/// Entry::do_king_safety() calculates a bonus for king safety. It is called only /// when king square changes, which is about 20% of total king_safety() calls. public Score do_king_safety(Position pos, Square ksq, Color Us) { kingSquares[Us] = ksq; castlingRights[Us] = pos.can_castle_color(Us); minKPdistance[Us] = 0; Bitboard pawns = pos.pieces_color_piecetype(Us, PieceTypeS.PAWN); if (pawns != 0) { while (0 == (BitBoard.DistanceRingsBB[ksq][minKPdistance[Us]++] & pawns)) { } } if (Types.relative_rank_square(Us, ksq) > RankS.RANK_4) { return(Types.make_score(0, -16 * minKPdistance[Us])); } Value bonus = shelter_storm(pos, ksq, Us); // If we can castle use the bonus after the castle if is bigger if (pos.can_castle_castleright((new MakeCastlingS(Us, CastlingSideS.KING_SIDE)).right) != 0) { bonus = Math.Max(bonus, shelter_storm(pos, Types.relative_square(Us, SquareS.SQ_G1), Us)); } if (pos.can_castle_castleright((new MakeCastlingS(Us, CastlingSideS.QUEEN_SIDE)).right) != 0) { bonus = Math.Max(bonus, shelter_storm(pos, Types.relative_square(Us, SquareS.SQ_C1), Us)); } return(Types.make_score(bonus, -16 * minKPdistance[Us])); }
// evaluate_outposts() evaluates bishop and knight outpost squares public static Score evaluate_outposts(Position pos, EvalInfo ei, Square s, PieceType Pt, Color Us) { Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE); Debug.Assert(Pt == PieceTypeS.BISHOP || Pt == PieceTypeS.KNIGHT); // Initial bonus based on square Value bonus = Outpost[Pt == PieceTypeS.BISHOP ? 1 : 0][Types.relative_square(Us, s)]; // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can trade with the outpost piece. if (bonus != 0 && (ei.attackedBy[Us][PieceTypeS.PAWN] & BitBoard.SquareBB[s]) != 0) { if (0 == pos.pieces_color_piecetype(Them, PieceTypeS.KNIGHT) && 0 == (BitBoard.squares_of_color(s) & pos.pieces_color_piecetype(Them, PieceTypeS.BISHOP))) { bonus += bonus + bonus / 2; } else { bonus += bonus / 2; } } return(Types.make_score(bonus, bonus)); }
public static int generate_castling(Position pos, ExtMove[] mlist, int mPos, Color us, CheckInfo ci, CastlingRight Cr, bool Checks, bool Chess960) { bool KingSide = (Cr == CastlingRightS.WHITE_OO || Cr == CastlingRightS.BLACK_OO); if (pos.castling_impeded(Cr) || 0 == pos.can_castle_castleright(Cr)) { return(mPos); } // After castling, the rook and king final positions are the same in Chess960 // as they would be in standard chess. Square kfrom = pos.king_square(us); Square rfrom = pos.castling_rook_square(Cr); Square kto = Types.relative_square(us, KingSide ? SquareS.SQ_G1 : SquareS.SQ_C1); Bitboard enemies = pos.pieces_color(Types.notColor(us)); Debug.Assert(0 == pos.checkers()); Square K = Chess960 ? kto > kfrom ? SquareS.DELTA_W : SquareS.DELTA_E : KingSide ? SquareS.DELTA_W : SquareS.DELTA_E; for (Square s = kto; s != kfrom; s += K) { if ((pos.attackers_to(s) & enemies) != 0) { return(mPos); } } // Because we generate only legal castling moves we need to verify that // when moving the castling rook we do not discover some hidden checker. // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1. if (Chess960 && (BitBoard.attacks_bb_SBBPT(kto, pos.pieces() ^ BitBoard.SquareBB[rfrom], PieceTypeS.ROOK) & pos.pieces_color_piecetype(Types.notColor(us), PieceTypeS.ROOK, PieceTypeS.QUEEN)) != 0) { return(mPos); } Move m = Types.make(kfrom, rfrom, MoveTypeS.CASTLING); if (Checks && !pos.gives_check(m, ci)) { return(mPos); } mlist[mPos++].move = m; return(mPos); }
