// friendly pieces.
const Score MobilityBonus[][32] = {
{}, {},
- { S(-68,-49), S(-46,-33), S(-3,-12), S( 5, -4), S( 9, 11), S(15, 16), // Knights
- S( 23, 27), S( 33, 28), S(37, 29) },
- { S(-49,-44), S(-23,-16), S(16, 1), S(29, 16), S(40, 25), S(51, 34), // Bishops
- S( 55, 43), S( 61, 49), S(64, 51), S(68, 52), S(73, 55), S(75, 60),
- S( 80, 65), S( 86, 66) },
- { S(-50,-57), S(-28,-22), S(-11, 7), S(-1, 29), S( 0, 39), S( 1, 46), // Rooks
- S( 10, 66), S( 16, 79), S(22, 86), S(23,103), S(30,109), S(33,111),
- S( 37,115), S( 38,119), S(48,124) },
- { S(-43,-30), S(-27,-15), S( 1, -5), S( 2, -3), S(14, 10), S(18, 24), // Queens
- S( 20, 27), S( 33, 37), S(33, 38), S(34, 43), S(40, 46), S(43, 56),
- S( 46, 61), S( 52, 63), S(52, 63), S(57, 65), S(60, 70), S(61, 74),
- S( 67, 80), S( 76, 82), S(77, 88), S(82, 94), S(86, 95), S(90, 96),
- S( 94, 99), S( 96,100), S(99,111), S(99,112) }
+ { S(-70,-52), S(-52,-37), S( -7,-17), S( 0, -6), S( 8, 5), S( 16, 9), // Knights
+ S( 23, 20), S( 31, 21), S( 36, 22) },
+ { S(-49,-44), S(-22,-13), S( 16, 0), S( 27, 11), S( 38, 19), S( 52, 34), // Bishops
+ S( 56, 44), S( 65, 47), S( 67, 51), S( 73, 56), S( 81, 59), S( 83, 69),
+ S( 95, 72), S(100, 75) },
+ { S(-49,-57), S(-22,-14), S(-10, 18), S( -5, 39), S( -4, 50), S( -2, 58), // Rooks
+ S( 6, 78), S( 11, 86), S( 17, 92), S( 19,103), S( 26,111), S( 27,115),
+ S( 36,119), S( 41,121), S( 50,122) },
+ { S(-41,-24), S(-26, -8), S( 0, 6), S( 2, 14), S( 12, 27), S( 21, 40), // Queens
+ S( 22, 45), S( 37, 55), S( 40, 57), S( 43, 63), S( 50, 68), S( 52, 74),
+ S( 56, 80), S( 66, 84), S( 68, 85), S( 69, 88), S( 71, 92), S( 72, 94),
+ S( 80, 96), S( 89, 98), S( 94,101), S(102,113), S(106,114), S(107,116),
+ S(112,125), S(113,127), S(117,137), S(122,143) }
};
// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
{ S(18, 5), S(27, 8) } // Bishops
};
- // Threat[defended/weak][minor/major attacking][attacked PieceType] contains
+ // Threat[minor/rook][attacked PieceType] contains
// bonuses according to which piece type attacks which one.
- const Score Threat[][2][PIECE_TYPE_NB] = {
- { { S(0, 0), S( 0, 0), S(19, 37), S(24, 37), S(44, 97), S(35,106) }, // Defended Minor
- { S(0, 0), S( 0, 0), S( 9, 14), S( 9, 14), S( 7, 14), S(24, 48) } }, // Defended Major
- { { S(0, 0), S( 0,32), S(33, 41), S(31, 50), S(41,100), S(35,104) }, // Weak Minor
- { S(0, 0), S( 0,27), S(26, 57), S(26, 57), S(0 , 43), S(23, 51) } } // Weak Major
+ // Attacks on lesser pieces which are pawn defended are not considered.
+ const Score Threat[2][PIECE_TYPE_NB] = {
+ { S(0, 0), S(0, 32), S(25, 39), S(28, 44), S(42, 98), S(35,105) }, // Minor attacks
+ { S(0, 0), S(0, 27), S(26, 57), S(26, 57), S( 0, 30), S(23, 51) } // Rook attacks
};
// ThreatenedByPawn[PieceType] contains a penalty according to which piece
- // type is attacked by an enemy pawn.
+ // type is attacked by a pawn.
const Score ThreatenedByPawn[PIECE_TYPE_NB] = {
S(0, 0), S(0, 0), S(107, 138), S(84, 122), S(114, 203), S(121, 217)
};
// PassedFile[File] contains a bonus according to the file of a passed pawn.
const Score PassedFile[] = {
- S( 14, 13), S( 2, 5), S(-3, -4), S(-19, -14),
- S(-19, -14), S(-3, -4), S( 2, 5), S( 14, 13)
+ S( 12, 10), S( 3, 10), S( 1, -8), S(-27, -12),
+ S(-27, -12), S( 1, -8), S( 3, 10), S( 12, 10)
};
const Score ThreatenedByHangingPawn = S(40, 60);
// Penalties for enemy's safe checks
const int QueenContactCheck = 89;
- const int RookContactCheck = 71;
const int QueenCheck = 50;
- const int RookCheck = 37;
+ const int RookCheck = 45;
const int BishopCheck = 6;
const int KnightCheck = 14;
// 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).
