- int WeightMobilityMidgame, WeightMobilityEndgame;
- int WeightPawnStructureMidgame, WeightPawnStructureEndgame;
- int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame;
- int WeightKingSafety[2];
- int WeightSpace;
+ Score WeightMobility, WeightPawnStructure;
+ Score WeightPassedPawns, WeightSpace;
+ Score WeightKingSafety[2];
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// Internal evaluation weights. These are applied on top of the evaluation
// weights read from UCI parameters. The purpose is to be able to change
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
// parameters at 100, which looks prettier.
//
// Values modified by Joona Kiiski
- const int WeightMobilityMidgameInternal = 248;
- const int WeightMobilityEndgameInternal = 271;
- const int WeightPawnStructureMidgameInternal = 233;
- const int WeightPawnStructureEndgameInternal = 201;
- const int WeightPassedPawnsMidgameInternal = 252;
- const int WeightPassedPawnsEndgameInternal = 259;
- const int WeightKingSafetyInternal = 247;
- const int WeightKingOppSafetyInternal = 259;
- const int WeightSpaceInternal = 46;
+ const Score WeightMobilityInternal = Score(248, 271);
+ const Score WeightPawnStructureInternal = Score(233, 201);
+ const Score WeightPassedPawnsInternal = Score(252, 259);
+ const Score WeightSpaceInternal = Score( 46, 0);
+ const Score WeightKingSafetyInternal = Score(247, 0);
+ const Score WeightKingOppSafetyInternal = Score(259, 0);
const Score QueenOn7thBonus = Score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
const Score QueenOn7thBonus = Score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
- const Value RookOpenFileBonus = Value(43);
- const Value RookHalfOpenFileBonus = Value(19);
+ const Score RookOpenFileBonus = Score(43, 43);
+ const Score RookHalfOpenFileBonus = Score(19, 19);
// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
const Bitboard MaskA7H7[2] = {
// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
const Bitboard MaskA7H7[2] = {
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// happen in Chess960 games.
// Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
// a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
// happen in Chess960 games.
// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
const Bitboard MaskA1H1[2] = {
// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
const Bitboard MaskA1H1[2] = {
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
{ Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z }, // not used
{ Z, Z, Z, Z, Z, Z, Z, Z } // not used
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
};
// ThreatedByPawnPenalty[] contains a penalty according to which piece
// type is attacked by an enemy pawn.
- const Value MidgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(56), V(56), V(76), V(86), V(0), V(0)
+ const Score ThreatedByPawnPenalty[8] = {
+ Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
- const Value EndgameThreatedByPawnPenalty[8] = {
- V(0), V(0), V(70), V(70), V(99), V(118), V(0), V(0)
- };
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, 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, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
// Initialize king attack bitboards and king attack zones for both sides
ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those
- WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal);
- WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal);
- WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal);
- WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal);
- WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal);
- WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal);
- WeightSpace = weight_option("Space", WeightSpaceInternal);
- WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal);
- WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal);
+ WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
+ WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
+ WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
+ WeightSpace = weight_option("Space", "Space", WeightSpaceInternal);
+ WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
+ WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
// If running in analysis mode, make sure we use symmetrical king safety. We do this
// by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
// Decrease score if we are attacked by an enemy pawn. Remaining part
// of threat evaluation must be done later when we have full attack info.
if (bit_is_set(ei.attackedBy[Them][PAWN], s))
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
// Bishop and knight outposts squares
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them))
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(Them, f))
if (ei.pi->file_is_half_open(Us, f))
{
if (ei.pi->file_is_half_open(Them, f))
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
// that the king safety scores can sometimes be very big, and that
// capturing a single attacking piece can therefore result in a score
// change far bigger than the value of the captured piece.
- Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us], 0);
+ Score v = apply_weight(Score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
- ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawnsMidgame, WeightPassedPawnsEndgame);
+ ei.value += Sign[Us] * apply_weight(Score(mbonus, ebonus), WeightPassedPawns);
// If one side queens at least three plies before the other, that side wins
if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
// If one side queens at least three plies before the other, that side wins
if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
// If one side queens one ply before the other and checks the king or attacks
// the undefended opponent's queening square, that side wins. To avoid cases
// If one side queens one ply before the other and checks the king or attacks
// the undefended opponent's queening square, that side wins. To avoid cases
if ( (b & pos.pieces(KING, loserSide))
||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
if ( (b & pos.pieces(KING, loserSide))
||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
else if (pos.piece_on(c3) == pawn)
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
else if (pos.piece_on(c3) == pawn)
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
int space = count_1s_max_15<HasPopCnt>(safeSquares)
+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
- ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace, 0);
+ ei.value += Sign[Us] * apply_weight(Score(space * ei.mi->space_weight(), 0), WeightSpace);
- inline Score apply_weight(Score v, int wmg, int weg) {
- return Score(v.mg() * wmg, v.eg() * weg) / 0x100;
+ inline Score apply_weight(Score v, Score w) {
+ return v * w / 0x100;