template<Color Us> void initialize();
template<Color Us> Score evaluate_king();
template<Color Us> Score evaluate_threats();
- template<Color Us> Score evaluate_passer_pawns();
+ template<Color Us> Score evaluate_passed_pawns();
template<Color Us> Score evaluate_space();
template<Color Us, PieceType Pt> Score evaluate_pieces();
ScaleFactor evaluate_scale_factor(Value eg);
: ~Bitboard(0) ^ Rank1BB ^ Rank2BB ^ Rank3BB);
const Square ksq = pos.square<KING>(Us);
- Bitboard undefended, b, b1, b2, safe, other;
+ Bitboard kingOnlyDefended, b, b1, b2, safe, other;
int kingDanger;
// King shelter and enemy pawns storm
if (kingAttackersCount[Them] > (1 - pos.count<QUEEN>(Them)))
{
// Find the attacked squares which are defended only by our king...
- undefended = attackedBy[Them][ALL_PIECES]
- & attackedBy[Us][KING]
- & ~attackedBy2[Us];
+ kingOnlyDefended = attackedBy[Them][ALL_PIECES]
+ & attackedBy[Us][KING]
+ & ~attackedBy2[Us];
// ... and those which are not defended at all in the larger king ring
b = attackedBy[Them][ALL_PIECES] & ~attackedBy[Us][ALL_PIECES]
// Initialize the 'kingDanger' variable, which will be transformed
// later into a king danger score. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
- // attacked and undefended squares around our king and the quality of
- // the pawn shelter (current 'score' value).
+ // attacked and weak squares around our king, the absence of queen and
+ // the quality of the pawn shelter (current 'score' value).
kingDanger = kingAttackersCount[Them] * kingAttackersWeight[Them]
+ 102 * kingAdjacentZoneAttacksCount[Them]
- + 201 * popcount(undefended)
+ + 201 * popcount(kingOnlyDefended)
+ 143 * (popcount(b) + !!pos.pinned_pieces(Us))
- 848 * !pos.count<QUEEN>(Them)
- 9 * mg_value(score) / 8
// Analyse the safe enemy's checks which are possible on next move
safe = ~pos.pieces(Them);
- safe &= ~attackedBy[Us][ALL_PIECES] | (undefended & attackedBy2[Them]);
+ safe &= ~attackedBy[Us][ALL_PIECES] | (kingOnlyDefended & attackedBy2[Them]);
b1 = pos.attacks_from< ROOK>(ksq);
b2 = pos.attacks_from<BISHOP>(ksq);
const Square Up = (Us == WHITE ? NORTH : SOUTH);
const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
- const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
Bitboard b, weak, defended, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
score += ThreatByKing[more_than_one(b)];
}
- // Bonus if some pawns can safely push and attack an enemy piece
- b = pos.pieces(Us, PAWN) & ~TRank7BB;
- b = shift<Up>(b | (shift<Up>(b & TRank2BB) & ~pos.pieces()));
+ // 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();
- b &= ~pos.pieces()
- & ~attackedBy[Them][PAWN]
+ // Keep only the squares which are not completely unsafe
+ b &= ~attackedBy[Them][PAWN]
& (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
+ // Add a bonus for each new pawn threats from those squares
b = (shift<Left>(b) | shift<Right>(b))
& pos.pieces(Them)
& ~attackedBy[Us][PAWN];
}
- // evaluate_passer_pawns() evaluates the passed pawns and candidate passed
+ // evaluate_passed_pawns() evaluates the passed pawns and candidate passed
// pawns of the given color.
template<Tracing T> template<Color Us>
- Score Evaluation<T>::evaluate_passer_pawns() {
+ Score Evaluation<T>::evaluate_passed_pawns() {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
Score score = SCORE_ZERO;
{
Square s = pop_lsb(&b);
- assert(!(pos.pieces(Them, PAWN) & forward_bb(Us, s + pawn_push(Us))));
+ assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
- bb = forward_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
+ bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
score -= HinderPassedPawn * popcount(bb);
int r = relative_rank(Us, s) - RANK_2;
if (rr)
{
- Square blockSq = s + pawn_push(Us);
+ Square blockSq = s + Up;
// Adjust bonus based on the king's proximity
ebonus += distance(pos.square<KING>(Them), blockSq) * 5 * rr
// If blockSq is not the queening square then consider also a second push
if (relative_rank(Us, blockSq) != RANK_8)
- ebonus -= distance(pos.square<KING>(Us), blockSq + pawn_push(Us)) * rr;
+ ebonus -= distance(pos.square<KING>(Us), blockSq + Up) * rr;
// If the pawn is free to advance, then increase the bonus
if (pos.empty(blockSq))
// If there is a rook or queen attacking/defending the pawn from behind,
// consider all the squaresToQueen. Otherwise consider only the squares
// in the pawn's path attacked or occupied by the enemy.
- defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s);
+ defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
- bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
+ bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
if (!(pos.pieces(Us) & bb))
defendedSquares &= attackedBy[Us][ALL_PIECES];
// Scale down bonus for candidate passers which need more than one
// pawn push to become passed or have a pawn in front of them.
- if (!pos.pawn_passed(Us, s + pawn_push(Us)) || (pos.pieces(PAWN) & forward_bb(Us, s)))
+ if (!pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
mbonus /= 2, ebonus /= 2;
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
score += evaluate_threats<WHITE>()
- evaluate_threats<BLACK>();
- score += evaluate_passer_pawns<WHITE>()
- - evaluate_passer_pawns<BLACK>();
+ score += evaluate_passed_pawns<WHITE>()
+ - evaluate_passed_pawns<BLACK>();
if (pos.non_pawn_material() >= SpaceThreshold)
score += evaluate_space<WHITE>()