// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
constexpr Score MobilityBonus[][32] = {
- { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
+ { S(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knight
S( 22, 23), S( 28, 27), S( 33, 33) },
- { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
+ { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishop
S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
S( 91, 88), S( 98, 97) },
- { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
+ { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rook
S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
S( 46,166), S( 48,169), S( 58,171) },
- { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
+ { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queen
S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Direction Down = -Up;
constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB : Rank7BB | Rank6BB);
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
else if (Pt == KNIGHT && bb & b & ~pos.pieces(Us))
score += Outpost;
- // Knight and Bishop bonus for being right behind a pawn
+ // Bonus for a knight or bishop shielded by pawn
if (shift<Down>(pos.pieces(PAWN)) & s)
score += MinorBehindPawn;
// Penalty if the piece is far from the king
- score -= KingProtector * distance(s, pos.square<KING>(Us));
+ score -= KingProtector * distance(pos.square<KING>(Us), s);
if (Pt == BISHOP)
{
// Penalty according to number of pawns on the same color square as the
- // bishop, bigger when the center files are blocked with pawns.
+ // bishop, bigger when the center files are blocked with pawns and smaller
+ // when the bishop is outside the pawn chain.
Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
score -= BishopPawns * pos.pawns_on_same_color_squares(Us, s)
- * (1 + popcount(blocked & CenterFiles));
+ * (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
: AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
template<Tracing T> template<Color Us>
Score Evaluation<T>::threats() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
template<Tracing T> template<Color Us>
Score Evaluation<T>::passed() const {
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Up = pawn_push(Us);
auto king_proximity = [&](Color c, Square s) {
} // r > RANK_3
// Scale down bonus for candidate passers which need more than one
- // pawn push to become passed, or have a pawn in front of them.
- if ( !pos.pawn_passed(Us, s + Up)
- || (pos.pieces(PAWN) & (s + Up)))
+ // pawn push to become passed.
+ if (!pos.pawn_passed(Us, s + Up))
bonus = bonus / 2;
- score += bonus - PassedFile * map_to_queenside(file_of(s));
+ score += bonus - PassedFile * edge_distance(file_of(s));
}
if (T)
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
- constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
+ constexpr Color Them = ~Us;
constexpr Direction Down = -pawn_push(Us);
constexpr Bitboard SpaceMask =
Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
&& (pos.pieces(PAWN) & KingSide);
- bool almostUnwinnable = !pe->passed_count()
- && outflanking < 0
+ bool almostUnwinnable = outflanking < 0
&& !pawnsOnBothFlanks;
bool infiltration = rank_of(pos.square<KING>(WHITE)) > RANK_4