Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#define V Value
#define S(mg, eg) make_score(mg, eg)
- // Isolated pawn penalty by opposed flag
- const Score Isolated[] = { S(27, 30), S(13, 18) };
+ // Isolated pawn penalty
+ const Score Isolated = S(13, 18);
- // Backward pawn penalty by opposed flag
- const Score Backward[] = { S(40, 26), S(24, 12) };
+ // Backward pawn penalty
+ const Score Backward = S(24, 12);
// Connected pawn bonus by opposed, phalanx, #support and rank
Score Connected[2][2][3][RANK_NB];
// Doubled pawn penalty
const Score Doubled = S(18, 38);
- // 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)
- };
-
// Weakness of our pawn shelter in front of the king by [isKingFile][distance from edge][rank].
// RANK_1 = 0 is used for files where we have no pawns or our pawn is behind our king.
const Value ShelterWeakness[][int(FILE_NB) / 2][RANK_NB] = {
template<Color Us>
Score evaluate(const Position& pos, Pawns::Entry* e) {
- 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);
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Direction Up = (Us == WHITE ? NORTH : SOUTH);
+ const Direction Right = (Us == WHITE ? NORTH_EAST : SOUTH_WEST);
+ const Direction Left = (Us == WHITE ? NORTH_WEST : SOUTH_EAST);
Bitboard b, neighbours, stoppers, doubled, supported, phalanx;
Bitboard lever, leverPush;
Bitboard ourPawns = pos.pieces( Us, PAWN);
Bitboard theirPawns = pos.pieces(Them, PAWN);
- e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
+ e->passedPawns[Us] = e->pawnAttacksSpan[Us] = e->weakUnopposed[Us] = 0;
e->semiopenFiles[Us] = 0xFF;
e->kingSquares[Us] = SQ_NONE;
e->pawnAttacks[Us] = shift<Right>(ourPawns) | shift<Left>(ourPawns);
// Score this pawn
if (supported | phalanx)
- score += Connected[opposed][!!phalanx][popcount(supported)][relative_rank(Us, s)];
+ score += Connected[opposed][bool(phalanx)][popcount(supported)][relative_rank(Us, s)];
else if (!neighbours)
- score -= Isolated[opposed];
+ score -= Isolated, e->weakUnopposed[Us] += !opposed;
else if (backward)
- score -= Backward[opposed];
+ score -= Backward, e->weakUnopposed[Us] += !opposed;
if (doubled && !supported)
score -= Doubled;
-
- if (lever)
- score += Lever[relative_rank(Us, s)];
}
return score;
Value safety = MaxSafetyBonus;
File center = std::max(FILE_B, std::min(FILE_G, file_of(ksq)));
- for (File f = center - File(1); f <= center + File(1); ++f)
+ for (File f = File(center - 1); f <= File(center + 1); ++f)
{
b = ourPawns & file_bb(f);
Rank rkUs = b ? relative_rank(Us, backmost_sq(Us, b)) : RANK_1;
b = theirPawns & file_bb(f);
Rank rkThem = b ? relative_rank(Us, frontmost_sq(Them, b)) : RANK_1;
- int d = std::min(f, FILE_H - f);
+ int d = std::min(f, ~f);
safety -= ShelterWeakness[f == file_of(ksq)][d][rkUs]
+ StormDanger
[f == file_of(ksq) && rkThem == relative_rank(Us, ksq) + 1 ? BlockedByKing :