/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008 Marco Costalba
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
- Glaurung is distributed in the hope that it will be useful,
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
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.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides
- ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
- ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
+ ei.attackedBy[WHITE][KING] = pos.piece_attacks<KING>(pos.king_square(WHITE));
+ ei.attackedBy[BLACK][KING] = pos.piece_attacks<KING>(pos.king_square(BLACK));
ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
for (Color c = WHITE; c <= BLACK; c++)
{
// Knights
- for (int i = 0; i < pos.knight_count(c); i++)
- evaluate_knight(pos, pos.knight_list(c, i), c, ei);
+ for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
+ evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
// Bishops
- for (int i = 0; i < pos.bishop_count(c); i++)
- evaluate_bishop(pos, pos.bishop_list(c, i), c, ei);
+ for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
+ evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
// Rooks
- for (int i = 0; i < pos.rook_count(c); i++)
- evaluate_rook(pos, pos.rook_list(c, i), c, ei);
+ for (int i = 0; i < pos.piece_count(c, ROOK); i++)
+ evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
// Queens
- for(int i = 0; i < pos.queen_count(c); i++)
- evaluate_queen(pos, pos.queen_list(c, i), c, ei);
+ for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
+ evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei);
// Special pattern: trapped bishops on a7/h7/a2/h2
Bitboard b = pos.bishops(c) & MaskA7H7[c];
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))
{
// Check for KBP vs KB with only a single pawn that is almost
// certainly a draw or at least two pawns.
- bool one_pawn = (pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1);
+ bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
}
else
/// 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];
}
}
WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ WeightSpace = weight_option("Space", WeightSpaceInternal);
init_safety();
}
// 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);
}
// Mobility
if (v && (p.pawn_attacks(them, s) & p.pawns(us)))
{
bonus += v / 2;
- if ( p.knight_count(them) == 0
+ if ( p.piece_count(them, KNIGHT) == 0
&& (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
bonus += v;
}
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
- Bitboard b = p.knight_attacks(s);
+ Bitboard b = p.piece_attacks<KNIGHT>(s);
ei.attackedBy[us][KNIGHT] |= b;
// King attack, mobility and outposts
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;
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
- Bitboard b = p.queen_attacks(s);
+ Bitboard b = p.piece_attacks<QUEEN>(s);
ei.attackedBy[us][QUEEN] |= b;
// King attack and mobility
}
}
+ inline Bitboard shiftRowsDown(const Bitboard& b, int num) {
+
+ return b >> (num << 3);
+ }
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
int shelter = 0, sign = Sign[us];
- // King shelter.
- if(relative_rank(us, s) <= RANK_4) {
- Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s);
- Rank r = square_rank(s);
- for(int i = 0; i < 3; i++)
- shelter += count_1s_8bit(pawns >> ((r+(i+1)*sign) * 8)) * (64>>i);
- ei.mgValue += sign * Value(shelter);
+ // King shelter
+ if (relative_rank(us, s) <= RANK_4)
+ {
+ Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s);
+ Rank r = square_rank(s);
+ for (int i = 1; i < 4; i++)
+ shelter += count_1s_8bit(shiftRowsDown(pawns, r+i*sign)) * (128>>i);
+
+ ei.mgValue += sign * Value(shelter);
}
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
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]) {
+ if ( p.piece_count(them, QUEEN) >= 1
+ && ei.kingAttackersCount[them] >= 2
+ && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
+ && ei.kingAdjacentZoneAttacksCount[them])
+ {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// Find the attacked squares around the king which has no defenders
- // apart from the king itself:
+ // apart from the king itself
Bitboard undefended =
- ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
- & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
- & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
- & ei.attacked_by(us, KING);
+ ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
+ & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
+ & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
+ & ei.attacked_by(us, KING);
+
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.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
- + InitKingDanger[relative_square(us, s)] - shelter / 32;
+ Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ + InitKingDanger[relative_square(us, s)] - (shelter >> 5);
- // Analyse safe queen contact checks:
+ // Analyse safe queen contact checks
b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
- if(b) {
+ if (b)
+ {
Bitboard attackedByOthers =
- ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
- | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
+ ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
+ | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
+
b &= attackedByOthers;
- if(b) {
+ if (b)
+ {
// The bitboard b now contains the squares available for safe queen
// contact checks.
int count = count_1s_max_15(b);
- attackUnits += QueenContactCheckBonus * count * (sente? 2 : 1);
+ attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
// Is there a mate threat?
- if(QueenContactMates && !p.is_check()) {
+ if (QueenContactMates && !p.is_check())
+ {
Bitboard escapeSquares =
- p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
- while(b) {
- Square from, to = pop_1st_bit(&b);
- if(!(escapeSquares
- & ~queen_attacks_bb(to, occ & clear_mask_bb(s)))) {
- // We have a mate, unless the queen is pinned or there
- // is an X-ray attack through the queen.
