#include <iomanip>
#include <sstream>
-#include "bitcount.h"
+#include "bitboard.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
// bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
- { S(42,11), S(63,17) }, // Knights
- { S(18, 5), S(27, 8) } // Bishops
+ { S(43,11), S(65,20) }, // Knights
+ { S(20, 3), S(29, 8) } // Bishops
};
// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
// knights and bishops which can reach an outpost square in one move, bigger
// if outpost square is supported by a pawn.
const Score ReachableOutpost[][2] = {
- { S(21, 5), S(31, 8) }, // Knights
- { S( 8, 2), S(13, 4) } // Bishops
+ { S(21, 5), S(35, 8) }, // Knights
+ { S( 8, 0), S(14, 4) } // Bishops
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
- const Score RookOnFile[2] = { S(19, 10), S(43, 21) };
+ const Score RookOnFile[2] = { S(20, 7), S(45, 20) };
// ThreatBySafePawn[PieceType] contains bonuses according to which piece
// type is attacked by a pawn which is protected or is not attacked.
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
const Value Passed[][RANK_NB] = {
- { V(0), V( 1), V(26), V(68), V(161), V(247) },
- { V(7), V(14), V(38), V(64), V(137), V(193) }
+ { V(5), V( 5), V(31), V(73), V(166), V(252) },
+ { V(7), V(14), V(38), V(73), V(166), V(252) }
};
// PassedFile[File] contains a bonus according to the file of a passed pawn
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S(16, 0);
const Score BishopPawns = S( 8, 12);
- const Score RookOnPawn = S( 7, 27);
+ const Score RookOnPawn = S( 8, 24);
const Score TrappedRook = S(92, 0);
const Score Checked = S(20, 20);
- const Score ThreatByHangingPawn = S(70, 63);
- const Score Hanging = S(48, 28);
- const Score ThreatByPawnPush = S(31, 19);
+ const Score ThreatByHangingPawn = S(71, 61);
+ const Score LooseEnemies = S( 0, 25);
+ const Score Hanging = S(48, 27);
+ const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// Penalties for enemy's safe checks
const int QueenContactCheck = 89;
- const int QueenCheck = 50;
+ const int QueenCheck = 52;
const int RookCheck = 45;
- const int BishopCheck = 6;
- const int KnightCheck = 14;
+ const int BishopCheck = 5;
+ const int KnightCheck = 17;
// eval_init() initializes king and attack bitboards for a given color
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) : 0;
+ ei.kingAttackersCount[Us] = popcount(b);
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
else
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
- bb = b & ei.attackedBy[Them][KING];
- if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += popcount(b & ei.attackedBy[Them][KING]);
}
if (Pt == QUEEN)
| ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]);
- int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
+ int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
{
// Bonus for aligning with enemy pawns on the same rank/file
if (relative_rank(Us, s) >= RANK_5)
- {
- Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
- if (alignedPawns)
- score += RookOnPawn * popcount<Max15>(alignedPawns);
- }
+ score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
// Bonus when on an open or semi-open file
if (ei.pi->semiopen_file(Us, file_of(s)))
// Main king safety evaluation
if (ei.kingAttackersCount[Them])
{
- // Find the attacked squares around the king which have no defenders
- // apart from the king itself.
+ // Find the attacked squares which are defended only by the king...
undefended = ei.attackedBy[Them][ALL_PIECES]
& ei.attackedBy[Us][KING]
& ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
| ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
| ei.attackedBy[Us][QUEEN]);
+ // ... and those which are not defended at all in the larger king ring
+ b = ei.attackedBy[Them][ALL_PIECES] & ~ei.attackedBy[Us][ALL_PIECES]
+ & ei.kingRing[Us] & ~pos.pieces(Them);
+
// Initialize the 'attackUnits' variable, which is used later on as an
// index into the KingDanger[] array. The initial value is based on the
// number and types of the enemy's attacking pieces, the number of
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
- + 27 * popcount<Max15>(undefended)
- + 11 * !!ei.pinnedPieces[Us]
+ + 27 * popcount(undefended)
+ + 11 * (popcount(b) + !!ei.pinnedPieces[Us])
- 64 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
| ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]
| ei.attackedBy[Them][KING];
- if (b)
- attackUnits += QueenContactCheck * popcount<Max15>(b);
+ attackUnits += QueenContactCheck * popcount(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
// Enemy queen safe checks
- b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
- if (b)
- {
- attackUnits += QueenCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if ((b1 | b2) & ei.attackedBy[Them][QUEEN])
+ attackUnits += QueenCheck, score -= Checked;
// Enemy rooks safe checks
- b = b1 & ei.attackedBy[Them][ROOK];
- if (b)
- {
- attackUnits += RookCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (b1 & ei.attackedBy[Them][ROOK])
+ attackUnits += RookCheck, score -= Checked;
// Enemy bishops safe checks
- b = b2 & ei.attackedBy[Them][BISHOP];
- if (b)
- {
- attackUnits += BishopCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (b2 & ei.attackedBy[Them][BISHOP])
+ attackUnits += BishopCheck, score -= Checked;
// Enemy knights safe checks
- b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
- if (b)
- {
- attackUnits += KnightCheck * popcount<Max15>(b);
- score -= Checked;
- }
+ if (pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe)
+ attackUnits += KnightCheck, score -= Checked;
// Finally, extract the king danger score from the KingDanger[]
// array and subtract the score from the evaluation.
}
- // evaluate_threats() assigns bonuses according to the types of the attacking
+ // evaluate_threats() assigns bonuses according to the types of the attacking
// and the attacked pieces.
template<Color Us, bool DoTrace>
Bitboard b, weak, defended, safeThreats;
Score score = SCORE_ZERO;
+ // Small bonus if the opponent has loose pawns or pieces
+ if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING))
+ & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES]))
+ score += LooseEnemies;
+
// Non-pawn enemies attacked by a pawn
weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN];
while (b)
score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))];
- b = weak & ~ei.attackedBy[Them][ALL_PIECES];
- if (b)
- score += Hanging * popcount<Max15>(b);
+ score += Hanging * popcount(weak & ~ei.attackedBy[Them][ALL_PIECES]);
b = weak & ei.attackedBy[Us][KING];
if (b)
& pos.pieces(Them)
& ~ei.attackedBy[Us][PAWN];
- if (b)
- score += ThreatByPawnPush * popcount<Max15>(b);
+ score += ThreatByPawnPush * popcount(b);
if (DoTrace)
Trace::add(THREAT, Us, score);
else if (defendedSquares & blockSq)
k += 4;
- mbonus += k * rr * 3 / 4, ebonus += k * rr;
+ mbonus += k * rr, ebonus += k * rr;
}
else if (pos.pieces(Us) & blockSq)
- mbonus += (rr * 3 + r * 2 + 3) * 3 / 4, ebonus += rr + r * 2;
+ mbonus += rr + r * 2, ebonus += rr + r * 2;
} // rr != 0
- if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them))
- ebonus += ebonus / 4;
-
score += make_score(mbonus, ebonus) + PassedFile[file_of(s)];
}
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// ...count safe + (behind & safe) with a single popcount
- int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
+ int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);
// 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))
- - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
+ int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
+ - distance<Rank>(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 * (asymmetry + kingDistance) + 12 * pawns - 120;
+ int initiative = 8 * (asymmetry + kingDistance - 15) + 12 * pawns;
// 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