コード例 #1
0
        // evaluate_king() assigns bonuses and penalties to a king of a given color
        public static Score evaluate_king(Position pos, EvalInfo ei, Color Us, bool Trace)
        {
            Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

            Bitboard undefended, b, b1, b2, safe;
            int      attackUnits;
            Square   ksq = pos.king_square(Us);

            // King shelter and enemy pawns storm
            Score score = ei.pi.king_safety(pos, ksq, Us);

            // Main king safety evaluation
            if (ei.kingAttackersCount[Them] != 0)
            {
                // Find the attacked squares around the king which have no defenders
                // apart from the king itself
                undefended = ei.attackedBy[Them][PieceTypeS.ALL_PIECES]
                             & ei.attackedBy[Us][PieceTypeS.KING]
                             & ~(ei.attackedBy[Us][PieceTypeS.PAWN] | ei.attackedBy[Us][PieceTypeS.KNIGHT]
                                 | ei.attackedBy[Us][PieceTypeS.BISHOP] | ei.attackedBy[Us][PieceTypeS.ROOK]
                                 | ei.attackedBy[Us][PieceTypeS.QUEEN]);

                // Initialize the 'attackUnits' variable, which is used later on as an
                // index to the KingDanger[] array. The initial value is based on the
                // number and types of the enemy's attacking pieces, the number of
                // attacked and undefended squares around our king and the quality of
                // the pawn shelter (current 'score' value).
                attackUnits = Math.Min(20, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
                              + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + Bitcount.popcount_Max15(undefended))
                              + 2 * (ei.pinnedPieces[Us] != 0 ? 1 : 0)
                              - Types.mg_value(score) / 32;

                // Analyse the enemy's safe queen contact checks. Firstly, find the
                // undefended squares around the king that are attacked by the enemy's
                // queen...
                b = undefended & ei.attackedBy[Them][PieceTypeS.QUEEN] & ~pos.pieces_color(Them);
                if (b != 0)
                {
                    // ...and then remove squares not supported by another enemy piece
                    b &= (ei.attackedBy[Them][PieceTypeS.PAWN] | ei.attackedBy[Them][PieceTypeS.KNIGHT]
                          | ei.attackedBy[Them][PieceTypeS.BISHOP] | ei.attackedBy[Them][PieceTypeS.ROOK]);
                    if (b != 0)
                    {
                        attackUnits += QueenContactCheck
                                       * Bitcount.popcount_Max15(b)
                                       * (Them == pos.side_to_move() ? 2 : 1);
                    }
                }

                // Analyse the enemy's safe rook contact checks. Firstly, find the
                // undefended squares around the king that are attacked by the enemy's
                // rooks...
                b = undefended & ei.attackedBy[Them][PieceTypeS.ROOK] & ~pos.pieces_color(Them);

                // Consider only squares where the enemy rook gives check
                b &= BitBoard.PseudoAttacks[PieceTypeS.ROOK][ksq];

                if (b != 0)
                {
                    // ...and then remove squares not supported by another enemy piece
                    b &= (ei.attackedBy[Them][PieceTypeS.PAWN] | ei.attackedBy[Them][PieceTypeS.KNIGHT]
                          | ei.attackedBy[Them][PieceTypeS.BISHOP] | ei.attackedBy[Them][PieceTypeS.QUEEN]);

                    if (b != 0)
                    {
                        attackUnits += RookContactCheck
                                       * Bitcount.popcount_Max15(b)
                                       * (Them == pos.side_to_move() ? 2 : 1);
                    }
                }

                // Analyse enemy's safe distance checks for sliders and knights
                safe = ~(pos.pieces_color(Them) | ei.attackedBy[Us][PieceTypeS.ALL_PIECES]);

                b1 = pos.attacks_from_square_piecetype(ksq, PieceTypeS.ROOK) & safe;
                b2 = pos.attacks_from_square_piecetype(ksq, PieceTypeS.BISHOP) & safe;

                // Enemy queen safe checks
                b = (b1 | b2) & ei.attackedBy[Them][PieceTypeS.QUEEN];
                if (b != 0)
                {
                    attackUnits += QueenCheck * Bitcount.popcount_Max15(b);
                }

                // Enemy rooks safe checks
                b = b1 & ei.attackedBy[Them][PieceTypeS.ROOK];
                if (b != 0)
                {
                    attackUnits += RookCheck * Bitcount.popcount_Max15(b);
                }

                // Enemy bishops safe checks
                b = b2 & ei.attackedBy[Them][PieceTypeS.BISHOP];
                if (b != 0)
                {
                    attackUnits += BishopCheck * Bitcount.popcount_Max15(b);
                }

                // Enemy knights safe checks
                b = pos.attacks_from_square_piecetype(ksq, PieceTypeS.KNIGHT) & ei.attackedBy[Them][PieceTypeS.KNIGHT] & safe;
                if (b != 0)
                {
                    attackUnits += KnightCheck * Bitcount.popcount_Max15(b);
                }

                // To index KingDanger[] attackUnits must be in [0, 99] range
                attackUnits = Math.Min(99, Math.Max(0, attackUnits));

                // Finally, extract the king danger score from the KingDanger[]
                // array and subtract the score from evaluation.
                score -= KingDanger[Us == Search.RootColor ? 1 : 0][attackUnits];
            }

            if (Trace)
            {
                Tracing.terms[Us][PieceTypeS.KING] = score;
            }

            return(score);
        }
コード例 #2
0
        // evaluate_threats() assigns bonuses according to the type of attacking piece
        // and the type of attacked one.
        public static Score evaluate_threats(Position pos, EvalInfo ei, Color Us, bool Trace)
        {
            Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE);

            Bitboard b, weakEnemies;
            Score    score = ScoreS.SCORE_ZERO;

            // Enemies not defended by a pawn and under our attack
            weakEnemies = pos.pieces_color(Them)
                          & ~ei.attackedBy[Them][PieceTypeS.PAWN]
                          & ei.attackedBy[Us][PieceTypeS.ALL_PIECES];

            // Add a bonus according if the attacking pieces are minor or major
            if (weakEnemies != 0)
            {
                b = weakEnemies & (ei.attackedBy[Us][PieceTypeS.PAWN] | ei.attackedBy[Us][PieceTypeS.KNIGHT] | ei.attackedBy[Us][PieceTypeS.BISHOP]);
                if (b != 0)
                {
                    score += Threat[0][Types.type_of_piece(pos.piece_on(BitBoard.lsb(b)))];
                }

                b = weakEnemies & (ei.attackedBy[Us][PieceTypeS.ROOK] | ei.attackedBy[Us][PieceTypeS.QUEEN]);
                if (b != 0)
                {
                    score += Threat[1][Types.type_of_piece(pos.piece_on(BitBoard.lsb(b)))];
                }

                b = weakEnemies & ~ei.attackedBy[Them][PieceTypeS.ALL_PIECES];
                if (b != 0)
                {
                    score += BitBoard.more_than_one(b) ? Hanging[Us != pos.side_to_move()?1:0] * Bitcount.popcount_Max15(b)
                        : Hanging[Us == pos.side_to_move()?1:0];
                }
            }

            if (Trace)
            {
                Tracing.terms[Us][TermsS.THREAT] = score;
            }

            return(score);
        }
コード例 #3
0
        // 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));
        }