X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=ad76fc8d727b145e5815cafcc44e5f1e094cbc47;hp=7359eb92b35db5e36ac55d068076161b5590eba8;hb=a83d1a0e800f494d3b4d0aa2ed6db5bdcda50fc3;hpb=9dc57b660eb22190166c006eb99319c2b321e4f7 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 7359eb92..ad76fc8d 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -140,6 +140,7 @@ namespace { constexpr Score PawnlessFlank = S( 17, 95); constexpr Score RestrictedPiece = S( 7, 7); constexpr Score RookOnPawn = S( 10, 32); + constexpr Score RookOnQueenFile = S( 11, 4); constexpr Score SliderOnQueen = S( 59, 18); constexpr Score ThreatByKing = S( 24, 89); constexpr Score ThreatByPawnPush = S( 48, 39); @@ -346,6 +347,10 @@ namespace { if (relative_rank(Us, s) >= RANK_5) score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); + // Bonus for rook on the same file as a queen + if (file_bb(s) & pos.pieces(QUEEN)) + score += RookOnQueenFile; + // Bonus for rook on an open or semi-open file if (pos.is_on_semiopen_file(Us, s)) score += RookOnFile[bool(pos.is_on_semiopen_file(Them, s))]; @@ -441,10 +446,6 @@ namespace { else unsafeChecks |= knightChecks; - // Unsafe or occupied checking squares will also be considered, as long as - // the square is in the attacker's mobility area. - unsafeChecks &= mobilityArea[Them]; - // Find the squares that opponent attacks in our king flank, and the squares // which are attacked twice in that flank. b1 = attackedBy[Them][ALL_PIECES] & KingFlank[file_of(ksq)] & Camp; @@ -457,7 +458,8 @@ namespace { + 185 * popcount(kingRing[Us] & weak) - 100 * bool(attackedBy[Us][KNIGHT] & attackedBy[Us][KING]) - 35 * bool(attackedBy[Us][BISHOP] & attackedBy[Us][KING]) - + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + 148 * popcount(unsafeChecks) + + 98 * popcount(pos.blockers_for_king(Us)) - 873 * !pos.count(Them) - 6 * mg_value(score) / 8 + mg_value(mobility[Them] - mobility[Us]) @@ -508,9 +510,6 @@ namespace { // Enemies not strongly protected and under our attack weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; - // Safe or protected squares - safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; - // Bonus according to the kind of attacking pieces if (defended | weak) { @@ -547,6 +546,14 @@ namespace { score += RestrictedPiece * popcount(b); + // Protected or unattacked squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + + // Bonus for attacking enemy pieces with our relatively safe pawns + b = pos.pieces(Us, PAWN) & safe; + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); + // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); @@ -558,12 +565,6 @@ namespace { b = pawn_attacks_bb(b) & nonPawnEnemies; score += ThreatByPawnPush * popcount(b); - // Our safe or protected pawns - b = pos.pieces(Us, PAWN) & safe; - - b = pawn_attacks_bb(b) & nonPawnEnemies; - score += ThreatBySafePawn * popcount(b); - // Bonus for threats on the next moves against enemy queen if (pos.count(Them) == 1) { @@ -724,12 +725,17 @@ namespace { bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide); + bool almostUnwinnable = !pe->passed_count() + && outflanking < 0 + && !pawnsOnBothFlanks; + // Compute the initiative bonus for the attacking side int complexity = 9 * pe->passed_count() + 11 * pos.count() + 9 * outflanking + 18 * pawnsOnBothFlanks + 49 * !pos.non_pawn_material() + - 36 * almostUnwinnable -103 ; // Now apply the bonus: note that we find the attacking side by extracting