#include "bitcount.h"
#include "evaluate.h"
+#include "material.h"
+#include "pawns.h"
#include "thread.h"
#include "ucioption.h"
-using namespace Eval;
-
namespace {
+ // Struct EvalInfo contains various information computed and collected
+ // by the evaluation functions.
+ struct EvalInfo {
+
+ // Pointers to material and pawn hash table entries
+ Material::Entry* mi;
+ Pawns::Entry* pi;
+
+ // attackedBy[color][piece type] is a bitboard representing all squares
+ // attacked by a given color and piece type, attackedBy[color][ALL_PIECES]
+ // contains all squares attacked by the given color.
+ Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
+
+ // kingRing[color] is the zone around the king which is considered
+ // by the king safety evaluation. This consists of the squares directly
+ // adjacent to the king, and the three (or two, for a king on an edge file)
+ // squares two ranks in front of the king. For instance, if black's king
+ // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
+ // f7, g7, h7, f6, g6 and h6.
+ Bitboard kingRing[COLOR_NB];
+
+ // kingAttackersCount[color] is the number of pieces of the given color
+ // which attack a square in the kingRing of the enemy king.
+ int kingAttackersCount[COLOR_NB];
+
+ // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
+ // given color which attack a square in the kingRing of the enemy king. The
+ // weights of the individual piece types are given by the variables
+ // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
+ // KnightAttackWeight in evaluate.cpp
+ int kingAttackersWeight[COLOR_NB];
+
+ // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
+ // directly adjacent to the king of the given color. Pieces which attack
+ // more than one square are counted multiple times. For instance, if black's
+ // king is on g8 and there's a white knight on g5, this knight adds
+ // 2 to kingAdjacentZoneAttacksCount[BLACK].
+ int kingAdjacentZoneAttacksCount[COLOR_NB];
+ };
+
// Evaluation grain size, must be a power of 2
const int GrainSize = 8;
// Function prototypes
template<bool Trace>
- Value do_evaluate(const Position& pos, Value& margin, Info& ei);
+ Value do_evaluate(const Position& pos, Value& margin);
template<Color Us>
- void init_eval_info(const Position& pos, Info& ei);
+ void init_eval_info(const Position& pos, EvalInfo& ei);
template<Color Us, bool Trace>
- Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility);
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
template<Color Us, bool Trace>
- Score evaluate_king(const Position& pos, Info& ei, Value margins[]);
+ Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
template<Color Us>
- Score evaluate_threats(const Position& pos, Info& ei);
+ Score evaluate_threats(const Position& pos, EvalInfo& ei);
template<Color Us>
- int evaluate_space(const Position& pos, Info& ei);
+ int evaluate_space(const Position& pos, EvalInfo& ei);
template<Color Us>
- Score evaluate_passed_pawns(const Position& pos, Info& ei);
+ Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- Score evaluate_unstoppable_pawns(const Position& pos, Info& ei);
+ Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
- Value evaluate(const Position& pos, Value& margin, Info* ei) {
- return do_evaluate<false>(pos, margin, *ei);
+ Value evaluate(const Position& pos, Value& margin) {
+ return do_evaluate<false>(pos, margin);
}
Value margin;
std::string totals;
- Info ei;
Search::RootColor = pos.side_to_move();
TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
memset(TracedScores, 0, 2 * 16 * sizeof(Score));
- do_evaluate<true>(pos, margin, ei);
+ do_evaluate<true>(pos, margin);
totals = TraceStream.str();
TraceStream.str("");
namespace {
template<bool Trace>
-Value do_evaluate(const Position& pos, Value& margin, Info& ei) {
+Value do_evaluate(const Position& pos, Value& margin) {
assert(!pos.checkers());
+ EvalInfo ei;
Value margins[COLOR_NB];
Score score, mobilityWhite, mobilityBlack;
Thread* th = pos.this_thread();
// pawn attacks. To be done at the beginning of the evaluation.
template<Color Us>
- void init_eval_info(const Position& pos, Info& ei) {
+ void init_eval_info(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// evaluate_outposts() evaluates bishop and knight outposts squares
template<PieceType Piece, Color Us>
- Score evaluate_outposts(const Position& pos, Info& ei, Square s) {
+ Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
template<PieceType Piece, Color Us, bool Trace>
- Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) {
+ Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
Bitboard b;
Square s, ksq;
score += RookHalfOpenFileBonus;
}
- // Penalize rooks which are trapped inside a king. Penalize more if
- // king has lost right to castle.
if (mob > 6 || ei.pi->file_is_half_open(Us, f))
continue;
ksq = pos.king_square(Us);
- if ( file_of(ksq) >= FILE_E
- && file_of(s) > file_of(ksq)
- && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
- {
- // Is there a half-open file between the king and the edge of the board?
- if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
- score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
- }
- else if ( file_of(ksq) <= FILE_D
- && file_of(s) < file_of(ksq)
- && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
- {
- // Is there a half-open file between the king and the edge of the board?
- if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
- score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
- : (TrappedRookPenalty - mob * 16), 0);
- }
+ // Penalize rooks which are trapped inside a king. Penalize more if
+ // king has lost right to castle.
+ if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq)))
+ && rank_of(ksq) == rank_of(s)
+ && relative_rank(Us, ksq) == RANK_1
+ && !ei.pi->has_open_file_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E))
+ score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+ : (TrappedRookPenalty - mob * 16), 0);
}
}
// and the type of attacked one.
template<Color Us>
- Score evaluate_threats(const Position& pos, Info& ei) {
+ Score evaluate_threats(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// pieces of a given color.
template<Color Us, bool Trace>
- Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) {
+ Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
- const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
+ const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING));
score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
// evaluate_king<>() assigns bonuses and penalties to a king of a given color
template<Color Us, bool Trace>
- Score evaluate_king(const Position& pos, Info& ei, Value margins[]) {
+ Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// evaluate_passed_pawns<>() evaluates the passed pawns of the given color
template<Color Us>
- Score evaluate_passed_pawns(const Position& pos, Info& ei) {
+ Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
// evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
// conservative and returns a winning score only when we are very sure that the pawn is winning.
- Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) {
+ Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
Bitboard b, b2, blockers, supporters, queeningPath, candidates;
Square s, blockSq, queeningSquare;
// twice. Finally, the space bonus is scaled by a weight taken from the
// material hash table. The aim is to improve play on game opening.
template<Color Us>
- int evaluate_space(const Position& pos, Info& ei) {
+ int evaluate_space(const Position& pos, EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);