const int GrainSize = 4;
// Evaluation weights
- int WeightMobilityMidgame = 0x100;
- int WeightMobilityEndgame = 0x100;
+ int WeightMobilityMidgame = 0x100;
+ int WeightMobilityEndgame = 0x100;
int WeightPawnStructureMidgame = 0x100;
int WeightPawnStructureEndgame = 0x100;
- int WeightPassedPawnsMidgame = 0x100;
- int WeightPassedPawnsEndgame = 0x100;
+ int WeightPassedPawnsMidgame = 0x100;
+ int WeightPassedPawnsEndgame = 0x100;
int WeightKingSafety[2] = { 0x100, 0x100 };
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// the evaluation weights while keeping the default values of the UCI
// parameters at 100, which looks prettier.
- const int WeightMobilityMidgameInternal = 0x100;
- const int WeightMobilityEndgameInternal = 0x100;
+ const int WeightMobilityMidgameInternal = 0x100;
+ const int WeightMobilityEndgameInternal = 0x100;
const int WeightPawnStructureMidgameInternal = 0x100;
const int WeightPawnStructureEndgameInternal = 0x100;
- const int WeightPassedPawnsMidgameInternal = 0x100;
- const int WeightPassedPawnsEndgameInternal = 0x100;
- const int WeightKingSafetyInternal = 0x100;
+ const int WeightPassedPawnsMidgameInternal = 0x100;
+ const int WeightPassedPawnsEndgameInternal = 0x100;
+ const int WeightKingSafetyInternal = 0x100;
+
+ // Visually better to define tables constants
+ typedef Value V;
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
const Value MidgameKnightMobilityBonus[] = {
- Value(-30), Value(-20), Value(-10), Value(0), Value(10),
- Value(20), Value(25), Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7 8
+ V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
};
const Value EndgameKnightMobilityBonus[] = {
- Value(-30), Value(-20), Value(-10), Value(0), Value(10),
- Value(20), Value(25), Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7 8
+ V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
const Value MidgameBishopMobilityBonus[] = {
- Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
- Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ // 8 9 10 11 12 13 14 15
+ V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
};
const Value EndgameBishopMobilityBonus[] = {
- Value(-30), Value(-15), Value(0), Value(15), Value(30), Value(45),
- Value(58), Value(66), Value(72), Value(76), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
+ // 8 9 10 11 12 13 14 15
+ V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
const Value MidgameRookMobilityBonus[] = {
- Value(-18), Value(-12), Value(-6), Value(0), Value(6), Value(12),
- Value(16), Value(21), Value(24), Value(27), Value(28), Value(29),
- Value(30), Value(31), Value(32), Value(33)
+ // 0 1 2 3 4 5 6 7
+ V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21),
+ // 8 9 10 11 12 13 14 15
+ V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
};
const Value EndgameRookMobilityBonus[] = {
- Value(-30), Value(-18), Value(-6), Value(6), Value(18), Value(30),
- Value(42), Value(54), Value(66), Value(74), Value(78), Value(80),
- Value(81), Value(82), Value(83), Value(83)
+ // 0 1 2 3 4 5 6 7
+ V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
+ // 8 9 10 11 12 13 14 15
+ V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Value MidgameQueenMobilityBonus[] = {
- Value(-10), Value(-8), Value(-6), Value(-4), Value(-2), Value(0), Value(2),
- Value(4), Value(6), Value(8), Value(10), Value(12), Value(13), Value(14),
- Value(15), Value(16), Value(16), Value(16), Value(16), Value(16),
- Value(16), Value(16), Value(16), Value(16), Value(16), Value(16),
- Value(16), Value(16), Value(16), Value(16), Value(16), Value(16)
+ // 0 1 2 3 4 5 6 7
+ V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4),
+ // 8 9 10 11 12 13 14 15
+ V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16),
+ // 16 17 18 19 20 21 22 23
+ V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16),
+ // 24 25 26 27 28 29 30 31
+ V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16)
};
const Value EndgameQueenMobilityBonus[] = {
- Value(-20), Value(-15), Value(-10), Value(-5), Value(0), Value(5),
- Value(10), Value(15), Value(19), Value(23), Value(27), Value(29),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30), Value(30), Value(30), Value(30), Value(30),
