// happen in Chess960 games.
const Score TrappedBishopA1H1Penalty = make_score(100, 100);
- // Penalty for BNR that is not defended by anything
- const Score UndefendedPiecePenalty = make_score(25, 10);
+ // Penalty for an undefended bishop or knight
+ const Score UndefendedMinorPenalty = make_score(25, 10);
// The SpaceMask[Color] contains the area of the board which is considered
// by the space evaluation. In the middle game, each side is given a bonus
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
- score = pos.value();
+ score = pos.psq_score();
// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
- ei.mi = Threads[pos.thread()].materialTable.probe(pos);
+ ei.mi = pos.this_thread()->materialTable.probe(pos);
score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
}
// Probe the pawn hash table
- ei.pi = Threads[pos.thread()].pawnTable.probe(pos);
+ ei.pi = pos.this_thread()->pawnTable.probe(pos);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those.
if ( ei.mi->game_phase() < PHASE_MIDGAME
- && pos.opposite_colored_bishops()
+ && pos.opposite_bishops()
&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
// In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
- trace_add(PST, pos.value());
+ trace_add(PST, pos.psq_score());
trace_add(IMBALANCE, ei.mi->material_value());
trace_add(PAWN, ei.pi->pawns_value());
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
- if (!pos.square_is_empty(s + d + pawn_push(Us)))
+ if (!pos.square_empty(s + d + pawn_push(Us)))
score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty;
const Color Them = (Us == WHITE ? BLACK : WHITE);
- Bitboard b, undefended, undefendedMinors, weakEnemies;
+ Bitboard b, undefendedMinors, weakEnemies;
Score score = SCORE_ZERO;
- // Undefended pieces get penalized even if not under attack
- undefended = pos.pieces(Them) & ~ei.attackedBy[Them][0];
- undefendedMinors = undefended & (pos.pieces(BISHOP) | pos.pieces(KNIGHT));
+ // Undefended minors get penalized even if not under attack
+ undefendedMinors = pos.pieces(Them)
+ & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
+ & ~ei.attackedBy[Them][0];
if (undefendedMinors)
- score += single_bit(undefendedMinors) ? UndefendedPiecePenalty
- : UndefendedPiecePenalty * 2;
- if (undefended & pos.pieces(ROOK))
- score += UndefendedPiecePenalty;
+ score += single_bit(undefendedMinors) ? UndefendedMinorPenalty
+ : UndefendedMinorPenalty * 2;
// Enemy pieces not defended by a pawn and under our attack
weakEnemies = pos.pieces(Them)
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
- if (pos.square_is_empty(blockSq))
+ if (pos.square_empty(blockSq))
{
squaresToQueen = squares_in_front_of(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0];