// Evaluation weights, initialized from UCI options
enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
- Score Weights[6];
+ struct Weight { int mg, eg; } Weights[6];
typedef Value V;
#define S(mg, eg) make_score(mg, eg)
const int BishopCheck = 2;
const int KnightCheck = 3;
- const int UnsupportedPinnedPiece = 2;
-
// KingDanger[Color][attackUnits] contains the actual king danger weighted
// scores, indexed by color and by a calculated integer number.
Score KingDanger[COLOR_NB][128];
Score evaluate_unstoppable_pawns(const Position& pos, Color us, const EvalInfo& ei);
Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
- Score apply_weight(Score v, Score w);
- Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
+ Score apply_weight(Score v, const Weight& w);
+ Weight weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
}
// the pawn shelter (current 'score' value).
attackUnits = std::min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
+ + 2 * (ei.pinnedPieces[Us] != 0)
- mg_value(score) / 32;
// Analyse the enemy's safe queen contact checks. Firstly, find the
if (b)
attackUnits += KnightCheck * popcount<Max15>(b);
- // Penalty for pinned pieces not defended by a pawn
- if (ei.pinnedPieces[Us] & ~ei.attackedBy[Us][PAWN])
- attackUnits += UnsupportedPinnedPiece;
-
// To index KingDanger[] attackUnits must be in [0, 99] range
attackUnits = std::min(99, std::max(0, attackUnits));
}
// apply_weight() weights score v by score w trying to prevent overflow
- Score apply_weight(Score v, Score w) {
+ Score apply_weight(Score v, const Weight& w) {
- return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
- (int(eg_value(v)) * eg_value(w)) / 0x100);
+ return make_score(mg_value(v) * w.mg / 256, eg_value(v) * w.eg / 256);
}
// weight_option() computes the value of an evaluation weight, by combining
// two UCI-configurable weights (midgame and endgame) with an internal weight.
- Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
-
- // Scale option value from 100 to 256
- int mg = Options[mgOpt] * 256 / 100;
- int eg = Options[egOpt] * 256 / 100;
+ Weight weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
- return apply_weight(make_score(mg, eg), internalWeight);
+ Weight w = { Options[mgOpt] * mg_value(internalWeight) / 100,
+ Options[egOpt] * eg_value(internalWeight) / 100 };
+ return w;
}