// Bonuses for enemy's safe checks
const int QueenContactCheckBonus = 3;
- const int DiscoveredCheckBonus = 3;
const int QueenCheckBonus = 2;
const int RookCheckBonus = 1;
const int BishopCheckBonus = 1;
void evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei);
+ int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
// Evaluate space for both sides
if (ei.mi->space_weight() > 0)
{
- evaluate_space<WHITE, HasPopCnt>(pos, ei);
- evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+ ei.value += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
}
}
namespace {
- // init_king_tables() initializes king bitboards for both sides adding
+ // init_attack_tables() initializes king bitboards for both sides adding
// pawn attacks. To be done before other evaluations.
template<Color Us, bool HasPopCnt>
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
- if ( pos.non_pawn_material(Them) <= KnightValueMidgame
- && pos.piece_count(Them, KNIGHT) <= 1)
+ if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
Square s = pop_1st_bit(&b);
Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
int d = square_distance(s, queeningSquare)
- - (relative_rank(c, s) == RANK_2) // Double pawn push
+ - int(relative_rank(c, s) == RANK_2) // Double pawn push
- square_distance(pos.king_square(opposite_color(c)), queeningSquare)
+ int(c != pos.side_to_move());
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table.
template<Color Us, bool HasPopCnt>
- void evaluate_space(const Position& pos, EvalInfo& ei) {
+ int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// Find the safe squares for our pieces inside the area defined by
// SpaceMask[us]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
- Bitboard safeSquares = SpaceMask[Us]
- & ~pos.pieces(PAWN, Us)
- & ~ei.attacked_by(Them, PAWN)
- & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
+ Bitboard safe = SpaceMask[Us]
+ & ~pos.pieces(PAWN, Us)
+ & ~ei.attacked_by(Them, PAWN)
+ & (ei.attacked_by(Us) | ~ei.attacked_by(Them));
// Find all squares which are at most three squares behind some friendly pawn
- Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8);
- behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16);
+ Bitboard behind = pos.pieces(PAWN, Us);
+ behind |= (Us == WHITE ? behind >> 8 : behind << 8);
+ behind |= (Us == WHITE ? behind >> 16 : behind << 16);
- int space = count_1s_max_15<HasPopCnt>(safeSquares)
- + count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
-
- ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
+ return count_1s_max_15<HasPopCnt>(safe) + count_1s_max_15<HasPopCnt>(behind & safe);
}