S(34,68), S(83,166), S(0, 0), S( 0, 0)
};
+ const Score PawnStructureWeight = S(233, 201);
+
#undef S
+
+ inline Score apply_weight(Score v, Score w) {
+ return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
+ (int(eg_value(v)) * eg_value(w)) / 0x100);
+ }
}
PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
- assert(pos.is_ok());
-
Key key = pos.get_pawn_key();
- PawnInfo* pi = find(key);
+ PawnInfo* pi = probe(key);
// If pi->key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return
pi->pawnAttacks[WHITE] = ((wPawns << 9) & ~FileABB) | ((wPawns << 7) & ~FileHBB);
pi->pawnAttacks[BLACK] = ((bPawns >> 7) & ~FileABB) | ((bPawns >> 9) & ~FileHBB);
- // Evaluate pawns for both colors
+ // Evaluate pawns for both colors and weight the result
pi->value = evaluate_pawns<WHITE>(pos, wPawns, bPawns, pi)
- evaluate_pawns<BLACK>(pos, bPawns, wPawns, pi);
+
+ pi->value = apply_weight(pi->value, PawnStructureWeight);
+
return pi;
}
Rank r;
bool passed, isolated, doubled, opposed, chain, backward, candidate;
Score value = SCORE_ZERO;
- const Square* ptr = pos.piece_list_begin(Us, PAWN);
+ const Square* pl = pos.piece_list(Us, PAWN);
// Loop through all pawns of the current color and score each pawn
- while ((s = *ptr++) != SQ_NONE)
+ while ((s = *pl++) != SQ_NONE)
{
assert(pos.piece_on(s) == make_piece(Us, PAWN));
- f = square_file(s);
- r = square_rank(s);
+ f = file_of(s);
+ r = rank_of(s);
// This file cannot be half open
pi->halfOpenFiles[Us] &= ~(1 << f);
for (int i = 0; i < 3; i++)
{
r += Shift;
- shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (64 >> i);
+ shelter += BitCount8Bit[(pawns >> r) & 0xFF] << (6 - i);
}
}
kingSquares[Us] = ksq;