const Score WeightKingOppSafetyInternal = make_score(259, 0);
// Mobility and outposts bonus modified by Joona Kiiski
- //
- // Visually better to define tables constants
+
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
// Pointers table to access mobility tables through piece type
const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
- RookMobilityBonus, QueenMobilityBonus, 0, 0 };
+ RookMobilityBonus, QueenMobilityBonus, 0, 0 };
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
// ThreatBonus[][] contains bonus according to which piece type
// attacks which one.
- #define Z make_score(0, 0)
+ #define Z S(0, 0)
const Score ThreatBonus[8][8] = {
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
Value SafetyTable[100];
// Pawn and material hash tables, indexed by the current thread id
- PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
// Sizes of pawn and material hash tables
const int PawnTableSize = 16384;
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += apply_weight(ei.pi->value(), WeightPawnStructure);
+ ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
if (ei.pi->passed_pawns())
evaluate_passed_pawns(pos, ei);
- Phase phase = pos.game_phase();
+ Phase phase = ei.mi->game_phase();
// Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME)
assert(pos.is_ok());
- static const
- ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
+ static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
- Phase ph = pos.game_phase();
- Color stm = pos.side_to_move();
-
- return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf);
+ Value v = scale_by_game_phase(pos.value(), MaterialInfoTable::game_phase(pos), sf);
+ return (pos.side_to_move() == WHITE ? v : -v);
}
void evaluate_king(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
+ Square from, to;
+ bool sente;
+ int attackUnits, count, shelter = 0;
const Square s = pos.king_square(Us);
- int shelter = 0;
// King shelter
if (relative_rank(Us, s) <= RANK_4)
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Is it the attackers turn to move?
- bool sente = (Them == pos.side_to_move());
+ sente = (Them == pos.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself
- Bitboard undefended =
- ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
- & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
- & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
- & ei.attacked_by(Us, KING);
-
- Bitboard occ = pos.occupied_squares(), b, b2;
+ undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+ undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
+ | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+ | ei.attacked_by(Us, QUEEN));
// Initialize the 'attackUnits' variable, which is used later on as an
- // index to the SafetyTable[] array. The initial value is based on the
+ // index to the SafetyTable[] array. The initial value is based on the
// number and types of the attacking pieces, the number of attacked and
// undefended squares around the king, the square of the king, and the
// quality of the pawn shelter.
- int attackUnits =
- Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
- + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
- + InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
+ attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ + InitKingDanger[relative_square(Us, s)]
+ - (shelter >> 5);
// Analyse safe queen contact checks
b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
if (b)
{
- Bitboard attackedByOthers =
- ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
- | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
+ attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
+ | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
b &= attackedByOthers;
+
+ // Squares attacked by the queen and supported by another enemy piece and
+ // not defended by other pieces but our king.
if (b)
{
- // The bitboard b now contains the squares available for safe queen
- // contact checks.
- int count = count_1s_max_15<HasPopCnt>(b);
- attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
-
- // Is there a mate threat?
- if (QueenContactMates && !pos.is_check())
- {
- Bitboard escapeSquares =
- pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-
- while (b)
+ // The bitboard b now contains the squares available for safe queen
+ // contact checks.
+ count = count_1s_max_15<HasPopCnt>(b);
+ attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
+
+ // Is there a mate threat?
+ if (QueenContactMates && !pos.is_check())
{
- Square from, to = pop_1st_bit(&b);
- if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
+ occ = pos.occupied_squares();
+ while (b)
{
- // We have a mate, unless the queen is pinned or there
- // is an X-ray attack through the queen.
- for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
- {
- from = pos.piece_list(Them, QUEEN, i);
- if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
- && !bit_is_set(pos.pinned_pieces(Them), from)
- && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
- && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+ to = pop_1st_bit(&b);
- ei.mateThreat[Them] = make_move(from, to);
+ // Do we have escape squares from queen contact check attack ?
+ if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+ {
+ // We have a mate, unless the queen is pinned or there
+ // is an X-ray attack through the queen.
+ for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+ {
+ from = pos.piece_list(Them, QUEEN, i);
+ if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
+ && !bit_is_set(pos.pinned_pieces(Them), from)
+ && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
+ && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+
+ // Set the mate threat move
+ ei.mateThreat[Them] = make_move(from, to);
+ }
}
}
}
- }
}
}
// Analyse safe distance checks
+ safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
+
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
- b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<ROOK>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
- b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<BISHOP>(s) & safe;
// Queen checks
b2 = b & ei.attacked_by(Them, QUEEN);
}
if (KnightCheckBonus > 0)
{
- b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+ b = pos.attacks_from<KNIGHT>(s) & safe;
// Knight checks
b2 = b & ei.attacked_by(Them, KNIGHT);
// adding pawns later).
if (DiscoveredCheckBonus)
{
- b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
- if (b)
- attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+ b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
+ if (b)
+ attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
}
- // Has a mate threat been found? We don't do anything here if the
+ // Has a mate threat been found? We don't do anything here if the
// side with the mating move is the side to move, because in that
// case the mating side will get a huge bonus at the end of the main
// evaluation function instead.
attackUnits += MateThreatBonus;
// Ensure that attackUnits is between 0 and 99, in order to avoid array
- // out of bounds errors:
- if (attackUnits < 0)
- attackUnits = 0;
-
- if (attackUnits >= 100)
- attackUnits = 99;
+ // out of bounds errors.
+ attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king safety score from the SafetyTable[] array.
- // Add the score to the evaluation, and also to ei.futilityMargin. The
+ // Add the score to the evaluation, and also to ei.futilityMargin. The
// reason for adding the king safety score to the futility margin is
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score