//
// Visually better to define tables constants
typedef Value V;
+ typedef Score S;
// Knight mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly piecess.
- const Value MidgameKnightMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7 8
- V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38)
- };
-
- const Value EndgameKnightMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7 8
- V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27)
+ const Score KnightMobilityBonus[] = {
+ S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
+ S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
};
// Bishop mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens are also included.
- const Value MidgameBishopMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65),
- // 8 9 10 11 12 13 14 15
- V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81)
- };
-
- const Value EndgameBishopMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60),
- // 8 9 10 11 12 13 14 15
- V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76)
+ const Score BishopMobilityBonus[] = {
+ S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
+ S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
+ S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
+ S( 79, 74), S( 80, 75), S(81, 76), S(81, 76)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
- const Value MidgameRookMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19),
- // 8 9 10 11 12 13 14 15
- V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32)
- };
-
- const Value EndgameRookMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79),
- // 8 9 10 11 12 13 14 15
- V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118)
+ const Score RookMobilityBonus[] = {
+ S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
+ S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
+ S( 23, 95), S( 26,106), S(27,111), S(28,114),
+ S( 29,116), S( 30,117), S(31,118), S(32,118)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
- const Value MidgameQueenMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5),
- // 8 9 10 11 12 13 14 15
- V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20),
- // 16 17 18 19 20 21 22 23
- V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20),
- // 24 25 26 27 28 29 30 31
- V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20)
+ const Score QueenMobilityBonus[] = {
+ S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
+ S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
+ S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S(20, 35)
};
- const Value EndgameQueenMobilityBonus[] = {
- // 0 1 2 3 4 5 6 7
- V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19),
- // 8 9 10 11 12 13 14 15
- V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35),
- // 16 17 18 19 20 21 22 23
- V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35),
- // 24 25 26 27 28 29 30 31
- V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35)
- };
+ // Pointers table to access mobility tables through piece type
+ const Score* MobilityBonus[] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, RookMobilityBonus, QueenMobilityBonus };
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
/// the strength of the attack are added up into an integer, which is used
/// as an index to SafetyTable[].
- // Attack weights for each piece type
+ // Attack weights for each piece type and table indexed on piece type
const int QueenAttackWeight = 5;
const int RookAttackWeight = 3;
const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2;
+ const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
+
// Bonuses for safe checks, initialized from UCI options
int QueenContactCheckBonus, DiscoveredCheckBonus;
int QueenCheckBonus, RookCheckBonus, BishopCheckBonus, KnightCheckBonus;
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
- inline Value apply_weight(Value v, int w);
+ inline Score apply_weight(Score v, int wmg, int weg);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
int weight_option(const std::string& opt, int weight);
void init_safety();
// Probe the material hash table
ei.mi = MaterialTable[threadID]->get_material_info(pos);
- ei.value += Score(ei.mi->material_value(), ei.mi->material_value());
+ ei.value += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
// configuration, call it and return
// Probe the pawn hash table
ei.pi = PawnTable[threadID]->get_pawn_info(pos);
- ei.value += Score(apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame),
- apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame));
+ ei.value += apply_weight(ei.pi->value(), WeightPawnStructureMidgame, WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
}
// Mobility
- ei.value += Score(apply_weight(ei.mgMobility, WeightMobilityMidgame),
- apply_weight(ei.egMobility, WeightMobilityEndgame));
+ ei.value += apply_weight(ei.mobility, WeightMobilityMidgame, WeightMobilityEndgame);
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
int evaluate_mobility(Bitboard b, Bitboard mob_area, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
- static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
- static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus };
- static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus };
// Update attack info
ei.attackedBy[Us][Piece] |= b;
int mob = (Piece != QUEEN ? count_1s_max_15<HasPopCnt>(b & mob_area)
: count_1s<HasPopCnt>(b & mob_area));
- ei.mgMobility += Sign[Us] * MgBonus[Piece][mob];
- ei.egMobility += Sign[Us] * EgBonus[Piece][mob];
+ ei.mobility += Sign[Us] * MobilityBonus[Piece][mob];
return mob;
}
if (relative_rank(Us, s) <= RANK_4)
{
shelter = ei.pi->get_king_shelter(pos, Us, s);
- ei.value += Score(Sign[Us] * Value(shelter), 0);
+ ei.value += Sign[Us] * Score(shelter, 0);
}
// King safety. This is quite complicated, and is almost certainly far
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]);
+ Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
- ei.value -= Score(Sign[Us] * v, 0);
+ ei.value -= Sign[Us] * v;
if (Us == pos.side_to_move())
- ei.futilityMargin += v;
+ ei.futilityMargin += v.mg();
}
}
}
// Add the scores for this pawn to the middle game and endgame eval.
- ei.value += Score(apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame),
- apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame));
+ ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
} // while
}
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * Score(apply_weight(Value(space * ei.mi->space_weight()), WeightSpace), 0);
+ ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
}
// apply_weight() applies an evaluation weight to a value
- inline Value apply_weight(Value v, int w) {
- return (v*w) / 0x100;
+ inline Score apply_weight(Score v, int wmg, int weg) {
+ return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
}