internal static void init() { for (int i = 0; i < Constants.BROKER_SLOTS; i++) { _pool[i] = new EvalInfo[0]; } }
internal static EvalInfo GetObject() { int slotID = System.Threading.Thread.CurrentThread.ManagedThreadId & Constants.BROKER_SLOT_MASK; if (_cnt[slotID] == _pool[slotID].Length) { int poolLength = _pool[slotID].Length; EvalInfo[] temp = new EvalInfo[poolLength + Constants.BrokerCapacity]; Array.Copy(_pool[slotID], temp, poolLength); for (int i = 0; i < Constants.BrokerCapacity; i++) { temp[poolLength + i] = new EvalInfo(); } _pool[slotID] = temp; } return(_pool[slotID][_cnt[slotID]++]); }
IEnumerator SpawnTrees() { while (true) { try { ls = LSystem.Instance; if (ls.N < this.N) { ls.UpdateRuleByNumber(this.N - ls.N); } else if (resetSyntax) { ls.ResetRule("X"); resetSyntax = false; continue; } for (int i = 0; i < trees.Length; i++) { float x = Random.Range(-SpawnRange, SpawnRange); float z = Random.Range(-SpawnRange, SpawnRange); var to = Instantiate(trees[i], new Vector3(x, 0, z), Quaternion.identity, transform); Destroy(to, 10f * Random.Range(0.5f, 2.0f)); evalInfo = ls.EvaluationInfo; if (evalInfo != null) { updateRules[i] = true; EvalThreadRun(); // 一つでも true になったら start } } } catch (System.NullReferenceException e) { Debug.LogWarning("Error occured: (spawn trees)" + e); } yield return(new WaitForSeconds(0.5f)); } }
// evaluate_space() computes the space evaluation for a given side. The // space evaluation is a simple bonus based on the number of safe squares // available for minor pieces on the central four files on ranks 2--4. Safe // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is multiplied by a weight. The aim is to // improve play on game opening. private static ScoreT evaluate_space(ColorT Us, Position pos, EvalInfo ei) { var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); // Find the safe squares for our pieces inside the area defined by // SpaceMask[]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. var safe = SpaceMask[Us] & ~pos.pieces_CtPt(Us, PieceType.PAWN) & ~ei.attackedBy[Them, PieceType.PAWN] & (ei.attackedBy[Us, PieceType.ALL_PIECES] | ~ei.attackedBy[Them, PieceType.ALL_PIECES]); // Find all squares which are at most three squares behind some friendly pawn var behind = pos.pieces_CtPt(Us, PieceType.PAWN); behind |= (Us == Color.WHITE ? behind >> 8 : behind << 8); behind |= (Us == Color.WHITE ? behind >> 16 : behind << 16); // Since SpaceMask[Us.Value] is fully on our half of the board... Debug.Assert((uint) (safe >> (Us == Color.WHITE ? 32 : 0)) == 0); // ...count safe + (behind & safe) with a single popcount var bonus = Bitcount.popcount_Full((Us == Color.WHITE ? safe << 32 : safe >> 32) | (behind & safe)); var weight = pos.count(PieceType.KNIGHT, Us) + pos.count(PieceType.BISHOP, Us) + pos.count(PieceType.KNIGHT, Them) + pos.count(PieceType.BISHOP, Them); return Score.make_score(bonus*weight*weight, 0); }