- attackUnits = std::min(74, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 8 * ei.kingAdjacentZoneAttacksCount[Them]
- + 25 * popcount<Max15>(undefended)
+ attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ + 9 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 27 * popcount<Max15>(undefended)
+ 11 * !!ei.pinnedPieces[Us]
- - 60 * !pos.count<QUEEN>(Them)
+ - 64 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
// Analyse the enemy's safe queen contact checks. Firstly, find the
{
// ...and then remove squares not supported by another enemy piece
b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
- | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK];
+ | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]
+ | ei.attackedBy[Them][KING];
if (b)
attackUnits += QueenContactCheck * popcount<Max15>(b);
}
- // Analyse the enemy's safe rook contact checks. Firstly, find the
- // undefended squares around the king reachable by the enemy rooks...
- b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
-
- // Consider only squares where the enemy's rook gives check
- b &= PseudoAttacks[ROOK][ksq];
-
- if (b)
- {
- // ...and then remove squares not supported by another enemy piece
- b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
- | ei.attackedBy[Them][BISHOP]);
-
- if (b)
- attackUnits += RookContactCheck * popcount<Max15>(b);
- }
-
// Analyse the enemy's safe distance checks for sliders and knights
safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them));
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- enum { Defended, Weak };
- enum { Minor, Major };
+ enum { Minor, Rook };
Bitboard b, weak, defended, safeThreats;
Score score = SCORE_ZERO;
// Non-pawn enemies defended by a pawn
defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
- // Add a bonus according to the kind of attacking pieces
- if (defended)
- {
- b = defended & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
- while (b)
- score += Threat[Defended][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
-
- b = defended & (ei.attackedBy[Us][ROOK]);
- while (b)
- score += Threat[Defended][Major][type_of(pos.piece_on(pop_lsb(&b)))];
- }
-
// Enemies not defended by a pawn and under our attack
weak = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][ALL_PIECES];
// Add a bonus according to the kind of attacking pieces
- if (weak)
+ if (defended | weak)
{
- b = weak & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
+ b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]);
while (b)
- score += Threat[Weak][Minor][type_of(pos.piece_on(pop_lsb(&b)))];
+ score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))];
- b = weak & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]);
+ b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK];
while (b)
- score += Threat[Weak][Major][type_of(pos.piece_on(pop_lsb(&b)))];
+ score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
// If there aren't any enemy attacks, assign a big bonus. Otherwise
// assign a smaller bonus if the block square isn't attacked.
- int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 0;
+ int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0;
// If the path to queen is fully defended, assign a big bonus.
// Otherwise assign a smaller bonus if the block square is defended.
return make_score(bonus * weight * weight, 0);
}
+
+ // evaluate_initiative() computes the initiative correction value for the
+ // position, i.e. second order bonus/malus based on the known attacking/defending
+ // status of the players.
+ Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) {
+
+ int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
+ int pawns = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
+
+ // Compute the initiative bonus for the attacking side
+ int initiative = 8 * (pawns + asymmetry + kingDistance - 15);
+
+ // Now apply the bonus: note that we find the attacking side by extracting
+ // the sign of the endgame value, and that we carefully cap the bonus so
+ // that the endgame score will never be divided by more than two.
+ int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2));
+
+ return make_score(0, value);
+ }
+
} // namespace
}
// Evaluate space for both sides, only during opening
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 11756)
+ if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
score += (evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei)) * Weights[Space];
+ // Evaluate position potential for the winning side
+ score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score));
+
// Scale winning side if position is more drawish than it appears
Color strongSide = eg_value(score) > VALUE_DRAW ? WHITE : BLACK;
ScaleFactor sf = me->scale_factor(pos, strongSide);
// is almost a draw, in case of KBP vs KB is even more a draw.
if ( pos.non_pawn_material(WHITE) == BishopValueMg
&& pos.non_pawn_material(BLACK) == BishopValueMg)
- sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(32) : ScaleFactor(8);
+ sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9);
// Endgame with opposite-colored bishops, but also other pieces. Still
// a bit drawish, but not as drawish as with only the two bishops.
else
- sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL);
+ sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL);
}
// Endings where weaker side can place his king in front of the opponent's
// pawns are drawish.
else if ( abs(eg_value(score)) <= BishopValueEg
&& ei.pi->pawn_span(strongSide) <= 1
&& !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
- sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(56) : ScaleFactor(38);
+ sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37);
}
- // Scale endgame by number of pawns
- int p = pos.count<PAWN>(WHITE) + pos.count<PAWN>(BLACK);
- int v_eg = 1 + abs(int(eg_value(score)));
- sf = ScaleFactor(std::max(sf / 2, sf - 7 * SCALE_FACTOR_NORMAL * (14 - p) / v_eg));
-
// Interpolate between a middlegame and a (scaled by 'sf') endgame score
Value v = mg_value(score) * int(me->game_phase())
+ eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;