// MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
// indexed by piece type and number of attacked squares in the mobility area.
- const Score MobilityBonus[4][32] = {
+ const Score MobilityBonus[][32] = {
{ S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
S( 22, 26), S( 29, 29), S( 36, 29) },
{ S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
// RookOnFile[semiopen/open] contains bonuses for each rook when there is no
// friendly pawn on the rook file.
- 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.
- const Score ThreatBySafePawn[PIECE_TYPE_NB] = {
- S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215)
- };
+ const Score RookOnFile[] = { S(20, 7), S(45, 20) };
// ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
// which piece type attacks which one. Attacks on lesser pieces which are
// ThreatByKing[on one/on many] contains bonuses for king attacks on
// pawns or pieces which are not pawn-defended.
- const Score ThreatByKing[2] = { S(3, 62), S(9, 138) };
+ const Score ThreatByKing[] = { S(3, 62), S(9, 138) };
// Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns.
// We don't use a Score because we process the two components independently.
// Protector[PieceType-2][distance] contains a protecting bonus for our king,
// indexed by piece type and distance between the piece and the king.
- const Score Protector[4][8] = {
+ const Score Protector[][8] = {
{ S(0, 0), S( 7, 9), S( 7, 1), S( 1, 5), S(-10,-4), S( -1,-4), S( -7,-3), S(-16,-10) }, // Knight
{ S(0, 0), S(11, 8), S(-7,-1), S(-1,-2), S( -1,-7), S(-11,-3), S( -9,-1), S(-16, -1) }, // Bishop
{ S(0, 0), S(10, 0), S(-2, 2), S(-5, 4), S( -6, 2), S(-14,-3), S( -2,-9), S(-12, -7) }, // Rook
- { S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S(-4, 7), S(-13,-7), S(-10, -7) } // Queen
+ { S(0, 0), S( 3,-5), S( 2,-5), S(-4, 0), S( -9,-6), S( -4, 7), S(-13,-7), S(-10, -7) } // Queen
};
// Assorted bonuses and penalties used by evaluation
- const Score MinorBehindPawn = S(16, 0);
- const Score BishopPawns = S( 8, 12);
- const Score RookOnPawn = S( 8, 24);
- const Score TrappedRook = S(92, 0);
- const Score WeakQueen = S(50, 10);
- const Score OtherCheck = S(10, 10);
- const Score CloseEnemies = S( 7, 0);
- const Score PawnlessFlank = S(20, 80);
- const Score ThreatByHangingPawn = S(71, 61);
- const Score ThreatByRank = S(16, 3);
- const Score Hanging = S(48, 27);
- const Score ThreatByPawnPush = S(38, 22);
- const Score HinderPassedPawn = S( 7, 0);
+ const Score MinorBehindPawn = S( 16, 0);
+ const Score BishopPawns = S( 8, 12);
+ const Score RookOnPawn = S( 8, 24);
+ const Score TrappedRook = S( 92, 0);
+ const Score WeakQueen = S( 50, 10);
+ const Score OtherCheck = S( 10, 10);
+ const Score CloseEnemies = S( 7, 0);
+ const Score PawnlessFlank = S( 20, 80);
+ const Score ThreatByHangingPawn = S( 71, 61);
+ const Score ThreatBySafePawn = S(182,175);
+ const Score ThreatByRank = S( 16, 3);
+ const Score Hanging = S( 48, 27);
+ const Score ThreatByPawnPush = S( 38, 22);
+ const Score HinderPassedPawn = S( 7, 0);
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
// Penalties for enemy's safe checks
- const int QueenCheck = 745;
- const int RookCheck = 688;
- const int BishopCheck = 588;
- const int KnightCheck = 924;
+ const int QueenCheck = 810;
+ const int RookCheck = 888;
+ const int BishopCheck = 400;
+ const int KnightCheck = 790;
- // Threshold for lazy evaluation
- const Value LazyThreshold = Value(1500);
+ // Threshold for lazy and space evaluation
+ const Value LazyThreshold = Value(1500);
+ const Value SpaceThreshold = Value(12222);
// eval_init() initializes king and attack bitboards for a given color
// adding pawn attacks. To be done at the beginning of the evaluation.
template<bool DoTrace, Color Us = WHITE, PieceType Pt = KNIGHT>
Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility) {
- const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1));
const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
: Rank5BB | Rank4BB | Rank3BB);
const Square* pl = pos.squares<Pt>(Us);
// number and types of the enemy's attacking pieces, the number of
// attacked and undefended squares around our king and the quality of
// the pawn shelter (current 'score' value).
- kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them])
- + 101 * ei.kingAdjacentZoneAttacksCount[Them]
- + 235 * popcount(undefended)
- + 134 * (popcount(b) + !!pos.pinned_pieces(Us))
- - 717 * !pos.count<QUEEN>(Them)
- - 7 * mg_value(score) / 5 - 5;
+ kingDanger = ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]
+ + 103 * ei.kingAdjacentZoneAttacksCount[Them]
+ + 190 * popcount(undefended)
+ + 142 * (popcount(b) + !!pos.pinned_pieces(Us))
+ - 810 * !pos.count<QUEEN>(Them)
+ - 6 * mg_value(score) / 5 - 5;
// Analyse the safe enemy's checks which are possible on next move
safe = ~pos.pieces(Them);
// Transform the kingDanger units into a Score, and substract it from the evaluation
if (kingDanger > 0)
- score -= make_score(std::min(kingDanger * kingDanger / 4096, 2 * int(BishopValueMg)), 0);
+ score -= make_score(kingDanger * kingDanger / 4096, 0);
}
// King tropism: firstly, find squares that opponent attacks in our king flank
safeThreats = (shift<Right>(b) | shift<Left>(b)) & weak;
+ score += ThreatBySafePawn * popcount(safeThreats);
+
if (weak ^ safeThreats)
score += ThreatByHangingPawn;
-
- while (safeThreats)
- score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))];
}
// Squares strongly protected by the opponent, either because they attack the
// ...count safe + (behind & safe) with a single popcount.
int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe));
- bonus = std::min(16, bonus);
int weight = pos.count<ALL_PIECES>(Us) - 2 * ei.pe->open_files();
- return make_score(bonus * weight * weight / 18, 0);
+ return make_score(bonus * weight * weight / 16, 0);
}
int kingDistance = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
- int pawns = pos.count<PAWN>();
bool bothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide);
// Compute the initiative bonus for the attacking side
- int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pawns + 16 * bothFlanks;
+ int initiative = 8 * (asymmetry + kingDistance - 17) + 12 * pos.count<PAWN>() + 16 * bothFlanks;
// Now apply the bonus: note that we find the attacking side by extracting
// the sign of the endgame value, and that we carefully cap the bonus so
- evaluate_passer_pawns<BLACK, DoTrace>(pos, ei);
// Evaluate space for both sides, only during opening
- if (pos.non_pawn_material() >= 12222)
+ if (pos.non_pawn_material() >= SpaceThreshold)
score += evaluate_space<WHITE>(pos, ei)
- evaluate_space<BLACK>(pos, ei);
Trace::add(IMBALANCE, ei.me->imbalance());
Trace::add(PAWN, ei.pe->pawns_score());
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
- if (pos.non_pawn_material() >= 12222)
+ if (pos.non_pawn_material() >= SpaceThreshold)
Trace::add(SPACE, evaluate_space<WHITE>(pos, ei)
, evaluate_space<BLACK>(pos, ei));
Trace::add(TOTAL, score);