacked_by(them, QUEEN); @@ -845,7 +846,7 @@ namespace { } if (KnightCheckBonus > 0) { - b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); // Knight checks b2 = b & ei.attacked_by(them, KNIGHT); @@ -994,7 +995,7 @@ 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.knight_count(them) == 1) + && pos.piece_count(them, KNIGHT) == 1) ebonus += ebonus / 4; else if(pos.rooks_and_queens(them)) ebonus -= ebonus / 4;