#define V(v) Value(v)
#define S(mg, eg) make_score(mg, eg)
- // MobilityBonus[PieceType][attacked] contains bonuses for middle and end game,
+ // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
- const Score MobilityBonus[][32] = {
- {}, {},
+ const Score MobilityBonus[4][32] = {
{ S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
S( 22, 26), S( 29, 29), S( 36, 29) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
// friendly pawn on the rook file.
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.
- const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
- };
-
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// pawn-defended are not considered.
S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12),
S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10)
};
-
- // Protector[PieceType][distance] contains a protecting bonus for our king,
+
+ // Protector[PieceType-2][distance] contains a protecting bonus for our king,
// indexed by piece type and distance between the piece and the king.
- const Score Protector[PIECE_TYPE_NB][8] = {
- {}, {},
+ const Score Protector[4][8] = {
{ S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight
{ S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop
{ S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook
};
// Assorted bonuses and penalties used by evaluation
- const Score MinorBehindPawn = S(16, 0);
- const Score BishopPawns = S( 8, 12);
- const Score RookOnPawn = S( 8, 24);
- const Score TrappedRook = S(92, 0);
- const Score WeakQueen = S(50, 10);
- const Score OtherCheck = S(10, 10);
- const Score CloseEnemies = S( 7, 0);
- const Score PawnlessFlank = S(20, 80);
- const Score ThreatByHangingPawn = S(71, 61);
- const Score ThreatByRank = S(16, 3);
- const Score Hanging = S(48, 27);
- const Score ThreatByPawnPush = S(38, 22);
- const Score HinderPassedPawn = S( 7, 0);
+ const Score MinorBehindPawn = S( 16, 0);
+ const Score BishopPawns = S( 8, 12);
+ const Score RookOnPawn = S( 8, 24);
+ const Score TrappedRook = S( 92, 0);
+ const Score WeakQueen = S( 50, 10);
+ const Score OtherCheck = S( 10, 10);
+ const Score CloseEnemies = S( 7, 0);
+ const Score PawnlessFlank = S( 20, 80);
+ const Score ThreatByHangingPawn = S( 71, 61);
+ const Score ThreatBySafePawn = S(182,175);
+ const Score ThreatByRank = S( 16, 3);
+ const Score Hanging = S( 48, 27);
+ const Score ThreatByPawnPush = S( 38, 22);
+ const Score HinderPassedPawn = S( 7, 0);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
int mob = popcount(b & ei.mobilityArea[Us]);
- mobility[Us] += MobilityBonus[Pt][mob];
-
+ mobility[Us] += MobilityBonus[Pt-2][mob];
+
// Bonus for this piece as a king protector
- score += Protector[Pt][distance(s, pos.square<KING>(Us))];
+ score += Protector[Pt-2][distance(s, pos.square<KING>(Us))];
if (Pt == BISHOP || Pt == KNIGHT)
{
const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- Bitboard b, weak, defended, safeThreats;
+ Bitboard b, weak, defended, stronglyProtected, safeThreats;
Score score = SCORE_ZERO;
// Non-pawn enemies attacked by a pawn
if (weak ^ safeThreats)
score += ThreatByHangingPawn;
- while (safeThreats)
- score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
+ score += ThreatBySafePawn * popcount(safeThreats);
}
- // Non-pawn enemies defended by a pawn
- defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN];
+ // Squares strongly protected by the opponent, either because they attack the
+ // square with a pawn, or because they attack the square twice and we don't.
+ stronglyProtected = ei.attackedBy[Them][PAWN]
+ | (ei.attackedBy2[Them] & ~ei.attackedBy2[Us]);
+
+ // Non-pawn enemies, strongly protected
+ defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN))
+ & stronglyProtected;
- // Enemies not defended by a pawn and under our attack
+ // Enemies not strongly protected and under our attack
weak = pos.pieces(Them)
- & ~ei.attackedBy[Them][PAWN]
+ & ~stronglyProtected
& ei.attackedBy[Us][ALL_PIECES];
// Add a bonus according to the kind of attacking pieces
mbonus += rr + r * 2, ebonus += rr + r * 2;
} // rr != 0
- // Scale down bonus for candidate passers which need more than one pawn
- // push to become passed.
+ // Scale down bonus for candidate passers which need more than one
+ // pawn push to become passed.
if (!pos.pawn_passed(Us, s + pawn_push(Us)))
mbonus /= 2, ebonus /= 2;
if (DoTrace)
Trace::add(PASSED, Us, score);
- // Add the scores to the middlegame and endgame eval
return score;
}
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);
bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
- int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pawns + 16 * bothFlanks;
+ int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
// 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
- evaluate_passer_pawns<BLACK, DoTrace>(pos, ei);
// Evaluate space for both sides, only during opening
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
+ if (pos.non_pawn_material() >= 12222)
score += evaluate_space<WHITE>(pos, ei)
- evaluate_space<BLACK>(pos, ei);
Trace::add(IMBALANCE, ei.me->imbalance());
Trace::add(PAWN, ei.pe->pawns_score());
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
- if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222)
+ if (pos.non_pawn_material() >= 12222)
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
, evaluate_space<BLACK>(pos, ei));
Trace::add(TOTAL, score);