#include "evaluate.h"
#include "material.h"
#include "pawns.h"
-#include "scale.h"
#include "thread.h"
#include "ucioption.h"
// Bonuses for enemy's safe checks
const int QueenContactCheckBonus = 3;
- const int DiscoveredCheckBonus = 3;
const int QueenCheckBonus = 2;
const int RookCheckBonus = 1;
const int BishopCheckBonus = 1;
void evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei);
+ int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
{
- evaluate_space<WHITE, HasPopCnt>(pos, ei);
- evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
}
}
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0))
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0))))
+ && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > VALUE_ZERO)
+ || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < VALUE_ZERO)))
{
ScaleFactor sf;
namespace {
- // init_king_tables() initializes king bitboards for both sides adding
+ // init_attack_tables() initializes king bitboards for both sides adding
// pawn attacks. To be done before other evaluations.
template<Color Us, bool HasPopCnt>
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus = make_score(0, 0);
+ Score bonus = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
// 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.
if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
- && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
+ && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
// 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.piece_count(Them, KNIGHT) <= 1)
+ if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
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
+ - int(relative_rank(c, s) == RANK_2) // Double pawn push
- square_distance(pos.king_square(opposite_color(c)), queeningSquare)
+ int(c != pos.side_to_move());
- if (d < 0)
+ // Do we protect the path to queening ?
+ bool pathDefended = (ei.attacked_by(c) & squares_in_front_of(c, s)) == squares_in_front_of(c, s);
+
+ if (d < 0 || pathDefended)
{
- int mtg = RANK_8 - relative_rank(c, s);
+ int mtg = RANK_8 - relative_rank(c, s) - int(relative_rank(c, s) == RANK_2);
int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares());
mtg += blockerCount;
d += blockerCount;
- if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg))
+ if ((d < 0 || pathDefended) && (!movesToGo[c] || movesToGo[c] > mtg))
{
movesToGo[c] = mtg;
pawnToGo[c] = s;
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table.
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei) {
+ int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
// SpaceMask[us]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
- Bitboard safeSquares = SpaceMask[Us]
- & ~pos.pieces(PAWN, Us)
- & ~ei.attacked_by(Them, PAWN)
- & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
+ Bitboard safe = SpaceMask[Us]
+ & ~pos.pieces(PAWN, 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.pieces(PAWN, Us);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16);
-
- int space = count_1s_max_15<HasPopCnt>(safeSquares)
- + count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
+ Bitboard behind = pos.pieces(PAWN, Us);
+ behind |= (Us == WHITE ? behind >> 8 : behind << 8);
+ behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
+ return count_1s_max_15<HasPopCnt>(safe) + count_1s_max_15<HasPopCnt>(behind & safe);
}
}
- // 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.
+ // 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.
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
- Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]);
+ Value eg = eg_value(v);
+ ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK];
+ Value ev = Value((eg * int(f)) / SCALE_FACTOR_NORMAL);
- int result = (mg_value(v) * ph + ev * (128 - ph)) / 128;
+ int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
return Value(result & ~(GrainSize - 1));
}