- for(int i = 0; i < p.queen_count(them); i++) {
- from = p.queen_list(them, i);
- if(bit_is_set(p.queen_attacks(from), to)
- && !bit_is_set(p.pinned_pieces(them), from)
- && !(rook_attacks_bb(to, occ & clear_mask_bb(from))
- & p.rooks_and_queens(us))
- && !(rook_attacks_bb(to, occ & clear_mask_bb(from))
- & p.rooks_and_queens(us)))
- ei.mateThreat[them] = make_move(from, to);
+ p.piece_attacks<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
+
+ while (b)
+ {
+ Square from, to = pop_1st_bit(&b);
+ if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ {
+ // We have a mate, unless the queen is pinned or there
+ // is an X-ray attack through the queen.
+ for (int i = 0; i < p.piece_count(them, QUEEN); i++)
+ {
+ from = p.piece_list(them, QUEEN, i);
+ if ( bit_is_set(p.piece_attacks<QUEEN>(from), to)
+ && !bit_is_set(p.pinned_pieces(them), from)
+ && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us))
+ && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)))
+
+ ei.mateThreat[them] = make_move(from, to);
+ }
}
- }
}
}
}
}
- // 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:
- if(QueenCheckBonus > 0 || RookCheckBonus > 0) {
- b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ // Analyse safe distance checks
+ if (QueenCheckBonus > 0 || RookCheckBonus > 0)
+ {
+ b = p.piece_attacks<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
- // Queen checks
- b2 = b & ei.attacked_by(them, QUEEN);
- if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
+ // Queen checks
+ b2 = b & ei.attacked_by(them, QUEEN);
+ if( b2)
+ attackUnits += QueenCheckBonus * count_1s_max_15(b2);
- // Rook checks
- b2 = b & ei.attacked_by(them, ROOK);
- if(b2) attackUnits += RookCheckBonus * count_1s_max_15(b2);
+ // Rook checks
+ b2 = b & ei.attacked_by(them, ROOK);
+ if (b2)
+ attackUnits += RookCheckBonus * count_1s_max_15(b2);
}
- if(QueenCheckBonus > 0 || BishopCheckBonus > 0) {
- b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
- // Queen checks
- b2 = b & ei.attacked_by(them, QUEEN);
- if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
-
- // Bishop checks
- b2 = b & ei.attacked_by(them, BISHOP);
- if(b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2);
+ if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
+ {
+ b = p.piece_attacks<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+
+ // Queen checks
+ b2 = b & ei.attacked_by(them, QUEEN);
+ if (b2)
+ attackUnits += QueenCheckBonus * count_1s_max_15(b2);
+
+ // Bishop checks
+ b2 = b & ei.attacked_by(them, BISHOP);
+ if (b2)
+ attackUnits += BishopCheckBonus * count_1s_max_15(b2);
}
- if(KnightCheckBonus > 0) {
- b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
- // Knight checks
- b2 = b & ei.attacked_by(them, KNIGHT);
- if(b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2);
+ if (KnightCheckBonus > 0)
+ {
+ b = p.piece_attacks<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+
+ // Knight checks
+ b2 = b & ei.attacked_by(them, KNIGHT);
+ if (b2)
+ attackUnits += KnightCheckBonus * count_1s_max_15(b2);
}
// Analyse discovered checks (only for non-pawns right now, consider
// adding pawns later).
- if(DiscoveredCheckBonus) {
+ if (DiscoveredCheckBonus)
+ {
b = p.discovered_check_candidates(them) & ~p.pawns();
- if(b)
- attackUnits +=
- DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
+ if (b)
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
}
// Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
- if(ei.mateThreat[them] != MOVE_NONE)
- attackUnits += MateThreatBonus;
+ if (ei.mateThreat[them] != MOVE_NONE)
+ attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
// out of bounds errors:
- if(attackUnits < 0) attackUnits = 0;
- if(attackUnits >= 100) attackUnits = 99;
+ if (attackUnits < 0)
+ attackUnits = 0;
+
+ if (attackUnits >= 100)
+ attackUnits = 99;
// Finally, extract the king safety score from the SafetyTable[] array.
// Add the score to the evaluation, and also to ei.futilityMargin. The
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]);
+
ei.mgValue -= sign * v;
- if(us == p.side_to_move())
- ei.futilityMargin += v;
+
+ if (us == p.side_to_move())
+ ei.futilityMargin += v;
}
}
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?
// value if the other side has a rook or queen.
if(square_file(s) == FILE_A || square_file(s) == FILE_H) {
if(pos.non_pawn_material(them) == KnightValueMidgame
- && pos.knight_count(them) == 1)
+ && pos.piece_count(them, KNIGHT) == 1)
ebonus += ebonus / 4;
else if(pos.rooks_and_queens(them))
ebonus -= ebonus / 4;
}
- // 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.
ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]);
- // Linearized sigmoid interpolator
- int sph = int(ph);
- sph -= (64 - sph) / 4;
- sph = Min(PHASE_MIDGAME, Max(PHASE_ENDGAME, sph));
-
- Value result = Value(int((mv * sph + ev * (128 - sph)) / 128));
-
+ Value result = Value(int((mv * ph + ev * (128 - ph)) / 128));
return Value(int(result) & ~(GrainSize - 1));
}
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");