S( 94, 99), S( 96,100), S(99,111), S(99,112) }
};
- // Outpost[Bishop/Knight][Square] contains bonuses for knights and bishops
- // outposts, indexed by piece type and square (from white's point of view).
- const Value Outpost[][SQUARE_NB] = {
- {// A B C D E F G H
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(0), V(0), V(3), V(9), V(9), V(3), V(0), V(0),
- V(0), V(4),V(18),V(25),V(25),V(18), V(4), V(0),
- V(4), V(9),V(29),V(38),V(38),V(29), V(9), V(4),
- V(2), V(9),V(19),V(15),V(15),V(19), V(9), V(2) },
- {
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
- V(2), V(4), V(3), V(8), V(8), V(3), V(4), V(2),
- V(1), V(9), V(9),V(13),V(13), V(9), V(9), V(1),
- V(2), V(8),V(21),V(24),V(24),V(21), V(8), V(2),
- V(0), V(4), V(6), V(6), V(6), V(6), V(4), V(0) }
+ // 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(28, 7), S(42,11) }, // Knights
+ { S(12, 3), S(18, 5) } // Bishops
};
// Threat[defended/weak][minor/major attacking][attacked PieceType] contains
}
- // evaluate_outpost() evaluates bishop and knight outpost squares
-
- template<PieceType Pt, Color Us>
- Score evaluate_outpost(const Position& pos, const EvalInfo& ei, Square s) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- assert (Pt == BISHOP || Pt == KNIGHT);
-
- // Initial bonus based on square
- Value bonus = Outpost[Pt == BISHOP][relative_square(Us, s)];
-
- // Increase bonus if supported by pawn, especially if the opponent has
- // no minor piece which can trade with the outpost piece.
- if (bonus && (ei.attackedBy[Us][PAWN] & s))
- {
- if ( !pos.pieces(Them, KNIGHT)
- && !(squares_of_color(s) & pos.pieces(Them, BISHOP)))
- bonus += bonus + bonus / 2;
- else
- bonus += bonus / 2;
- }
-
- return make_score(bonus * 2, bonus / 2);
- }
-
-
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
template<PieceType Pt, Color Us, bool Trace>
if (Pt == BISHOP || Pt == KNIGHT)
{
// Bonus for outpost square
- if (!(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
- score += evaluate_outpost<Pt, Us>(pos, ei, s);
+ if ( relative_rank(Us, s) >= RANK_4
+ && !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
+ score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
// Bonus when behind a pawn
if ( relative_rank(Us, s) < RANK_5
{
// ...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][QUEEN]);
+ | ei.attackedBy[Them][BISHOP]);
if (b)
attackUnits += RookContactCheck * popcount<Max15>(b);
ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING];
ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING];
- // Do not include in mobility squares protected by enemy pawns or occupied by our pawns or king
- Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)),
- ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) };
+ // Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area
+ Bitboard blockedPawns[] = {
+ pos.pieces(WHITE, PAWN) & (shift_bb<DELTA_S>(pos.pieces()) | Rank2BB | Rank3BB),
+ pos.pieces(BLACK, PAWN) & (shift_bb<DELTA_N>(pos.pieces()) | Rank7BB | Rank6BB)
+ };
+
+ // Do not include in mobility squares protected by enemy pawns, or occupied
+ // by our blocked pawns or king.
+ Bitboard mobilityArea[] = {
+ ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.king_square(WHITE)),
+ ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.king_square(BLACK))
+ };
// Evaluate pieces and mobility
score += evaluate_pieces<KNIGHT, WHITE, Trace>(pos, ei, mobility, mobilityArea);