const int GrainSize = 8;
// Evaluation weights, initialized from UCI options
- enum { Mobility, PawnStructure, PassedPawns, Space, KingSafetyUs, KingSafetyThem };
+ enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
Score Weights[6];
typedef Value V;
(1ULL<<SQ_C5) | (1ULL<<SQ_D5) | (1ULL<<SQ_E5) | (1ULL<<SQ_F5)
};
- /// King safety constants and variables. The king safety scores are taken
- /// from the array SafetyTable[]. Various little "meta-bonuses" measuring
- /// the strength of the attack are added up into an integer, which is used
- /// as an index to SafetyTable[].
+ /// King danger constants and variables. The king danger scores are taken
+ /// from the KingDangerTable[]. Various little "meta-bonuses" measuring
+ /// the strength of the enemy attack are added up into an integer, which
+ /// is used as an index to KingDangerTable[].
// Attack weights for each piece type and table indexed on piece type
const int QueenAttackWeight = 5;
15, 15, 15, 15, 15, 15, 15, 15
};
- // SafetyTable[color][] contains the actual king safety weighted scores
- Score SafetyTable[2][128];
+ // KingDangerTable[color][] contains the actual king danger weighted scores
+ Score KingDangerTable[2][128];
// Pawn and material hash tables, indexed by the current thread id.
// Note that they will be initialized at 0 being global variables.
void read_weights(Color us) {
- // King safety is asymmetrical. Our king safety is controled by "Cowardice"
- // UCI parameter, instead the opponent one by "Aggressiveness".
- const int kingSafetyUs = (us == WHITE ? KingSafetyUs : KingSafetyThem);
- const int kingSafetyThem = (us == WHITE ? KingSafetyThem : KingSafetyUs);
+ // King safety is asymmetrical. Our king danger level is weighted by
+ // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
+ const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem);
+ const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
- Weights[kingSafetyUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingSafetyUs]);
- Weights[kingSafetyThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingSafetyThem]);
+ Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
+ Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
// If running in analysis mode, make sure we use symmetrical king safety. We do this
- // by replacing both Weights[kingSafetyUs] and Weights[kingSafetyThem] by their average.
+ // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
if (get_option_value_bool("UCI_AnalyseMode"))
- Weights[kingSafetyUs] = Weights[kingSafetyThem] = (Weights[kingSafetyUs] + Weights[kingSafetyThem]) / 2;
+ Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
init_safety();
}
| ei.attacked_by(Us, QUEEN));
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial value is based on the
- // number and types of the attacking pieces, the number of attacked and
- // undefended squares around the king, the square of the king, and the
- // quality of the pawn shelter.
+ // index to the KingDangerTable[] array. The initial value is based on
+ // the number and types of the enemy's attacking pieces, the number of
+ // attacked and undefended squares around our king, the square of the
+ // king, and the quality of the pawn shelter.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, s)]
// out of bounds errors.
attackUnits = Min(99, Max(0, attackUnits));
- // Finally, extract the king safety score from the SafetyTable[] array.
+ // Finally, extract the king danger score from the KingDangerTable[] array.
// Subtract the score from evaluation, and set ei.futilityMargin[].
- // The reason for storing the king safety score to futility margin
- // is that the king safety scores can sometimes be very big, and that
+ // The reason for storing the king danger score to futility margin
+ // is that the king danger scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- ei.value -= Sign[Us] * SafetyTable[Us][attackUnits];
- ei.futilityMargin[Us] = mg_value(SafetyTable[Us][attackUnits]);
+ ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
+ ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
}
}
t[i] = Value(peak);
}
- // Then apply the weights and get the final SafetyTable[] array
+ // Then apply the weights and get the final KingDangerTable[] array
for (Color c = WHITE; c <= BLACK; c++)
for (int i = 0; i < 100; i++)
- SafetyTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingSafetyUs + c]);
+ KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
}
}