int WeightPassedPawnsMidgame = 0x100;
int WeightPassedPawnsEndgame = 0x100;
int WeightKingSafety[2] = { 0x100, 0x100 };
+ int WeightSpace;
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
const int WeightPawnStructureEndgameInternal = 0x100;
const int WeightPassedPawnsMidgameInternal = 0x100;
const int WeightPassedPawnsEndgameInternal = 0x100;
- const int WeightKingSafetyInternal = 0x100;
- const int WeightKingOppSafetyInternal = 0x100;
+ const int WeightKingSafetyInternal = 0x110;
+ const int WeightKingOppSafetyInternal = 0x110;
+ const int WeightSpaceInternal = 0x30;
// Visually better to define tables constants
typedef Value V;
((1ULL << SQ_A8) | (1ULL << SQ_H8))
};
+ // The SpaceMask[color] contains area of the board which is consdered by
+ // the space evaluation. In the middle game, each side is given a bonus
+ // based on how many squares inside this area are safe and available for
+ // friendly minor pieces.
+ const Bitboard SpaceMask[2] = {
+ (1ULL<<SQ_C2) | (1ULL<<SQ_D2) | (1ULL<<SQ_E2) | (1ULL<<SQ_F2) |
+ (1ULL<<SQ_C3) | (1ULL<<SQ_D3) | (1ULL<<SQ_E3) | (1ULL<<SQ_F3) |
+ (1ULL<<SQ_C4) | (1ULL<<SQ_D4) | (1ULL<<SQ_E4) | (1ULL<<SQ_F4),
+ (1ULL<<SQ_C7) | (1ULL<<SQ_D7) | (1ULL<<SQ_E7) | (1ULL<<SQ_F7) |
+ (1ULL<<SQ_C6) | (1ULL<<SQ_D6) | (1ULL<<SQ_E6) | (1ULL<<SQ_F6) |
+ (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
const int KnightAttackWeight = 2;
// Bonuses for safe checks for each piece type.
- int QueenContactCheckBonus = 4;
- int RookContactCheckBonus = 2;
+ int QueenContactCheckBonus = 3;
int QueenCheckBonus = 2;
int RookCheckBonus = 1;
int BishopCheckBonus = 1;
// in init_safety().
Value SafetyTable[100];
- // Pawn and material hash tables, indexed by the current thread id:
+ // 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};
- // Sizes of pawn and material hash tables:
+ // Sizes of pawn and material hash tables
const int PawnTableSize = 16384;
const int MaterialTableSize = 1024;
// Array which gives the number of nonzero bits in an 8-bit integer:
uint8_t BitCount8Bit[256];
- // Function prototypes:
+ // Function prototypes
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
+ void evaluate_space(const Position &p, Color us, EvalInfo &ei);
inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
ei.mgValue += ei.pi->kingside_storm_value(WHITE)
- ei.pi->queenside_storm_value(BLACK);
+
+ // Evaluate space for both sides
+ if (ei.mi->space_weight() > 0)
+ {
+ evaluate_space(pos, WHITE, ei);
+ evaluate_space(pos, BLACK, ei);
+ }
}
// Mobility
ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame);
// If we don't already have an unusual scale factor, check for opposite
- // colored bishop endgames, and use a lower scale for those:
+ // colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
&& ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0))
WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ WeightSpace = weight_option("Space", WeightSpaceInternal);
init_safety();
}
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
- //Bitboard b = p.rook_attacks(s);
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
ei.attackedBy[us][ROOK] |= b;
Bitboard occ = p.occupied_squares(), b, b2;
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial is based on the number
- // and types of the attacking pieces, the number of attacked and
+ // 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.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
- + InitKingDanger[relative_square(us, s)] - shelter / 32;
+ + InitKingDanger[relative_square(us, s)] - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
}
}
}
- // Analyse safe rook contact checks:
- if (RookContactCheckBonus)
- {
- b = undefended & ei.attacked_by(them, ROOK) & ~p.pieces_of_color(them);
- if (b)
- {
- Bitboard attackedByOthers =
- ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
- | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, QUEEN);
-
- b &= attackedByOthers;
- if (b)
- {
- int count = count_1s_max_15(b);
- attackUnits += (RookContactCheckBonus * count * (sente? 2 : 1));
- }
- }
- }
- // Analyse safe distance checks:
+
+ // Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
b = p.piece_attacks<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
b2 = squares_in_front_of(us, s);
b3 = b2 & ei.attacked_by(them);
b4 = b2 & ei.attacked_by(us);
+
+ // If there is an enemy rook or queen attacking the pawn from behind,
+ // add all X-ray attacks by the rook or queen.
+ if(bit_is_set(ei.attacked_by(them,ROOK)|ei.attacked_by(them,QUEEN),s)
+ && squares_behind(us, s) & pos.rooks_and_queens(them))
+ b3 = b2;
+
if((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) {
// There are no enemy pieces in the pawn's path! Are any of the
// squares in the pawn's path attacked by the enemy?
}
- // apply_weight applies an evaluation weight to a value.
+ // evaluate_space() computes the space evaluation for a given side. The
+ // space evaluation is a simple bonus based on the number of safe squares
+ // available for minor pieces on the central four files on ranks 2--4. Safe
+ // squares one, two or three squares behind a friendly pawn are counted
+ // twice. Finally, the space bonus is scaled by a weight taken from the
+ // material hash table.
+
+ void evaluate_space(const Position &pos, Color us, EvalInfo &ei) {
+
+ Color them = opposite_color(us);
+
+ // Find the safe squares for our pieces inside the area defined by
+ // SpaceMask[us]. A square is unsafe it is attacked by an enemy
+ // pawn, or if it is undefended and attacked by an enemy piece.
+
+ Bitboard safeSquares =
+ SpaceMask[us] & ~pos.pawns(us) & ~ei.attacked_by(them, PAWN)
+ & ~(~ei.attacked_by(us) & ei.attacked_by(them));
+
+ // Find all squares which are at most three squares behind some friendly
+ // pawn.
+ Bitboard behindFriendlyPawns = pos.pawns(us);
+ if(us == WHITE) {
+ behindFriendlyPawns |= (behindFriendlyPawns >> 8);
+ behindFriendlyPawns |= (behindFriendlyPawns >> 16);
+ }
+ else {
+ behindFriendlyPawns |= (behindFriendlyPawns << 8);
+ behindFriendlyPawns |= (behindFriendlyPawns << 16);
+ }
+
+ int space =
+ count_1s_max_15(safeSquares)
+ + count_1s_max_15(behindFriendlyPawns & safeSquares);
+
+ ei.mgValue += Sign[us] *
+ apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
+ }
+
+
+ // apply_weight() applies an evaluation weight to a value
inline Value apply_weight(Value v, int w) {
return (v*w) / 0x100;
}
- // scale_by_game_phase interpolates between a middle game and an endgame
+ // scale_by_game_phase() interpolates between a middle game and an endgame
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
void init_safety() {
QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
- RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
QueenCheckBonus = get_option_value_int("Queen Check Bonus");
RookCheckBonus = get_option_value_int("Rook Check Bonus");
BishopCheckBonus = get_option_value_int("Bishop Check Bonus");