/*
- 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.
Value KXKEvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(weakerSide) == Value(0));
+ assert(pos.piece_count(weakerSide, PAWN) == Value(0));
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Value result =
pos.non_pawn_material(strongerSide) +
- pos.pawn_count(strongerSide) * PawnValueEndgame +
+ pos.piece_count(strongerSide, PAWN) * PawnValueEndgame +
mate_table(loserKSq) +
distance_bonus(square_distance(winnerKSq, loserKSq));
- if(pos.queen_count(strongerSide) > 0 || pos.rook_count(strongerSide) > 0 ||
- pos.bishop_count(strongerSide) > 1)
+ if(pos.piece_count(strongerSide, QUEEN) > 0 || pos.piece_count(strongerSide, ROOK) > 0 ||
+ pos.piece_count(strongerSide, BISHOP) > 1)
// TODO: check for two equal-colored bishops!
result += VALUE_KNOWN_WIN;
Value KBNKEvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(weakerSide) == Value(0));
+ assert(pos.piece_count(weakerSide, PAWN) == Value(0));
assert(pos.non_pawn_material(strongerSide) ==
KnightValueMidgame + BishopValueMidgame);
- assert(pos.bishop_count(strongerSide) == 1);
- assert(pos.knight_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) == 0);
+ assert(pos.piece_count(strongerSide, BISHOP) == 1);
+ assert(pos.piece_count(strongerSide, KNIGHT) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(strongerSide) == 1);
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(strongerSide, PAWN) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wksq, bksq, wpsq;
Color stm;
Value KRKPEvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.pawn_count(strongerSide) == 0);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == 0);
- assert(pos.pawn_count(weakerSide) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 1);
Square wksq, wrsq, bksq, bpsq;
int tempo = (pos.side_to_move() == strongerSide);
Value KRKBEvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.pawn_count(strongerSide) == 0);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.pawn_count(weakerSide) == 0);
- assert(pos.bishop_count(weakerSide) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.piece_count(weakerSide, BISHOP) == 1);
Value result = mate_table(pos.king_square(weakerSide));
return (pos.side_to_move() == strongerSide)? result : -result;
Value KRKNEvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.pawn_count(strongerSide) == 0);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.pawn_count(weakerSide) == 0);
- assert(pos.knight_count(weakerSide) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
+ assert(pos.piece_count(weakerSide, KNIGHT) == 1);
Square defendingKSq = pos.king_square(weakerSide);
Square nSq = pos.piece_list(weakerSide, KNIGHT, 0);
Value KQKREvaluationFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- assert(pos.pawn_count(strongerSide) == 0);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
ScaleFactor KBPKScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.bishop_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) >= 1);
+ assert(pos.piece_count(strongerSide, BISHOP) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) >= 1);
// No assertions about the material of weakerSide, because we want draws to
// be detected even when the weaker side has some pawns.
ScaleFactor KQKRPScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == QueenValueMidgame);
- assert(pos.queen_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) == 0);
- assert(pos.rook_count(weakerSide) == 1);
- assert(pos.pawn_count(weakerSide) >= 1);
+ assert(pos.piece_count(strongerSide, QUEEN) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 0);
+ assert(pos.piece_count(weakerSide, ROOK) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) >= 1);
Square kingSq = pos.king_square(weakerSide);
if(relative_rank(weakerSide, kingSq) <= RANK_2 &&
ScaleFactor KRPKRScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.pawn_count(strongerSide) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wksq = pos.king_square(strongerSide);
Square wrsq = pos.piece_list(strongerSide, ROOK, 0);
ScaleFactor KRPPKRPScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == RookValueMidgame);
- assert(pos.pawn_count(strongerSide) == 2);
+ assert(pos.piece_count(strongerSide, PAWN) == 2);
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
- assert(pos.pawn_count(weakerSide) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 1);
Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0);
Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1);
ScaleFactor KPsKScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
- assert(pos.pawn_count(strongerSide) >= 2);
+ assert(pos.piece_count(strongerSide, PAWN) >= 2);
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Bitboard pawns = pos.pawns(strongerSide);
ScaleFactor KBPKBScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.bishop_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) == 1);
+ assert(pos.piece_count(strongerSide, BISHOP) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == BishopValueMidgame);
- assert(pos.bishop_count(weakerSide) == 1);
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, BISHOP) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
ScaleFactor KBPKNScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == BishopValueMidgame);
- assert(pos.bishop_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) == 1);
+ assert(pos.piece_count(strongerSide, BISHOP) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == KnightValueMidgame);
- assert(pos.knight_count(weakerSide) == 1);
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, KNIGHT) == 1);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
ScaleFactor KNPKScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == KnightValueMidgame);
- assert(pos.knight_count(strongerSide) == 1);
- assert(pos.pawn_count(strongerSide) == 1);
+ assert(pos.piece_count(strongerSide, KNIGHT) == 1);
+ assert(pos.piece_count(strongerSide, PAWN) == 1);
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(weakerSide) == 0);
+ assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square weakerKingSq = pos.king_square(weakerSide);
ScaleFactor KPKPScalingFunction::apply(const Position &pos) {
assert(pos.non_pawn_material(strongerSide) == Value(0));
assert(pos.non_pawn_material(weakerSide) == Value(0));
- assert(pos.pawn_count(WHITE) == 1);
- assert(pos.pawn_count(BLACK) == 1);
+ assert(pos.piece_count(WHITE, PAWN) == 1);
+ assert(pos.piece_count(BLACK, PAWN) == 1);
Square wksq, bksq, wpsq;
Color stm;