// Pointer to pawn hash table entry
PawnInfo* pi;
- // updateKingTables[color] is set to true if we have enough material
- // to trigger the opponent's king safety calculation. When is false we
- // skip the time consuming update of the king attackers tables.
- bool updateKingTables[2];
-
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
template<Color Us>
Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- Score apply_weight(Score v, Score weight);
+ inline Score apply_weight(Score v, Score weight);
Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
void init_safety();
bonus += evaluate_passed_pawns<WHITE>(pos, ei)
- evaluate_passed_pawns<BLACK>(pos, ei);
- Phase phase = mi->game_phase();
-
// Evaluate space for both sides, only in middle-game.
- if (phase > PHASE_ENDGAME && mi->space_weight() > 0)
+ if (mi->space_weight())
{
int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]);
}
// Scale winning side if position is more drawish that what it appears
- ScaleFactor sf = eg_value(bonus) > VALUE_ZERO ? mi->scale_factor(pos, WHITE)
+ ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
: mi->scale_factor(pos, BLACK);
+ Phase phase = mi->game_phase();
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those.
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
- ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
- ei.updateKingTables[Us] = pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame;
- if (ei.updateKingTables[Us])
+
+ // Init king safety tables only if we are going to use them
+ if ( pos.piece_count(Us, QUEEN)
+ && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
{
+ ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
- ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : EmptyBoardBB;
- ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = EmptyBoardBB;
- }
+ ei.kingAttackersCount[Us] = b ? count_1s<Max15>(b) / 2 : 0;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
+ } else
+ ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0;
}
ei.attackedBy[Us][Piece] |= b;
// King attacks
- if (ei.updateKingTables[Us] && (b & ei.kingZone[Us]))
+ if (b & ei.kingZone[Us])
{
ei.kingAttackersCount[Us]++;
ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
- if ( ei.updateKingTables[Them]
- && ei.kingAttackersCount[Them] >= 2
+ if ( ei.kingAttackersCount[Them] >= 2
&& ei.kingAdjacentZoneAttacksCount[Them])
{
// Find the attacked squares around the king which has no defenders