#include <iomanip>
#include <sstream>
-#include "bitcount.h"
+#include "bitboard.h"
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
// bishops outposts, bigger if outpost piece is supported by a pawn.
const Score Outpost[][2] = {
- { S(42,11), S(63,17) }, // Knights
- { S(18, 5), S(27, 8) } // Bishops
+ { S(43,11), S(65,20) }, // Knights
+ { S(20, 3), S(29, 8) } // Bishops
};
// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for
// knights and bishops which can reach an outpost square in one move, bigger
// if outpost square is supported by a pawn.
const Score ReachableOutpost[][2] = {
- { S(21, 5), S(31, 8) }, // Knights
- { S( 8, 2), S(13, 4) } // Bishops
+ { S(21, 5), S(35, 8) }, // Knights
+ { S( 8, 0), S(14, 4) } // Bishops
};
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
- const Score RookOnFile[2] = { S(19, 10), S(43, 21) };
+ const Score RookOnFile[2] = { S(20, 7), S(45, 20) };
// ThreatBySafePawn[PieceType] contains bonuses according to which piece
// type is attacked by a pawn which is protected or is not attacked.
// Assorted bonuses and penalties used by evaluation
const Score MinorBehindPawn = S(16, 0);
const Score BishopPawns = S( 8, 12);
- const Score RookOnPawn = S( 7, 27);
+ const Score RookOnPawn = S( 8, 24);
const Score TrappedRook = S(92, 0);
const Score Checked = S(20, 20);
- const Score ThreatByHangingPawn = S(70, 63);
+ const Score ThreatByHangingPawn = S(71, 61);
const Score LooseEnemies = S( 0, 25);
- const Score Hanging = S(48, 28);
- const Score ThreatByPawnPush = S(31, 19);
+ const Score Hanging = S(48, 27);
+ const Score ThreatByPawnPush = S(38, 22);
const Score Unstoppable = S( 0, 20);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// Penalties for enemy's safe checks
const int QueenContactCheck = 89;
- const int QueenCheck = 50;
+ const int QueenCheck = 52;
const int RookCheck = 45;
- const int BishopCheck = 6;
- const int KnightCheck = 14;
+ const int BishopCheck = 5;
+ const int KnightCheck = 17;
// eval_init() initializes king and attack bitboards for a given color
{
ei.kingRing[Them] = b | shift_bb<Down>(b);
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) : 0;
+ ei.kingAttackersCount[Us] = b ? popcount(b) : 0;
ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
else
ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
bb = b & ei.attackedBy[Them][KING];
if (bb)
- ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
+ ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb);
}
if (Pt == QUEEN)
| ei.attackedBy[Them][BISHOP]
| ei.attackedBy[Them][ROOK]);
- int mob = popcount<Pt == QUEEN ? Full : Max15>(b & mobilityArea[Us]);
+ int mob = popcount(b & mobilityArea[Us]);
mobility[Us] += MobilityBonus[Pt][mob];
{
Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s];
if (alignedPawns)
- score += RookOnPawn * popcount<Max15>(alignedPawns);
+ score += RookOnPawn * popcount(alignedPawns);
}
// Bonus when on an open or semi-open file
// the pawn shelter (current 'score' value).
attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
+ 9 * ei.kingAdjacentZoneAttacksCount[Them]
- + 27 * popcount<Max15>(undefended)
+ + 27 * popcount(undefended)
+ 11 * !!ei.pinnedPieces[Us]
- 64 * !pos.count<QUEEN>(Them)
- mg_value(score) / 8;
| ei.attackedBy[Them][KING];
if (b)
- attackUnits += QueenContactCheck * popcount<Max15>(b);
+ attackUnits += QueenContactCheck * popcount(b);
}
// Analyse the enemy's safe distance checks for sliders and knights
b = weak & ~ei.attackedBy[Them][ALL_PIECES];
if (b)
- score += Hanging * popcount<Max15>(b);
+ score += Hanging * popcount(b);
b = weak & ei.attackedBy[Us][KING];
if (b)
& ~ei.attackedBy[Us][PAWN];
if (b)
- score += ThreatByPawnPush * popcount<Max15>(b);
+ score += ThreatByPawnPush * popcount(b);
if (DoTrace)
Trace::add(THREAT, Us, score);
assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0);
// ...count safe + (behind & safe) with a single popcount
- int bonus = popcount<Full>((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
+ int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
int weight = pos.count<KNIGHT>(Us) + pos.count<BISHOP>(Us)
+ pos.count<KNIGHT>(Them) + pos.count<BISHOP>(Them);