const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
// Bonuses for enemy's safe checks
- const int QueenContactCheck = 12;
- const int RookContactCheck = 8;
- const int QueenCheck = 6;
- const int RookCheck = 4;
- const int BishopCheck = 1;
- const int KnightCheck = 2;
+ const int QueenContactCheck = 24;
+ const int RookContactCheck = 16;
+ const int QueenCheck = 12;
+ const int RookCheck = 8;
+ const int BishopCheck = 2;
+ const int KnightCheck = 3;
// KingExposed[Square] contains penalties based on the position of the
// defending king, indexed by king's square (from white's point of view).
void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us, bool Trace>
- Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility);
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]);
EvalInfo ei;
Value margins[COLOR_NB];
- Score score, mobilityWhite, mobilityBlack;
+ Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
Thread* th = pos.this_thread();
// margins[] store the uncertainty estimation of position's evaluation
init_eval_info<BLACK>(pos, ei);
// Evaluate pieces and mobility
- score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
- - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
+ score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobility)
+ - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobility);
- score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
+ score += apply_weight(mobility[WHITE] - mobility[BLACK], Weights[Mobility]);
// Evaluate kings after all other pieces because we need complete attack
// information when computing the king safety evaluation.
b &= ei.attackedBy[Us][PAWN];
ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
- } else
+ }
+ else
ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
}
else
bonus += bonus / 2;
}
+
return make_score(bonus, bonus);
}
- // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
+ // evaluate_pieces() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool Trace>
- Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, Bitboard mobilityArea) {
Bitboard b;
Square s;
if (b & ei.kingRing[Them])
{
- ++ei.kingAttackersCount[Us];
+ ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
- Bitboard bb = (b & ei.attackedBy[Them][KING]);
+ Bitboard bb = b & ei.attackedBy[Them][KING];
if (bb)
ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
int mob = Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
: popcount<Full >(b & mobilityArea);
- mobility += MobilityBonus[Piece][mob];
+ mobility[Us] += MobilityBonus[Piece][mob];
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
}
- // evaluate_threats<>() assigns bonuses according to the type of attacking piece
- // and the type of attacked one.
-
- template<Color Us, bool Trace>
- Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
-
- const Color Them = (Us == WHITE ? BLACK : WHITE);
-
- Bitboard b, undefendedMinors, weakEnemies;
- Score score = SCORE_ZERO;
-
- // Undefended minors get penalized even if not under attack
- undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
- & ~ei.attackedBy[Them][ALL_PIECES];
-
- if (undefendedMinors)
- score += UndefendedMinor;
-
- // Enemy pieces not defended by a pawn and under our attack
- weakEnemies = pos.pieces(Them)
- & ~ei.attackedBy[Them][PAWN]
- & ei.attackedBy[Us][ALL_PIECES];
-
- // Add bonus according to type of attacked enemy piece and to the
- // type of attacking piece, from knights to queens. Kings are not
- // considered because are already handled in king evaluation.
- if (weakEnemies)
- for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
- {
- b = ei.attackedBy[Us][pt1] & weakEnemies;
- if (b)
- for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
- if (b & pos.pieces(pt2))
- score += Threat[pt1][pt2];
- }
-
- if (Trace)
- Tracing::scores[Us][THREAT] = score;
-
- return score;
- }
-
-
- // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
+ // evaluate_pieces_of_color() assigns bonuses and penalties to all the
// pieces of a given color.
template<Color Us, bool Trace>
- Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score* mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Score score = mobility = SCORE_ZERO;
-
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
- score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
- score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
+ Score score = evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea)
+ + evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea)
+ + evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea)
+ + evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
- // Sum up all attacked squares
- ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
- | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
- | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
+ // Sum up all attacked squares (updated in evaluate_pieces)
+ ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
+ | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
+ | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
if (Trace)
- Tracing::scores[Us][MOBILITY] = apply_weight(mobility, Weights[Mobility]);
+ Tracing::scores[Us][MOBILITY] = apply_weight(mobility[Us], Weights[Mobility]);
return score;
}
- // evaluate_king<>() assigns bonuses and penalties to a king of a given color
+ // evaluate_king() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
Score evaluate_king(const Position& pos, const EvalInfo& ei, Value margins[]) {
// King shelter and enemy pawns storm
Score score = ei.pi->king_safety<Us>(pos, ksq);
- // King safety. This is quite complicated, and is almost certainly far
- // from optimally tuned.
+ // Main king safety evaluation
if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders
// apart from the king itself
- undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING];
- undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
+ 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]);
}
- // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
+ // evaluate_threats() assigns bonuses according to the type of attacking piece
+ // and the type of attacked one.
+
+ template<Color Us, bool Trace>
+ Score evaluate_threats(const Position& pos, const EvalInfo& ei) {
+
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+ Bitboard b, undefendedMinors, weakEnemies;
+ Score score = SCORE_ZERO;
+
+ // Undefended minors get penalized even if not under attack
+ undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT)
+ & ~ei.attackedBy[Them][ALL_PIECES];
+
+ if (undefendedMinors)
+ score += UndefendedMinor;
+
+ // Enemy pieces not defended by a pawn and under our attack
+ weakEnemies = pos.pieces(Them)
+ & ~ei.attackedBy[Them][PAWN]
+ & ei.attackedBy[Us][ALL_PIECES];
+
+ // Add bonus according to type of attacked enemy piece and to the
+ // type of attacking piece, from knights to queens. Kings are not
+ // considered because are already handled in king evaluation.
+ if (weakEnemies)
+ for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
+ {
+ b = ei.attackedBy[Us][pt1] & weakEnemies;
+ if (b)
+ for (PieceType pt2 = PAWN; pt2 < KING; ++pt2)
+ if (b & pos.pieces(pt2))
+ score += Threat[pt1][pt2];
+ }
+
+ if (Trace)
+ Tracing::scores[Us][THREAT] = score;
+
+ return score;
+ }
+
+
+ // evaluate_passed_pawns() evaluates the passed pawns of the given color
template<Color Us, bool Trace>
Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) {
ebonus -= ebonus / 4;
}
- // Increase the bonus if we have more non-pawn pieces
- if (pos.count<ALL_PIECES>( Us) - pos.count<PAWN>( Us) >
- pos.count<ALL_PIECES>(Them) - pos.count<PAWN>(Them))
+ if (pos.count<PAWN>(Us) < pos.count<PAWN>(Them))
ebonus += ebonus / 4;
score += make_score(mbonus, ebonus);