/// Bitboards::init() initializes various bitboard tables. It is called at /// startup and relies on global objects to be already zero-initialized. public static void init() { for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s) { BSFTable[bsf_index(SquareBB[s] = 1UL << s)] = s; } for (Bitboard b = 1; b < 256; ++b) { MS1BTable[b] = more_than_one(b) ? MS1BTable[b - 1] : lsb(b); } for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f) { FileBB[f] = f > FileS.FILE_A ? FileBB[f - 1] << 1 : FileABB; } for (Rank r = RankS.RANK_1; r <= RankS.RANK_8; ++r) { RankBB[r] = r > RankS.RANK_1 ? RankBB[r - 1] << 8 : Rank1BB; } for (File f = FileS.FILE_A; f <= FileS.FILE_H; ++f) { AdjacentFilesBB[f] = (f > FileS.FILE_A ? FileBB[f - 1] : 0) | (f < FileS.FILE_H ? FileBB[f + 1] : 0); } for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++) { InFrontBB[c] = new Bitboard[RankS.RANK_NB]; } for (Rank r = RankS.RANK_1; r < RankS.RANK_8; ++r) { InFrontBB[ColorS.WHITE][r] = ~(InFrontBB[ColorS.BLACK][r + 1] = InFrontBB[ColorS.BLACK][r] | RankBB[r]); } for (int c = ColorS.WHITE; c <= ColorS.BLACK; c++) { ForwardBB[c] = new Bitboard[SquareS.SQUARE_NB]; PawnAttackSpan[c] = new Bitboard[SquareS.SQUARE_NB]; PassedPawnMask[c] = new Bitboard[SquareS.SQUARE_NB]; } for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c) { for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s) { ForwardBB[c][s] = InFrontBB[c][Types.rank_of(s)] & FileBB[Types.file_of(s)]; PawnAttackSpan[c][s] = InFrontBB[c][Types.rank_of(s)] & AdjacentFilesBB[Types.file_of(s)]; PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s]; } } for (Square c = 0; c < SquareS.SQUARE_NB; c++) { SquareDistance[c] = new int[SquareS.SQUARE_NB]; DistanceRingsBB[c] = new Bitboard[8]; } for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1) { for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2) { if (s1 != s2) { SquareDistance[s1][s2] = Math.Max(file_distance(s1, s2), rank_distance(s1, s2)); DistanceRingsBB[s1][SquareDistance[s1][s2] - 1] |= SquareBB[s2]; } } } int[][] steps = new int[7][]; steps[0] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; steps[1] = new int[] { 7, 9, 0, 0, 0, 0, 0, 0, 0 }; steps[2] = new int[] { 17, 15, 10, 6, -6, -10, -15, -17, 0 }; steps[3] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; steps[4] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; steps[5] = new int[] { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; steps[6] = new int[] { 9, 7, -7, -9, 8, 1, -1, -8, 0 }; for (Piece p = PieceS.NO_PIECE; p < PieceS.PIECE_NB; p++) { StepAttacksBB[p] = new Bitboard[SquareS.SQUARE_NB]; } for (Color c = ColorS.WHITE; c <= ColorS.BLACK; ++c) { for (PieceType pt = PieceTypeS.PAWN; pt <= PieceTypeS.KING; ++pt) { for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; ++s) { for (int i = 0; steps[pt][i] != 0; ++i) { Square to = s + (Square)(c == ColorS.WHITE ? steps[pt][i] : -steps[pt][i]); if (Types.is_ok_square(to) && BitBoard.square_distance(s, to) < 3) { StepAttacksBB[Types.make_piece(c, pt)][s] |= SquareBB[to]; } } } } } Square[] RDeltas = new