uint8_t BitCount8Bit[256];
// Function prototypes
- void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
- void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
- void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
- void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
- void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
+ template<PieceType Piece>
+ void evaluate_pieces(const Position& p, Color us, EvalInfo& ei);
+
+ template<>
+ void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo &ei);
void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
// Evaluate pieces
for (Color c = WHITE; c <= BLACK; c++)
{
- // Knights
- for (int i = 0; i < pos.piece_count(c, KNIGHT); i++)
- evaluate_knight(pos, pos.piece_list(c, KNIGHT, i), c, ei);
-
- // Bishops
- for (int i = 0; i < pos.piece_count(c, BISHOP); i++)
- evaluate_bishop(pos, pos.piece_list(c, BISHOP, i), c, ei);
-
- // Rooks
- for (int i = 0; i < pos.piece_count(c, ROOK); i++)
- evaluate_rook(pos, pos.piece_list(c, ROOK, i), c, ei);
-
- // Queens
- for(int i = 0; i < pos.piece_count(c, QUEEN); i++)
- evaluate_queen(pos, pos.piece_list(c, QUEEN, i), c, ei);
-
- // Special pattern: trapped bishops on a7/h7/a2/h2
- Bitboard b = pos.bishops(c) & MaskA7H7[c];
- while (b)
- {
- Square s = pop_1st_bit(&b);
- evaluate_trapped_bishop_a7h7(pos, s, c, ei);
- }
-
- // Special pattern: trapped bishops on a1/h1/a8/h8 in Chess960:
- if (Chess960)
- {
- b = pos.bishops(c) & MaskA1H1[c];
- while (b)
- {
- Square s = pop_1st_bit(&b);
- evaluate_trapped_bishop_a1h1(pos, s, c, ei);
- }
- }
-
- // Sum up all attacked squares
- ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
- | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
- | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
+ evaluate_pieces<KNIGHT>(pos, c, ei);
+ evaluate_pieces<BISHOP>(pos, c, ei);
+ evaluate_pieces<ROOK>(pos, c, ei);
+ evaluate_pieces<QUEEN>(pos, c, ei);
+
+ // Sum up all attacked squares
+ ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
+ | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
+ | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
// Kings. Kings are evaluated after all other pieces for both sides,
// because we need complete attack information for all pieces when computing
// the king safety evaluation.
for (Color c = WHITE; c <= BLACK; c++)
- evaluate_king(pos, pos.king_square(c), c, ei);
+ evaluate_pieces<KING>(pos, c, ei);
// Evaluate passed pawns. We evaluate passed pawns for both sides at once,
// because we need to know which side promotes first in positions where
}
- // evaluate_knight() assigns bonuses and penalties to a knight of a given
- // color on a given square.
+ // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given
+ // color.
- void evaluate_knight(const Position& p, Square s, Color us, EvalInfo& ei) {
+ template<PieceType Piece>
+ void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) {
- // Attacks, mobility and outposts
- evaluate_common<KNIGHT>(p, p.piece_attacks<KNIGHT>(s), us, ei, s);
- }
+ Bitboard b;
+ for (int i = 0; i < pos.piece_count(us, Piece); i++)
+ {
+ Square s = pos.piece_list(us, Piece, i);
- // evaluate_bishop() assigns bonuses and penalties to a bishop of a given
- // color on a given square.
+ if (Piece == KNIGHT || Piece == QUEEN)
+ b = pos.piece_attacks<Piece>(s);
+ else if (Piece == BISHOP)
+ b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
+ else if (Piece == ROOK)
+ b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
- void evaluate_bishop(const Position& p, Square s, Color us, EvalInfo& ei) {
+ // Attacks, mobility and outposts
+ int mob = evaluate_common<Piece>(pos, b, us, ei, s);
- Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
+ // Special patterns: trapped bishops on a7/h7/a2/h2
+ // and trapped bishops on a1/h1/a8/h8 in Chess960.
+ if (Piece == BISHOP)
+ {
+ if (bit_is_set(MaskA7H7[us], s))
+ evaluate_trapped_bishop_a7h7(pos, s, us, ei);
- // Attacks, mobility and outposts
- evaluate_common<BISHOP>(p, b, us, ei, s);
- }
+ if (Chess960 && bit_is_set(MaskA1H1[us], s))
+ evaluate_trapped_bishop_a1h1(pos, s, us, ei);
+ }
+ if (Piece != ROOK && Piece != QUEEN)
+ continue;
- // evaluate_rook() assigns bonuses and penalties to a rook of a given
- // color on a given square.