- Value(30), Value(30)
+ // 0 1 2 3 4 5 6 7
+ V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15),
+ // 8 9 10 11 12 13 14 15
+ V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30),
+ // 16 17 18 19 20 21 22 23
+ V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30),
+ // 24 25 26 27 28 29 30 31
+ V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30)
};
-
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
const Value KnightOutpostBonus[64] = {
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(5),Value(10),Value(10),Value(5),Value(0),Value(0),
- Value(0),Value(5),Value(20),Value(30),Value(30),Value(20),Value(5),Value(0),
- Value(0),Value(10),Value(30),Value(40),Value(40),Value(30),Value(10),Value(0),
- Value(0),Value(5),Value(20),Value(20),Value(20),Value(20),Value(5),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
+ // A B C D E F G H
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
+ V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3
+ V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4
+ V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5
+ V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
const Value BishopOutpostBonus[64] = {
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(5),Value(5),Value(5),Value(5),Value(0),Value(0),
- Value(0),Value(5),Value(10),Value(10),Value(10),Value(10),Value(5),Value(0),
- Value(0),Value(10),Value(20),Value(20),Value(20),Value(20),Value(10),Value(0),
- Value(0),Value(5),Value(8),Value(8),Value(8),Value(8),Value(5),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),
- Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0),Value(0)
+ // A B C D E F G H
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
+ V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
+ V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
+ V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5
+ V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
};
// Bonus for unstoppable passed pawns:
const Value UnstoppablePawnValue = Value(0x500);
// Rooks and queens on the 7th rank:
- const Value MidgameRookOn7thBonus = Value(50);
- const Value EndgameRookOn7thBonus = Value(100);
+ const Value MidgameRookOn7thBonus = Value(50);
+ const Value EndgameRookOn7thBonus = Value(100);
const Value MidgameQueenOn7thBonus = Value(25);
const Value EndgameQueenOn7thBonus = Value(50);
// Rooks on open files:
- const Value RookOpenFileBonus = Value(40);
+ const Value RookOpenFileBonus = Value(40);
const Value RookHalfOpenFileBonus = Value(20);
// Penalty for rooks trapped inside a friendly king which has lost the
((1ULL << SQ_A1) | (1ULL << SQ_H1)),
((1ULL << SQ_A8) | (1ULL << SQ_H8))
};
-
/// King safety constants and variables. The king safety scores are taken
/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
/// as an index to SafetyTable[].
// Attack weights for each piece type.
- const int QueenAttackWeight = 5;
- const int RookAttackWeight = 3;
+ const int QueenAttackWeight = 5;
+ const int RookAttackWeight = 3;
const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2;
// Bonuses for safe checks for each piece type.
int QueenContactCheckBonus = 4;
- int RookContactCheckBonus = 2;
- int QueenCheckBonus = 2;
- int RookCheckBonus = 1;
- int BishopCheckBonus = 1;
- int KnightCheckBonus = 1;
- int DiscoveredCheckBonus = 3;
+ int RookContactCheckBonus = 2;
+ int QueenCheckBonus = 2;
+ int RookCheckBonus = 1;
+ int BishopCheckBonus = 1;
+ int KnightCheckBonus = 1;
+ int DiscoveredCheckBonus = 3;
// Scan for queen contact mates?
const bool QueenContactMates = true;
// InitKingDanger[] contains bonuses based on the position of the defending
// king.
const int InitKingDanger[64] = {
- 2, 0, 2, 5, 5, 2, 0, 2,
- 2, 2, 4, 8, 8, 4, 2, 2,
- 7, 10, 12, 12, 12, 12, 10, 7,
+ 2, 0, 2, 5, 5, 2, 0, 2,
+ 2, 2, 4, 8, 8, 4, 2, 2,
+ 7, 10, 12, 12, 12, 12, 10, 7,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
15, 15, 15, 15, 15, 15, 15, 15,
+ 15, 15, 15, 15, 15, 15, 15, 15
};
// SafetyTable[] contains the actual king safety scores. It is initialized
// in init_safety().
Value SafetyTable[100];
-
// Pawn and material hash tables, indexed by the current thread id:
PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};