};
// Assorted bonuses and penalties
- constexpr Score BishopPawns = S( 3, 7);
+ constexpr Score BishopKingProtector = S( 6, 9);
constexpr Score BishopOnKingRing = S( 24, 0);
+ constexpr Score BishopOutpost = S( 30, 23);
+ constexpr Score BishopPawns = S( 3, 7);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score Hanging = S( 69, 36);
- constexpr Score BishopKingProtector = S( 6, 9);
constexpr Score KnightKingProtector = S( 8, 9);
constexpr Score KnightOnQueen = S( 16, 11);
+ constexpr Score KnightOutpost = S( 56, 36);
constexpr Score LongDiagonalBishop = S( 45, 0);
constexpr Score MinorBehindPawn = S( 18, 3);
- constexpr Score KnightOutpost = S( 56, 36);
- constexpr Score BishopOutpost = S( 30, 23);
- constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
+ constexpr Score QueenInfiltration = S( -2, 14);
+ constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score RestrictedPiece = S( 7, 7);
constexpr Score RookOnKingRing = S( 16, 0);
- constexpr Score RookOnQueenFile = S( 5, 9);
- constexpr Score SliderOnQueen = S( 59, 18);
+ constexpr Score RookOnQueenFile = S( 6, 11);
+ constexpr Score SliderOnQueen = S( 60, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 55, 13);
- constexpr Score WeakQueen = S( 51, 14);
- constexpr Score WeakQueenProtection = S( 15, 0);
+ constexpr Score WeakQueenProtection = S( 14, 0);
+ constexpr Score WeakQueen = S( 56, 15);
+
#undef S
// Evaluation::initialize() computes king and pawn attacks, and the king ring
// bitboard for a given color. This is done at the beginning of the evaluation.
+
template<Tracing T> template<Color Us>
void Evaluation<T>::initialize() {
// Evaluation::pieces() scores pieces of a given color and type
+
template<Tracing T> template<Color Us, PieceType Pt>
Score Evaluation<T>::pieces() {
Bitboard queenPinners;
if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
score -= WeakQueen;
+
+ // Bonus for queen on weak square in enemy camp
+ if (relative_rank(Us, s) > RANK_4 && (~pe->pawn_attacks_span(Them) & s))
+ score += QueenInfiltration;
}
}
if (T)
// Evaluation::king() assigns bonuses and penalties to a king of a given color
+
template<Tracing T> template<Color Us>
Score Evaluation<T>::king() const {
// Evaluation::threats() assigns bonuses according to the types of the
// attacking and the attacked pieces.
+
template<Tracing T> template<Color Us>
Score Evaluation<T>::threats() const {
}
- // Evaluation::space() computes the space evaluation for a given side. The
- // space evaluation is a simple bonus based on the number of safe squares
- // available for minor pieces on the central four files on ranks 2--4. Safe
- // squares one, two or three squares behind a friendly pawn are counted
- // twice. Finally, the space bonus is multiplied by a weight. The aim is to
- // improve play on game opening.
+ // Evaluation::space() computes a space evaluation for a given side, aiming to improve game
+ // play in the opening. It is based on the number of safe squares on the 4 central files
+ // on ranks 2 to 4. Completely safe squares behind a friendly pawn are counted twice.
+ // Finally, the space bonus is multiplied by a weight which decreases according to occupancy.
template<Tracing T> template<Color Us>
Score Evaluation<T>::space() const {
+ // Early exit if, for example, both queens or 6 minor pieces have been exchanged
if (pos.non_pawn_material() < SpaceThreshold)
return SCORE_ZERO;
// Evaluation::winnable() adjusts the mg and eg score components based on the
- // known attacking/defending status of the players.
- // A single value is derived from the mg and eg values and returned.
+ // known attacking/defending status of the players. A single value is derived
+ // by interpolation from the mg and eg values and returned.
template<Tracing T>
Value Evaluation<T>::winnable(Score score) const {
eg += v;
// Compute the scale factor for the winning side
-
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
else
sf = 22 + 3 * pos.count<ALL_PIECES>(strongSide);
}
+ else if ( pos.non_pawn_material(WHITE) == RookValueMg
+ && pos.non_pawn_material(BLACK) == RookValueMg
+ && !pe->passed_pawns(strongSide)
+ && pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
+ && bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
+ && (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
+ sf = 36;
+ else if (pos.count<QUEEN>() == 1)
+ sf = 37;
else
sf = std::min(sf, 36 + 7 * pos.count<PAWN>(strongSide));
}
return pos.side_to_move() == WHITE ? v : -v;
// Main evaluation begins here
-
initialize<WHITE>();
initialize<BLACK>();
// Pieces evaluated first (also populates attackedBy, attackedBy2).
- // Note that the order of evaluation of the terms is left unspecified
+ // Note that the order of evaluation of the terms is left unspecified.
score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
+ pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
+ pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
}
+ // Evaluation grain
+ v = (v / 16) * 16;
+
// Side to move point of view
v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;