// piece type attacks which one.
const Score ThreatBonus[8][8] = {
{}, {},
- { S(0, 0), S(18,37), S( 0, 0), S(37,47), S(55,97), S(55,97) }, // KNIGHT
- { S(0, 0), S(18,37), S(37,47), S( 0, 0), S(55,97), S(55,97) }, // BISHOP
- { S(0, 0), S( 9,27), S(27,47), S(27,47), S( 0, 0), S(37,47) }, // ROOK
- { S(0, 0), S(27,37), S(27,37), S(27,37), S(27,37), S( 0, 0) } // QUEEN
+ { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
+ { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
+ { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
+ { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID);
+ template<Color Us, bool HasPopCnt>
+ void init_attack_tables(const Position& pos, EvalInfo& ei);
+
template<Color Us, bool HasPopCnt>
void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei);
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
- Bitboard b;
ScaleFactor factor[2];
assert(pos.is_ok());
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
- // Initialize king attack bitboards and king attack zones for both sides
- ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
- ei.attackedBy[BLACK][KING] = pos.attacks_from<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);
-
- // Initialize pawn attack bitboards for both sides
- ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE);
- b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
- if (b)
- ei.kingAttackersCount[WHITE] = count_1s_max_15<HasPopCnt>(b)/2;
-
- ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK);
- b = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
- if (b)
- ei.kingAttackersCount[BLACK] = count_1s_max_15<HasPopCnt>(b)/2;
+ // Initialize attack bitboards with pawns evaluation
+ init_attack_tables<WHITE, HasPopCnt>(pos, ei);
+ init_attack_tables<BLACK, HasPopCnt>(pos, ei);
// Evaluate pieces
evaluate_pieces_of_color<WHITE, HasPopCnt>(pos, ei);
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
{
- // Pawn storms in positions with opposite castling
- if ( square_file(pos.king_square(WHITE)) >= FILE_E
- && square_file(pos.king_square(BLACK)) <= FILE_D)
+ // Pawn storms in positions with opposite castling
+ if ( square_file(pos.king_square(WHITE)) >= FILE_E
+ && square_file(pos.king_square(BLACK)) <= FILE_D)
- ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0);
- else if ( square_file(pos.king_square(WHITE)) <= FILE_D
- && square_file(pos.king_square(BLACK)) >= FILE_E)
+ else if ( square_file(pos.king_square(WHITE)) <= FILE_D
+ && square_file(pos.king_square(BLACK)) >= FILE_E)
- ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
+ ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0);
- // Evaluate space for both sides
- if (ei.mi->space_weight() > 0)
- {
- evaluate_space<WHITE, HasPopCnt>(pos, ei);
- evaluate_space<BLACK, HasPopCnt>(pos, ei);
- }
+ // Evaluate space for both sides
+ if (ei.mi->space_weight() > 0)
+ {
+ evaluate_space<WHITE, HasPopCnt>(pos, ei);
+ evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ }
}
// Mobility
namespace {
+ // init_king_tables() initializes king bitboards for both sides adding
+ // pawn attacks. To be done before other evaluations.
+
+ template<Color Us, bool HasPopCnt>
+ void init_attack_tables(const Position& pos, EvalInfo& ei) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
+ ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
+ ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
+ b &= ei.attackedBy[Us][PAWN];
+ if (b)
+ ei.kingAttackersCount[Us] = count_1s_max_15<HasPopCnt>(b) / 2;
+ }
+
+
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece];
// Bishop and knight outposts squares
- if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
+ if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
evaluate_outposts<Piece, Us>(pos, ei, s);
// Special patterns: trapped bishops on a7/h7/a2/h2
if (b)
attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
- // Analyse enemy's discovered checks (only for non-pawns right now,
- // consider adding pawns later).
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
-
// To index KingDangerTable[] attackUnits must be in [0, 99] range
attackUnits = Min(99, Max(0, attackUnits));
{
Square s = pop_1st_bit(&b);
- assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
assert(pos.pawn_is_passed(Us, s));
int r = int(relative_rank(Us, s) - RANK_2);
- int tr = Max(0, r * (r - 1));
+ int tr = r * (r - 1);
// Base bonus based on rank
Value mbonus = Value(20 * tr);
squaresToQueen = squares_in_front_of(Us, s);
defendedSquares = squaresToQueen & ei.attacked_by(Us);
- // There are no enemy pawns in the pawn's path
- assert(!(squaresToQueen & pos.pieces(PAWN, Them)));
-
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
Square s = pop_1st_bit(&b);
Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
int d = square_distance(s, queeningSquare)
+ - (relative_rank(c, s) == RANK_2) // Double pawn push
- square_distance(pos.king_square(opposite_color(c)), queeningSquare)
+ int(c != pos.side_to_move());
void init_safety() {
- int maxSlope = 30;
- int peak = 0x500;
- double a = 0.4;
- double b = 0.0;
+ const Value MaxSlope = Value(30);
+ const Value Peak = Value(1280);
Value t[100];
// First setup the base table
for (int i = 0; i < 100; i++)
{
- if (i < b)
- t[i] = Value(0);
- else
- t[i] = Value((int)(a * (i - b) * (i - b)));
- }
+ t[i] = Value(int(0.4 * i * i));
- for (int i = 1; i < 100; i++)
- {
- if (t[i] - t[i - 1] > maxSlope)
- t[i] = t[i - 1] + Value(maxSlope);
+ if (i > 0)
+ t[i] = Min(t[i], t[i - 1] + MaxSlope);
- if (t[i] > Value(peak))
- t[i] = Value(peak);
+ t[i] = Min(t[i], Peak);
}
// Then apply the weights and get the final KingDangerTable[] array