#include "evaluate.h"
#include "material.h"
#include "pawns.h"
-
-std::atomic<Score> Eval::Contempt;
+#include "thread.h"
namespace Trace {
constexpr Score KnightOnQueen = S( 21, 11);
constexpr Score LongDiagonalBishop = S( 22, 0);
constexpr Score MinorBehindPawn = S( 16, 0);
+ constexpr Score Overload = S( 10, 5);
constexpr Score PawnlessFlank = S( 20, 80);
constexpr Score RookOnPawn = S( 8, 24);
constexpr Score SliderOnQueen = S( 42, 21);
if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
kingRing[Us] |= shift<Up>(kingRing[Us]);
+ if (file_of(pos.square<KING>(Us)) == FILE_H)
+ kingRing[Us] |= shift<WEST>(kingRing[Us]);
+
+ else if (file_of(pos.square<KING>(Us)) == FILE_A)
+ kingRing[Us] |= shift<EAST>(kingRing[Us]);
+
kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
}
Bitboard b, bb;
Square s;
Score score = SCORE_ZERO;
+ int mob;
attackedBy[Us][Pt] = 0;
kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
}
- int mob = popcount(b & mobilityArea[Us]);
+ mob = (Pt == KNIGHT || Pt == BISHOP) ? popcount(b & mobilityArea[Us] & ~pos.pieces(Us, QUEEN))
+ : popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt - 2][mob];
if (Pt == ROOK)
{
- // Bonus for aligning rook with with enemy pawns on the same rank/file
+ // Bonus for aligning rook with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
- : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
+ : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned;
Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
- // Non-pawn enemies attacked by a pawn
+ // Non-pawn enemies
nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
- weak = nonPawnEnemies & attackedBy[Us][PAWN];
-
- if (weak)
- {
- // Our safe or protected pawns
- b = pos.pieces(Us, PAWN)
- & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
-
- safeThreats = pawn_attacks_bb<Us>(b) & weak;
- score += ThreatBySafePawn * popcount(safeThreats);
- }
// Squares strongly protected by the enemy, either because they defend the
// square with a pawn, or because they defend the square twice and we don't.
score += ThreatByRank * (int)relative_rank(Them, s);
}
- score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
-
b = weak & attackedBy[Us][KING];
if (b)
score += ThreatByKing[more_than_one(b)];
+
+ score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
+
+ // Bonus for overload (non-pawn enemies attacked and defended exactly once)
+ b = nonPawnEnemies
+ & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us]
+ & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
+ score += Overload * popcount(b);
}
// Bonus for enemy unopposed weak pawns
if (pos.pieces(Us, ROOK, QUEEN))
score += WeakUnopposedPawn * pe->weak_unopposed(Them);
+ // Our safe or protected pawns
+ b = pos.pieces(Us, PAWN)
+ & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
+
+ safeThreats = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
+ score += ThreatBySafePawn * popcount(safeThreats);
+
// Find squares where our pawns can push on the next move
b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
}
else if (pos.pieces(Us) & blockSq)
bonus += make_score(w + r * 2, w + r * 2);
- } // rr != 0
+ } // w != 0
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed or have a pawn in front of them.
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask
& ~pos.pieces(Us, PAWN)
- & ~attackedBy[Them][PAWN]
- & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
+ & ~attackedBy[Them][PAWN];
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(Us, PAWN);
{
if (pos.opposite_bishops())
{
- // Endgame with opposite-colored bishops and no other pieces (ignoring pawns)
- // is almost a draw, in case of KBP vs KB, it is even more a draw.
+ // Endgame with opposite-colored bishops and no other pieces is almost a draw
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
- sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9;
+ sf = 31;
// Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops.
// Initialize score by reading the incrementally updated scores included in
// the position object (material + piece square tables) and the material
// imbalance. Score is computed internally from the white point of view.
- Score score = pos.psq_score() + me->imbalance() + Eval::Contempt;
+ Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt;
// Probe the pawn hash table
pe = Pawns::probe(pos);
std::memset(scores, 0, sizeof(scores));
- Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt
+ pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
Value v = Evaluation<TRACE>(pos).value();