/// evaluate() is the main evaluation function. It returns a static evaluation /// of the position always from the point of view of the side to move. internal static ValueT evaluate(bool DoTrace, Position pos) { Debug.Assert(pos.checkers() == 0); var ei = new EvalInfo(); ScoreT[] mobility = {Score.SCORE_ZERO, Score.SCORE_ZERO}; // Initialize score by reading the incrementally updated scores included // in the position object (material + piece square tables). // Score is computed from the point of view of white. var score = pos.psq_score(); // Probe the material hash table var me = Material.probe(pos); score += me.imbalance(); // If we have a specialized evaluation function for the current material // configuration, call it and return. if (me.specialized_eval_exists()) { return me.evaluate(pos); } // Probe the pawn hash table ei.pi = Pawns.probe(pos); score += Score.Multiply(ei.pi.pawns_score(), Weights[PawnStructure]); // Initialize attack and king safety bitboards ei.attackedBy[Color.WHITE, PieceType.ALL_PIECES] = ei.attackedBy[Color.BLACK, PieceType.ALL_PIECES] = Bitboard.Create(0); init_eval_info(Color.WHITE, pos, ei); init_eval_info(Color.BLACK, pos, ei); // Pawns blocked or on ranks 2 and 3. Will be excluded from the mobility area BitboardT[] blockedPawns = { pos.pieces_CtPt(Color.WHITE, PieceType.PAWN) & (Bitboard.shift_bb(Square.DELTA_S, pos.pieces()) | Bitboard.Rank2BB | Bitboard.Rank3BB), pos.pieces_CtPt(Color.BLACK, PieceType.PAWN) & (Bitboard.shift_bb(Square.DELTA_N, pos.pieces()) | Bitboard.Rank7BB | Bitboard.Rank6BB) }; // Do not include in mobility squares protected by enemy pawns, or occupied // by our blocked pawns or king. BitboardT[] mobilityArea = { ~(Bitboard.OrWithSquare(ei.attackedBy[Color.BLACK, PieceType.PAWN] | blockedPawns[Color.WHITE] , pos.square(PieceType.KING, Color.WHITE))), ~(Bitboard.OrWithSquare(ei.attackedBy[Color.WHITE, PieceType.PAWN] | blockedPawns[Color.BLACK] , pos.square(PieceType.KING, Color.BLACK))) }; // Evaluate pieces and mobility score += evaluate_pieces(PieceType.KNIGHT, Color.WHITE, DoTrace, pos, ei, mobility, mobilityArea); score += Score.Multiply(mobility[Color.WHITE] - mobility[Color.BLACK], Weights[Mobility]); // Evaluate kings after all other pieces because we need complete attack // information when computing the king safety evaluation. score += evaluate_king(Color.WHITE, DoTrace, pos, ei) - evaluate_king(Color.BLACK, DoTrace, pos, ei); // Evaluate tactical threats, we need full attack information including king score += evaluate_threats(Color.WHITE, DoTrace, pos, ei) - evaluate_threats(Color.BLACK, DoTrace, pos, ei); // Evaluate passed pawns, we need full attack information including king score += evaluate_passed_pawns(Color.WHITE, DoTrace, pos, ei) - evaluate_passed_pawns(Color.BLACK, DoTrace, pos, ei); // If both sides have only pawns, score for potential unstoppable pawns if (pos.non_pawn_material(Color.WHITE) == 0 && pos.non_pawn_material(Color.BLACK) == 0) { BitboardT b; if ((b = ei.pi.passed_pawns(Color.WHITE)) != 0) { score += Rank.relative_rank_CtSt(Color.WHITE, Utils.frontmost_sq(Color.WHITE, b)) * Unstoppable; } if ((b = ei.pi.passed_pawns(Color.BLACK)) != 0) { score -= Rank.relative_rank_CtSt(Color.BLACK, Utils.frontmost_sq(Color.BLACK, b)) * Unstoppable; } } // Evaluate space for both sides, only during opening if (pos.non_pawn_material(Color.WHITE) + pos.non_pawn_material(Color.BLACK) >= 12222) { score += Score.Multiply(evaluate_space(Color.WHITE, pos, ei) - evaluate_space(Color.BLACK, pos, ei), Weights[Space]); } // Scale