There are subtle differences in the king evaluation
that should be clear to avoid misunderstandings.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
- for(int i = 0; i < THREAD_MAX; i++) {
- delete PawnTable[i];
- delete MaterialTable[i];
+
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ delete PawnTable[i];
+ delete MaterialTable[i];
// King attack
if (b & ei.kingZone[us])
{
// King attack
if (b & ei.kingZone[us])
{
- ei.kingAttackersCount[us]++;
- ei.kingAttackersWeight[us] += AttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if (bb)
- ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
+ Bitboard bb = (b & ei.attackedBy[them][KING]);
+ if (bb)
+ ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.kingZoneAttacksCount[them]) {
+ && ei.kingAdjacentZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
- + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:
// f7, g7, h7, f6, g6 and h6.
Bitboard kingZone[2];
// f7, g7, h7, f6, g6 and h6.
Bitboard kingZone[2];
- // kingAttackersCount[color] is the number of pieces of the given color which
- // attack a square adjacent to the enemy king.
+ // kingAttackersCount[color] is the number of pieces of the given color
+ // which attack a square in the kingZone of the enemy king.
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
- // given color which attack a square adjacent to the enemy king. The weights
- // of the individual piece types are given by the variables QueenAttackWeight,
- // RookAttackWeight, BishopAttackWeight and KnightAttackWeight in evaluate.cpp
+ // given color which attack a square in the kingZone of the enemy king. The
+ // weights of the individual piece types are given by the variables
+ // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
+ // KnightAttackWeight in evaluate.cpp
int kingAttackersWeight[2];
int kingAttackersWeight[2];
- // kingZoneAttacksCount[color] is the number of attacks to squares directly
- // adjacent to the king of the given color. Pieces which attack more
- // than one square are counted multiple times. For instance, if black's
+ // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
+ // directly adjacent to the king of the given color. Pieces which attack
+ // more than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// king is on g8 and there's a white knight on g5, this knight adds
- // 2 to kingZoneAttacksCount[BLACK].
- int kingZoneAttacksCount[2];
+ // 2 to kingAdjacentZoneAttacksCount[BLACK].
+ int kingAdjacentZoneAttacksCount[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];