/// KR vs KP. This is a somewhat tricky endgame to evaluate precisely without /// a bitbase. The function below returns drawish scores when the pawn is /// far advanced with support of the king, while the attacking king is far /// away. public Value KRKP(Position pos) { Debug.Assert(verify_material(pos, strongSide, ValueS.RookValueMg, 0)); Debug.Assert(verify_material(pos, weakSide, ValueS.VALUE_ZERO, 1)); Square wksq = Types.relative_square(strongSide, pos.king_square(strongSide)); Square bksq = Types.relative_square(strongSide, pos.king_square(weakSide)); Square rsq = Types.relative_square(strongSide, pos.list(strongSide, PieceTypeS.ROOK)[0]); Square psq = Types.relative_square(strongSide, pos.list(weakSide, PieceTypeS.PAWN)[0]); Square queeningSq = Types.make_square(Types.file_of(psq), RankS.RANK_1); Value result; // If the stronger side's king is in front of the pawn, it's a win if (wksq < psq && Types.file_of(wksq) == Types.file_of(psq)) { result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq)); } // If the weaker side's king is too far from the pawn and the rook, // it's a win else if (BitBoard.square_distance(bksq, psq) >= 3 + ((pos.side_to_move() == weakSide)?1:0) && BitBoard.square_distance(bksq, rsq) >= 3) { result = ValueS.RookValueEg - (BitBoard.square_distance(wksq, psq)); } // If the pawn is far advanced and supported by the defending king, // the position is drawish else if (Types.rank_of(bksq) <= RankS.RANK_3 && BitBoard.square_distance(bksq, psq) == 1 && Types.rank_of(wksq) >= RankS.RANK_4 && BitBoard.square_distance(wksq, psq) > 2 + ((pos.side_to_move() == strongSide)?1:0)) { result = 80 - 8 * BitBoard.square_distance(wksq, psq); } else { result = (Value)(200) - 8 * (BitBoard.square_distance(wksq, psq + SquareS.DELTA_S) - BitBoard.square_distance(bksq, psq + SquareS.DELTA_S) - BitBoard.square_distance(psq, queeningSq)); } return(strongSide == pos.side_to_move() ? result : -result); }
/// KB and one or more pawns vs K. It checks for draws with rook pawns and /// a bishop of the wrong color. If such a draw is detected, SCALE_FACTOR_DRAW /// is returned. If not, the return value is SCALE_FACTOR_NONE, i.e. no scaling /// will be used. public ScaleFactor KBPsK(Position pos) { Debug.Assert(pos.non_pawn_material(strongSide) == ValueS.BishopValueMg); Debug.Assert(pos.count(strongSide, PieceTypeS.PAWN) >= 1); // No assertions about the material of weakSide, because we want draws to // be detected even when the weaker side has some pawns. Bitboard pawns = pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN); File pawnFile = Types.file_of(pos.list(strongSide, PieceTypeS.PAWN)[0]); // All pawns are on a single rook file ? if ((pawnFile == FileS.FILE_A || pawnFile == FileS.FILE_H) && 0 == (pawns & ~BitBoard.file_bb_file(pawnFile))) { Square bishopSq = pos.list(strongSide, PieceTypeS.BISHOP)[0]; Square queeningSq = Types.relative_square(strongSide, Types.make_square(pawnFile, RankS.RANK_8)); Square kingSq = pos.king_square(weakSide); if (Types.opposite_colors(queeningSq, bishopSq) && BitBoard.square_distance(queeningSq, kingSq) <= 1) { return(ScaleFactorS.SCALE_FACTOR_DRAW); } } // If all the pawns are on the same B or G file, then it's potentially a draw if ((pawnFile == FileS.FILE_B || pawnFile == FileS.FILE_G) && 0 == (pos.pieces_piecetype(PieceTypeS.PAWN) & ~BitBoard.file_bb_file(pawnFile)) && pos.non_pawn_material(weakSide) == 0 && pos.count(weakSide, PieceTypeS.PAWN) >= 1) { // Get weakSide pawn that is closest to the home rank Square weakPawnSq = BitBoard.backmost_sq(weakSide, pos.pieces_color_piecetype(weakSide, PieceTypeS.PAWN)); Square strongKingSq = pos.king_square(strongSide); Square weakKingSq = pos.king_square(weakSide); Square bishopSq = pos.list(strongSide, PieceTypeS.BISHOP)[0]; // There's potential for a draw if our pawn is blocked on the 7th rank, // the bishop cannot attack it or they only have one pawn left if (Types.relative_rank_square(strongSide, weakPawnSq) == RankS.RANK_7 && (pos.pieces_color_piecetype(strongSide, PieceTypeS.PAWN) & BitBoard.SquareBB[(weakPawnSq + Types.pawn_push(weakSide))]) != 0 && (Types.opposite_colors(bishopSq, weakPawnSq) || pos.count(strongSide, PieceTypeS.PAWN) == 1)) { int strongKingDist = BitBoard.square_distance(weakPawnSq, strongKingSq); int weakKingDist = BitBoard.square_distance(weakPawnSq, weakKingSq); // It's a draw if the weak king is on its back two ranks, within 2 // squares of the blocking pawn and the strong king is not // closer. (I think this rule only fails in practically // unreachable positions such as 5k1K/6p1/6P1/8/8/3B4/8/8 w // and positions where qsearch will immediately correct the // problem such as 8/4k1p1/6P1/1K6/3B4/8/8/8 w) if (Types.relative_rank_square(strongSide, weakKingSq) >= RankS.RANK_7 && weakKingDist <= 2 && weakKingDist <= strongKingDist) { return(ScaleFactorS.SCALE_FACTOR_DRAW); } } } return(ScaleFactorS.SCALE_FACTOR_NONE); }
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color public static Score evaluate_pieces(Position pos, EvalInfo ei, Score[] mobility, Bitboard[] mobilityArea, PieceType Pt, Color Us, bool Trace) { if (Us == ColorS.WHITE && Pt == PieceTypeS.KING) { return(ScoreS.SCORE_ZERO); } Bitboard b; Square s; Score score = ScoreS.SCORE_ZERO; PieceType NextPt = (Us == ColorS.WHITE ? Pt : (Pt + 1)); Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE); Square[] pl = pos.list(Us, Pt); int plPos = 0; ei.attackedBy[Us][Pt] = 0; while ((s = pl[plPos++]) != SquareS.SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks b = Pt == PieceTypeS.BISHOP ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.QUEEN), PieceTypeS.BISHOP) : Pt == PieceTypeS.ROOK ? BitBoard.attacks_bb_SBBPT(s, pos.pieces() ^ pos.pieces_color_piecetype(Us, PieceTypeS.ROOK, PieceTypeS.QUEEN), PieceTypeS.ROOK) : pos.attacks_from_square_piecetype(s, Pt); if ((ei.pinnedPieces[Us] & BitBoard.SquareBB[s]) != 0) { b &= BitBoard.LineBB[pos.king_square(Us)][s]; } ei.attackedBy[Us][PieceTypeS.ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b; if ((b & ei.kingRing[Them]) != 0) { ei.kingAttackersCount[Us]++; ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; Bitboard bb = (b & ei.attackedBy[Them][PieceTypeS.KING]); if (bb != 0) { ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_Max15(bb); } } if (Pt == PieceTypeS.QUEEN) { b &= ~(ei.attackedBy[Them][PieceTypeS.KNIGHT] | ei.attackedBy[Them][PieceTypeS.BISHOP] | ei.attackedBy[Them][PieceTypeS.ROOK]); } int mob = (Pt != PieceTypeS.QUEEN ? Bitcount.popcount_Max15(b & mobilityArea[Us]) : Bitcount.popcount(b & mobilityArea[Us])); mobility[Us] += MobilityBonus[Pt][mob]; // Decrease score if we are attacked by an enemy pawn. The remaining part // of threat evaluation must be done later when we have full attack info. if ((ei.attackedBy[Them][PieceTypeS.PAWN] & BitBoard.SquareBB[s]) != 0) { score -= ThreatenedByPawn[Pt]; } if (Pt == PieceTypeS.BISHOP || Pt == PieceTypeS.KNIGHT) { // Penalty for bishop with same coloured pawns if (Pt == PieceTypeS.BISHOP) { score -= BishopPawns * ei.pi.pawns_on_same_color_squares(Us, s); } // Bishop and knight outposts squares if (0 == (pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.pawn_attack_span(Us, s))) { score += evaluate_outposts(pos, ei, s, Pt, Us); } // Bishop or knight behind a pawn if (Types.relative_rank_square(Us, s) < RankS.RANK_5 && (pos.pieces_piecetype(PieceTypeS.PAWN) & BitBoard.SquareBB[(s + Types.pawn_push(Us))]) != 0) { score += MinorBehindPawn; } } if (Pt == PieceTypeS.ROOK) { // Rook piece attacking enemy pawns on the same rank/file if (Types.relative_rank_square(Us, s) >= RankS.RANK_5) { Bitboard pawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN) & BitBoard.PseudoAttacks[PieceTypeS.ROOK][s]; if (pawns != 0) { score += Bitcount.popcount_Max15(pawns) * RookOnPawn; } } // Give a bonus for a rook on a open or semi-open file if (ei.pi.semiopen_file(Us, Types.file_of(s)) != 0) { score += ei.pi.semiopen_file(Them, Types.file_of(s)) != 0 ? RookOpenFile : RookSemiopenFile; } if (mob > 3 || ei.pi.semiopen_file(Us, Types.file_of(s)) != 0) { continue; } Square ksq = pos.king_square(Us); // Penalize rooks which are trapped by a king. Penalize more if the // king has lost its castling capability. if (((Types.file_of(ksq) < FileS.FILE_E) == (Types.file_of(s) < Types.file_of(ksq))) && (Types.rank_of(ksq) == Types.rank_of(s) || Types.relative_rank_square(Us, ksq) == RankS.RANK_1) && 0 == ei.pi.semiopen_side(Us, Types.file_of(ksq), Types.file_of(s) < Types.file_of(ksq))) { score -= (TrappedRook - Types.make_score(mob * 8, 0)) * (1 + (pos.can_castle_color(Us) == 0 ? 1 : 0)); } } // An important Chess960 pattern: A cornered bishop blocked by a friendly // pawn diagonally in front of it is a very serious problem, especially // when that pawn is also blocked. if (Pt == PieceTypeS.BISHOP && pos.is_chess960() != 0 && (s == Types.relative_square(Us, SquareS.SQ_A1) || s == Types.relative_square(Us, SquareS.SQ_H1))) { Square d = Types.pawn_push(Us) + (Types.file_of(s) == FileS.FILE_A ? SquareS.DELTA_E : SquareS.DELTA_W); if (pos.piece_on(s + d) == Types.make_piece(Us, PieceTypeS.PAWN)) { score -= !pos.empty(s + d + Types.pawn_push(Us)) ? TrappedBishopA1H1 * 4 : pos.piece_on(s + d + d) == Types.make_piece(Us, PieceTypeS.PAWN) ? TrappedBishopA1H1 * 2 : TrappedBishopA1H1; } } } if (Trace) { Tracing.terms[Us][Pt] = score; } return(score - evaluate_pieces(pos, ei, mobility, mobilityArea, NextPt, Them, Trace)); }