Square[] { SquareS.DELTA_N, SquareS.DELTA_E, SquareS.DELTA_S, SquareS.DELTA_W }; Square[] BDeltas = new Square[] { SquareS.DELTA_NE, SquareS.DELTA_SE, SquareS.DELTA_SW, SquareS.DELTA_NW }; init_magics(PieceTypeS.ROOK, RAttacks, RMagics, RMasks, RShifts, RDeltas, magic_index); init_magics(PieceTypeS.BISHOP, BAttacks, BMagics, BMasks, BShifts, BDeltas, magic_index); for (PieceType pt = PieceTypeS.NO_PIECE_TYPE; pt < PieceTypeS.PIECE_TYPE_NB; pt++) { PseudoAttacks[pt] = new Bitboard[SquareS.SQUARE_NB]; } for (Square s = SquareS.SQ_A1; s <= SquareS.SQ_H8; s++) { BetweenBB[s] = new Bitboard[SquareS.SQUARE_NB]; LineBB[s] = new Bitboard[SquareS.SQUARE_NB]; } for (Square s1 = SquareS.SQ_A1; s1 <= SquareS.SQ_H8; ++s1) { PseudoAttacks[PieceTypeS.QUEEN][s1] = PseudoAttacks[PieceTypeS.BISHOP][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.BISHOP); PseudoAttacks[PieceTypeS.QUEEN][s1] |= PseudoAttacks[PieceTypeS.ROOK][s1] = attacks_bb_SBBPT(s1, 0, PieceTypeS.ROOK); for (Square s2 = SquareS.SQ_A1; s2 <= SquareS.SQ_H8; ++s2) { Piece pc = (PseudoAttacks[PieceTypeS.BISHOP][s1] & SquareBB[s2]) != 0 ? PieceS.W_BISHOP : (PseudoAttacks[PieceTypeS.ROOK][s1] & SquareBB[s2]) != 0 ? PieceS.W_ROOK : PieceS.NO_PIECE; if (pc == PieceS.NO_PIECE) { continue; } LineBB[s1][s2] = (attacks_bb_PSBB(pc, s1, 0) & attacks_bb_PSBB(pc, s2, 0)) | SquareBB[s1] | SquareBB[s2]; BetweenBB[s1][s2] = attacks_bb_PSBB(pc, s1, SquareBB[s2]) & attacks_bb_PSBB(pc, s2, SquareBB[s1]); } } }
public static Score evaluate(Position pos, Pawns.Entry e, Color Us) { Color Them = (Us == ColorS.WHITE ? ColorS.BLACK : ColorS.WHITE); Square Up = (Us == ColorS.WHITE ? SquareS.DELTA_N : SquareS.DELTA_S); Square Right = (Us == ColorS.WHITE ? SquareS.DELTA_NE : SquareS.DELTA_SW); Square Left = (Us == ColorS.WHITE ? SquareS.DELTA_NW : SquareS.DELTA_SE); Bitboard b, p, doubled; Square s; File f; Rank r; bool passed, isolated, opposed, connected, backward, candidate, unsupported; Score value = ScoreS.SCORE_ZERO; Square[] pl = pos.list(Us, PieceTypeS.PAWN); int plPos = 0; Bitboard ourPawns = pos.pieces_color_piecetype(Us, PieceTypeS.PAWN); Bitboard theirPawns = pos.pieces_color_piecetype(Them, PieceTypeS.PAWN); e.passedPawns[Us] = e.candidatePawns[Us] = 0; e.kingSquares[Us] = SquareS.SQ_NONE; e.semiopenFiles[Us] = 0xFF; e.pawnAttacks[Us] = BitBoard.shift_bb(ourPawns, Right) | BitBoard.shift_bb(ourPawns, Left); e.pawnsOnSquares[Us][ColorS.BLACK] = Bitcount.popcount_Max15(ourPawns & BitBoard.DarkSquares); e.pawnsOnSquares[Us][ColorS.WHITE] = pos.count(Us, PieceTypeS.PAWN) - e.pawnsOnSquares[Us][ColorS.BLACK]; // Loop through all pawns of the current color and score each pawn while ((s = pl[plPos++]) != SquareS.SQ_NONE) { Debug.Assert(pos.piece_on(s) == Types.make_piece(Us, PieceTypeS.PAWN)); f = Types.file_of(s); // This file cannot be semi-open e.semiopenFiles[Us] &= ~(1 << f); // Previous rank p = BitBoard.rank_bb_square(s - Types.pawn_push(Us)); // Our rank plus previous one b = BitBoard.rank_bb_square(s) | p; // Flag the pawn as passed, isolated, doubled, // unsupported or connected (but not the backward one). connected = (ourPawns & BitBoard.adjacent_files_bb(f) & b) != 0; unsupported = (0 == (ourPawns & BitBoard.adjacent_files_bb(f) & p)); isolated = (0 == (ourPawns & BitBoard.adjacent_files_bb(f))); doubled = ourPawns & BitBoard.forward_bb(Us, s); opposed = (theirPawns & BitBoard.forward_bb(Us, s)) != 0; passed = (0 == (theirPawns & BitBoard.passed_pawn_mask(Us, s))); // Test for backward pawn. // If the pawn is passed, isolated, or connected it cannot be // backward. If there are friendly pawns behind on adjacent files // or if it can capture an enemy pawn it cannot be backward either. if ((passed | isolated | connected) || (ourPawns & BitBoard.pawn_attack_span(Them, s)) != 0 || (pos.attacks_from_pawn(s, Us) & theirPawns) != 0) { backward = false; } else { // We now know that there are no friendly pawns beside or behind this // pawn on adjacent files. We now check whether the pawn is // backward by looking in the forward direction on the adjacent // files, and picking the closest pawn there. b = BitBoard.pawn_attack_span(Us, s) & (ourPawns | theirPawns); b = BitBoard.pawn_attack_span(Us, s) & BitBoard.rank_bb_square(BitBoard.backmost_sq(Us, b)); // If we have an enemy pawn in the same or next rank, the pawn is // backward because it cannot advance without being captured. backward = ((b | BitBoard.shift_bb(b, Up)) & theirPawns) != 0; } Debug.Assert(opposed | passed | (BitBoard.pawn_attack_span(Us, s) & theirPawns) != 0); // A not-passed pawn is a candidate to become passed, if it is free to // advance and if the number of friendly pawns beside or behind this // pawn on adjacent files is higher than or equal to the number of // enemy pawns in the forward direction on the adjacent files. candidate = !(opposed | passed | backward | isolated) && (b = BitBoard.pawn_attack_span(Them, s + Types.pawn_push(Us)) & ourPawns) != 0 && Bitcount.popcount_Max15(b) >= Bitcount.popcount_Max15(BitBoard.pawn_attack_span(Us, s) & theirPawns); // Passed pawns will be properly scored in evaluation because we need // full attack info to evaluate passed pawns. Only the frontmost passed // pawn on each file is considered a true passed pawn. if (passed && 0 == doubled) { e.passedPawns[Us] |= BitBoard.SquareBB[s]; } // Score this pawn if (isolated) { value -= Isolated[opposed ? 1 : 0][f]; } if (unsupported && !isolated) { value -= UnsupportedPawnPenalty; } if (doubled != 0) { value -= Types.divScore(Doubled[f], BitBoard.rank_distance(s, BitBoard.lsb(doubled))); } if (backward) { value -= Backward[opposed ? 1 : 0][f]; } if (connected) { value += Connected[f][Types.relative_rank_square(Us, s)]; } if (candidate) { value += CandidatePassed[Types.relative_rank_square(Us, s)]; if (0 == doubled) { e.candidatePawns[Us] |= BitBoard.SquareBB[s]; } } } // In endgame it's better to have pawns on both wings. So give a bonus according // to file distance between left and right outermost pawns. if (pos.count(Us, PieceTypeS.PAWN) > 1) { b = (Bitboard)(e.semiopenFiles[Us] ^ 0xFF); value += PawnsFileSpan * (BitBoard.msb(b) - BitBoard.lsb(b)); } return(value); }
// 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)); }