assert(pos.is_ok());
static const
- ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
+ ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Value mgv = pos.mg_value();
Value egv = pos.eg_value();
// evaluate_common() computes terms common to all pieces attack
- int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei,
- int AttackWeight, const Value* mgBonus, const Value* egBonus,
- Square s = SQ_NONE, const Value* OutpostBonus = NULL) {
+ template<PieceType Piece>
+ int evaluate_common(const Position& p, const Bitboard& b, Color us, EvalInfo& ei, Square s = SQ_NONE) {
+
+ static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
+ static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
+ static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
+ static const Value* OutpostBonus[] = { 0, 0, KnightOutpostBonus, BishopOutpostBonus, 0, 0 };
Color them = opposite_color(us);
+ // Update attack info
+ ei.attackedBy[us][Piece] |= b;
+
// King attack
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
- ei.kingAttackersWeight[us] += AttackWeight;
+ ei.kingAttackersWeight[us] += AttackWeight[Piece];
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
Bitboard bb = (b & ~ei.attackedBy[them][PAWN]);
// Mobility
- int mob = count_1s_max_15(bb & ~p.pieces_of_color(us));
- ei.mgMobility += Sign[us] * mgBonus[mob];
- ei.egMobility += Sign[us] * egBonus[mob];
+ int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us))
+ : count_1s(bb & ~p.pieces_of_color(us)));
+
+ ei.mgMobility += Sign[us] * MgBonus[Piece][mob];
+ ei.egMobility += Sign[us] * EgBonus[Piece][mob];
// Bishop and Knight outposts
- if (!OutpostBonus || !p.square_is_weak(s, them))
+ if ( (Piece != BISHOP && Piece != KNIGHT) // compile time condition
+ || !p.square_is_weak(s, them))
return mob;
// Initial bonus based on square
Value v, bonus;
- v = bonus = OutpostBonus[relative_square(us, s)];
+ v = bonus = OutpostBonus[Piece][relative_square(us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
- void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
-
- Bitboard b = p.piece_attacks<KNIGHT>(s);
- ei.attackedBy[us][KNIGHT] |= b;
+ void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
- // King attack, mobility and outposts
- evaluate_common(p, b, us, ei, KnightAttackWeight, MidgameKnightMobilityBonus,
- EndgameKnightMobilityBonus, s, KnightOutpostBonus);
+ // Attacks, mobility and outposts
+ evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
}
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
- void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
- ei.attackedBy[us][BISHOP] |= b;
- // King attack, mobility and outposts
- evaluate_common(p, b, us, ei, BishopAttackWeight, MidgameBishopMobilityBonus,
- EndgameBishopMobilityBonus, s, BishopOutpostBonus);
+ // Attacks, mobility and outposts
+ evaluate_common<BISHOP>(p, b, us, ei, s);
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
- void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
- ei.attackedBy[us][ROOK] |= b;
- // King attack and mobility
- int mob = evaluate_common(p, b, us, ei, RookAttackWeight, MidgameRookMobilityBonus,
- EndgameRookMobilityBonus);
+ // Attacks and mobility
+ int mob = evaluate_common<ROOK>(p, b, us, ei);
// Rook on 7th rank
Color them = opposite_color(us);
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
- void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
- Bitboard b = p.piece_attacks<QUEEN>(s);
- ei.attackedBy[us][QUEEN] |= b;
-
- // King attack and mobility
- evaluate_common(p, b, us, ei, QueenAttackWeight, MidgameQueenMobilityBonus,
- EndgameQueenMobilityBonus);
+ // Attacks and mobility
+ evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
// Queen on 7th rank
Color them = opposite_color(us);
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
- void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
+ void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us))
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)))
-
+
ei.mateThreat[them] = make_move(from, to);
}
}
Value ebonus = Value(10 + r * r * 10);
// Adjust bonus based on king proximity
- ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
- ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
- ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
-
- // If the pawn is free to advance, increase bonus
- if (pos.square_is_empty(blockSq))
+ if (tr != 0)
{
- b2 = squares_in_front_of(us, s);
- b3 = b2 & ei.attacked_by(them);
- b4 = b2 & ei.attacked_by(us);
-
- // If there is an enemy rook or queen attacking the pawn from behind,
- // add all X-ray attacks by the rook or queen.
- if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
- && (squares_behind(us, s) & pos.rooks_and_queens(them)))
- b3 = b2;
+ ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
+ ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
+ ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
- if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB)
+ // If the pawn is free to advance, increase bonus
+ if (pos.square_is_empty(blockSq))
{
- // There are no enemy pieces in the pawn's path! Are any of the
- // squares in the pawn's path attacked by the enemy?
- if (b3 == EmptyBoardBB)
- // No enemy attacks, huge bonus!
- ebonus += Value(tr * (b2 == b4 ? 17 : 15));
+ b2 = squares_in_front_of(us, s);
+ b3 = b2 & ei.attacked_by(them);
+ b4 = b2 & ei.attacked_by(us);
+
+ // If there is an enemy rook or queen attacking the pawn from behind,
+ // add all X-ray attacks by the rook or queen.
+ if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
+ && (squares_behind(us, s) & pos.rooks_and_queens(them)))
+ b3 = b2;
+
+ if ((b2 & pos.pieces_of_color(them)) == EmptyBoardBB)
+ {
+ // There are no enemy pieces in the pawn's path! Are any of the
+ // squares in the pawn's path attacked by the enemy?
+ if (b3 == EmptyBoardBB)
+ // No enemy attacks, huge bonus!
+ ebonus += Value(tr * (b2 == b4 ? 17 : 15));
+ else
+ // OK, there are enemy attacks. Are those squares which are
+ // attacked by the enemy also attacked by us? If yes, big bonus
+ // (but smaller than when there are no enemy attacks), if no,
+ // somewhat smaller bonus.
+ ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
+ }
else
- // OK, there are enemy attacks. Are those squares which are
- // attacked by the enemy also attacked by us? If yes, big bonus
- // (but smaller than when there are no enemy attacks), if no,
- // somewhat smaller bonus.
- ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
- }
- else
- {
- // There are some enemy pieces in the pawn's path. While this is
- // sad, we still assign a moderate bonus if all squares in the path
- // which are either occupied by or attacked by enemy pieces are
- // also attacked by us.
- if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB)
- ebonus += Value(tr * 6);
+ {
+ // There are some enemy pieces in the pawn's path. While this is
+ // sad, we still assign a moderate bonus if all squares in the path
+ // which are either occupied by or attacked by enemy pieces are
+ // also attacked by us.
+ if (((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB)
+ ebonus += Value(tr * 6);
+ }
+ // At last, add a small bonus when there are no *friendly* pieces
+ // in the pawn's path.
+ if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
+ ebonus += Value(tr);
}
- // At last, add a small bonus when there are no *friendly* pieces
- // in the pawn's path.
- if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
- ebonus += Value(tr);
}
// If the pawn is supported by a friendly pawn, increase bonus
// 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 // FIXME should be <= ???
- && pos.piece_count(them, KNIGHT) == 1)
+ if( pos.non_pawn_material(them) <= KnightValueMidgame
+ && pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if(pos.rooks_and_queens(them))
ebonus -= ebonus / 4;