// Backward pawn penalty by opposed flag
const Score Backward[2] = { S(56, 33), S(41, 19) };
- // Unsupported pawn penalty for pawns which are neither isolated or backward,
- // by number of pawns it supports [less than 2 / exactly 2].
- const Score Unsupported[2] = { S(17, 8), S(21, 12) };
+ // Unsupported pawn penalty for pawns which are neither isolated or backward
+ const Score Unsupported = S(17, 8);
// Connected pawn bonus by opposed, phalanx, twice supported and rank
Score Connected[2][2][2][RANK_NB];
// Lever bonus by rank
const Score Lever[RANK_NB] = {
S( 0, 0), S( 0, 0), S(0, 0), S(0, 0),
- S(17, 16), S(33, 32), S(0, 0), S(0, 0) };
+ S(17, 16), S(33, 32), S(0, 0), S(0, 0)
+ };
// Weakness of our pawn shelter in front of the king by [distance from edge][rank]
const Value ShelterWeakness[][RANK_NB] = {
- { V( 97), V(21), V(26), V(51), V(87), V( 89), V( 99) },
- { V(120), V( 0), V(28), V(76), V(88), V(103), V(104) },
- { V(101), V( 7), V(54), V(78), V(77), V( 92), V(101) },
- { V( 80), V(11), V(44), V(68), V(87), V( 90), V(119) } };
+ { V(100), V(20), V(10), V(46), V(82), V( 86), V( 98) },
+ { V(116), V( 4), V(28), V(87), V(94), V(108), V(104) },
+ { V(109), V( 1), V(59), V(87), V(62), V( 91), V(116) },
+ { V( 75), V(12), V(43), V(59), V(90), V( 84), V(112) }
+ };
// Danger of enemy pawns moving toward our king by [type][distance from edge][rank]
const Value StormDanger[][4][RANK_NB] = {
- { { V( 0), V( 67), V( 134), V(38), V(32) },
- { V( 0), V( 57), V( 139), V(37), V(22) },
- { V( 0), V( 43), V( 115), V(43), V(27) },
- { V( 0), V( 68), V( 124), V(57), V(32) } },
- { { V(20), V( 43), V( 100), V(56), V(20) },
- { V(23), V( 20), V( 98), V(40), V(15) },
- { V(23), V( 39), V( 103), V(36), V(18) },
- { V(28), V( 19), V( 108), V(42), V(26) } },
- { { V( 0), V( 0), V( 75), V(14), V( 2) },
- { V( 0), V( 0), V( 150), V(30), V( 4) },
- { V( 0), V( 0), V( 160), V(22), V( 5) },
- { V( 0), V( 0), V( 166), V(24), V(13) } },
- { { V( 0), V(-283), V(-281), V(57), V(31) },
- { V( 0), V( 58), V( 141), V(39), V(18) },
- { V( 0), V( 65), V( 142), V(48), V(32) },
- { V( 0), V( 60), V( 126), V(51), V(19) } } };
+ { { V( 4), V( 73), V( 132), V(46), V(31) },
+ { V( 1), V( 64), V( 143), V(26), V(13) },
+ { V( 1), V( 47), V( 110), V(44), V(24) },
+ { V( 0), V( 72), V( 127), V(50), V(31) } },
+ { { V(22), V( 45), V( 104), V(62), V( 6) },
+ { V(31), V( 30), V( 99), V(39), V(19) },
+ { V(23), V( 29), V( 96), V(41), V(15) },
+ { V(21), V( 23), V( 116), V(41), V(15) } },
+ { { V( 0), V( 0), V( 79), V(23), V( 1) },
+ { V( 0), V( 0), V( 148), V(27), V( 2) },
+ { V( 0), V( 0), V( 161), V(16), V( 1) },
+ { V( 0), V( 0), V( 171), V(22), V(15) } },
+ { { V( 0), V(-290), V(-274), V(57), V(41) },
+ { V( 0), V( 60), V( 144), V(39), V(13) },
+ { V( 0), V( 65), V( 141), V(41), V(34) },
+ { V( 0), V( 53), V( 127), V(56), V(14) } }
+
+ };
// Max bonus for king safety. Corresponds to start position with all the pawns
// in front of the king and no enemy pawn on the horizon.
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- const Color Them = (Us == WHITE ? BLACK : WHITE);
- const Square Up = (Us == WHITE ? DELTA_N : DELTA_S);
- const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
- const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Square Up = (Us == WHITE ? NORTH : SOUTH);
+ const Square Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Square Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Square s;
Bitboard ourPawns = pos.pieces(Us , PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
- e->kingSquares[Us] = SQ_NONE;
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
- e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
+ e->kingSquares[Us] = SQ_NONE;
+ e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
e->pawnsOnSquares[Us][BLACK] = popcount(ourPawns & DarkSquares);
e->pawnsOnSquares[Us][WHITE] = pos.count<PAWN>(Us) - e->pawnsOnSquares[Us][BLACK];
File f = file_of(s);
- e->semiopenFiles[Us] &= ~(1 << f);
+ e->semiopenFiles[Us] &= ~(1 << f);
e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
// Flag the pawn
// The pawn is backward when it cannot safely progress to that rank:
// either there is a stopper in the way on this rank, or there is a
// stopper on adjacent file which controls the way to that rank.
- backward = (b | shift_bb<Up>(b & adjacent_files_bb(f))) & stoppers;
+ backward = (b | shift<Up>(b & adjacent_files_bb(f))) & stoppers;
assert(!backward || !(pawn_attack_span(Them, s + Up) & neighbours));
}
score -= Backward[opposed];
else if (!supported)
- score -= Unsupported[more_than_one(neighbours & pawnAttacksBB[s])];
+ score -= Unsupported;
if (connected)
score += Connected[opposed][!!phalanx][more_than_one(supported)][relative_rank(Us, s)];
/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
/// to reduce independent parameters and to allow easier tuning and better insight.
-void init()
-{
+void init() {
+
static const int Seed[RANK_NB] = { 0, 8, 19, 13, 71, 94, 169, 324 };
for (int opposed = 0; opposed <= 1; ++opposed)