+ // Queen or rook on 7th rank
+ Color them = opposite_color(us);
- void evaluate_rook(const Position& p, Square s, Color us, EvalInfo& ei) {
+ if ( relative_rank(us, s) == RANK_7
+ && relative_rank(us, pos.king_square(them)) == RANK_8)
+ {
+ ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus);
+ ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus);
+ }
- Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
+ // Special extra evaluation for rooks
+ if (Piece != ROOK)
+ continue;
- // Attacks and mobility
- int mob = evaluate_common<ROOK>(p, b, us, ei);
+ // Open and half-open files
+ File f = square_file(s);
+ if (ei.pi->file_is_half_open(us, f))
+ {
+ if (ei.pi->file_is_half_open(them, f))
+ {
+ ei.mgValue += Sign[us] * RookOpenFileBonus;
+ ei.egValue += Sign[us] * RookOpenFileBonus;
+ }
+ else
+ {
+ ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
+ ei.egValue += Sign[us] * RookHalfOpenFileBonus;
+ }
+ }
- // Rook on 7th rank
- Color them = opposite_color(us);
+ // 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;
- if ( relative_rank(us, s) == RANK_7
- && relative_rank(us, p.king_square(them)) == RANK_8)
- {
- ei.mgValue += Sign[us] * MidgameRookOn7thBonus;
- ei.egValue += Sign[us] * EndgameRookOn7thBonus;
- }
+ Square ksq = pos.king_square(us);
- // Open and half-open files
- File f = square_file(s);
- if (ei.pi->file_is_half_open(us, f))
- {
- if (ei.pi->file_is_half_open(them, f))
+ if ( square_file(ksq) >= FILE_E
+ && square_file(s) > square_file(ksq)
+ && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
- ei.mgValue += Sign[us] * RookOpenFileBonus;
- ei.egValue += Sign[us] * RookOpenFileBonus;
+ // Is there a half-open file between the king and the edge of the board?
+ if (!ei.pi->has_open_file_to_right(us, square_file(ksq)))
+ ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
+ : Sign[us] * (TrappedRookPenalty - mob * 16);
}
- else
+ else if ( square_file(ksq) <= FILE_D
+ && square_file(s) < square_file(ksq)
+ && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s)))
{
- ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
- ei.egValue += Sign[us] * RookHalfOpenFileBonus;
+ // Is there a half-open file between the king and the edge of the board?
+ if (!ei.pi->has_open_file_to_left(us, square_file(ksq)))
+ ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
+ : Sign[us] * (TrappedRookPenalty - mob * 16);
}
}
-
- // 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))
- return;
-
- Square ksq = p.king_square(us);
-
- if ( square_file(ksq) >= FILE_E
- && square_file(s) > square_file(ksq)
- && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(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, square_file(ksq)))
- ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
- : Sign[us] * (TrappedRookPenalty - mob * 16);
- }
- else if ( square_file(ksq) <= FILE_D
- && square_file(s) < square_file(ksq)
- && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(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, square_file(ksq)))
- ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2)
- : Sign[us] * (TrappedRookPenalty - mob * 16);
- }
- }
-
-
- // evaluate_queen() assigns bonuses and penalties to a queen of a given
- // color on a given square.
-
- void evaluate_queen(const Position& p, Square s, Color us, EvalInfo& ei) {
-
- // Attacks and mobility
- evaluate_common<QUEEN>(p, p.piece_attacks<QUEEN>(s), us, ei);
-
- // Queen on 7th rank
- Color them = opposite_color(us);
-
- if ( relative_rank(us, s) == RANK_7
- && relative_rank(us, p.king_square(them)) == RANK_8)
- {
- ei.mgValue += Sign[us] * MidgameQueenOn7thBonus;
- ei.egValue += Sign[us] * EndgameQueenOn7thBonus;
- }
}
inline Bitboard shiftRowsDown(const Bitboard& b, int num) {
return b >> (num << 3);
}
- // evaluate_king() assigns bonuses and penalties to a king of a given
- // color on a given square.
+ // evaluate_pieces<KING>() assigns bonuses and penalties to a king of a given
+ // color.
- void evaluate_king(const Position& p, Square s, Color us, EvalInfo& ei) {
+ template<>
+ void evaluate_pieces<KING>(const Position& p, Color us, EvalInfo& ei) {
int shelter = 0, sign = Sign[us];
+ Square s = p.king_square(us);
// King shelter
if (relative_rank(us, s) <= RANK_4)