void init_attack_tables(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
void evaluate_king(const Position& pos, EvalInfo& ei);
Value do_evaluate(const Position& pos, EvalInfo& ei) {
ScaleFactor factor[2];
+ Score mobility;
assert(pos.is_ok());
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
memset(&ei, 0, sizeof(EvalInfo));
// Initialize by reading the incrementally updated scores included in the
- // position object (material + piece square tables)
+ // position object (material + piece square tables).
ei.value = pos.value();
// Probe the material hash table
ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
- // configuration, call it and return
+ // configuration, call it and return.
if (ei.mi->specialized_eval_exists())
return ei.mi->evaluate(pos);
init_attack_tables<WHITE, HasPopCnt>(pos, ei);
init_attack_tables<BLACK, HasPopCnt>(pos, ei);
- // Evaluate pieces
- evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
- evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ // Evaluate pieces and mobility
+ mobility = evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei)
+ - evaluate_pieces_of_color<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(mobility, Weights[Mobility]);
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
}
}
- // Mobility
- ei.value += apply_weight(ei.mobility, Weights[Mobility]);
-
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool HasPopCnt>
- void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) {
Bitboard b;
Square s, ksq;
int mob;
File f;
+ Score mobility = SCORE_ZERO;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & no_mob_area)
: count_1s<HasPopCnt>(b & no_mob_area));
- ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
+ mobility += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
}
}
}
+ return mobility;
}
// pieces of a given color.
template<Color Us, bool HasPopCnt>
- void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score mobility = SCORE_ZERO;
+
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
- evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
- evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<KNIGHT, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<BISHOP, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<ROOK, Us, HasPopCnt>(pos, ei, no_mob_area);
+ mobility += evaluate_pieces<QUEEN, Us, HasPopCnt>(pos, ei, no_mob_area);
// Sum up all attacked squares
ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ return mobility;
}