winning side if position is more drawish than it appears var strongSide = Score.eg_value(score) > Value.VALUE_DRAW ? Color.WHITE : Color.BLACK; var sf = me.scale_factor(pos, strongSide); // If we don't already have an unusual scale factor, check for certain // types of endgames, and use a lower scale for those. if (me.game_phase() < Phase.PHASE_MIDGAME && (sf == ScaleFactor.SCALE_FACTOR_NORMAL || sf == ScaleFactor.SCALE_FACTOR_ONEPAWN)) { if (pos.opposite_bishops()) { // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) // is almost a draw, in case of KBP vs KB is even more a draw. if (pos.non_pawn_material(Color.WHITE) == Value.BishopValueMg && pos.non_pawn_material(Color.BLACK) == Value.BishopValueMg) { sf = Bitboard.more_than_one(pos.pieces_Pt(PieceType.PAWN)) ? (ScaleFactor) (31) : (ScaleFactor) (9); } // Endgame with opposite-colored bishops, but also other pieces. Still // a bit drawish, but not as drawish as with only the two bishops. else { sf = (ScaleFactor) (46*(int) sf/(int) ScaleFactor.SCALE_FACTOR_NORMAL); } } // Endings where weaker side can place his king in front of the opponent's // pawns are drawish. else if (Math.Abs(Score.eg_value(score)) <= Value.BishopValueEg && ei.pi.pawn_span(strongSide) <= 1 && !pos.pawn_passed(Color.opposite(strongSide), pos.square(PieceType.KING, Color.opposite(strongSide)))) { sf = ei.pi.pawn_span(strongSide) != 0 ? (ScaleFactor) (51) : (ScaleFactor) (37); } } // Scale endgame by number of pawns var p = pos.count(PieceType.PAWN, Color.WHITE) + pos.count(PieceType.PAWN, Color.BLACK); var vEg = 1 + Math.Abs(Score.eg_value(score)); sf = (ScaleFactor) (Math.Max((int) sf/2, (int) sf - 8*(int) ScaleFactor.SCALE_FACTOR_NORMAL*(12 - p)/vEg)); // Interpolate between a middlegame and a (scaled by 'sf') endgame score var v = Score.mg_value(score)*(int) (me.game_phase()) + Score.eg_value(score)*(Phase.PHASE_MIDGAME - me.game_phase())*(int) sf /(int) ScaleFactor.SCALE_FACTOR_NORMAL; v /= (int) (Phase.PHASE_MIDGAME); // In case of tracing add all single evaluation terms if (DoTrace) { add_IdxSt((int) Term.MATERIAL, pos.psq_score()); add_IdxSt((int) Term.IMBALANCE, me.imbalance()); add_IdxSt(PieceType.PAWN, ei.pi.pawns_score()); add_IdxStSt( (int) Term.MOBILITY, Score.Multiply(mobility[Color.WHITE], Weights[Mobility]), Score.Multiply(mobility[Color.BLACK], Weights[Mobility])); add_IdxStSt( (int) Term.SPACE, Score.Multiply(evaluate_space(Color.WHITE, pos, ei), Weights[Space]), Score.Multiply(evaluate_space(Color.BLACK, pos, ei), Weights[Space])); add_IdxSt((int) Term.TOTAL, score); } return (pos.side_to_move() == Color.WHITE ? v : -v) + Tempo; // Side to move point of view }
// evaluate_passed_pawns() evaluates the passed pawns of the given color private static ScoreT evaluate_passed_pawns(ColorT Us, bool DoTrace, Position pos, EvalInfo ei) { var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); var score = Score.SCORE_ZERO; var b = ei.pi.passed_pawns(Us); while (b!=0) { var s = Utils.pop_lsb(ref b); Debug.Assert(pos.pawn_passed(Us, s)); int r = Rank.relative_rank_CtSt(Us, s) - Rank.RANK_2; var rr = r*(r - 1); ValueT mbonus = Passed[(int) Phase.MG][r], ebonus = Passed[(int) Phase.EG][r]; if (rr != 0) { var blockSq = s + Square.pawn_push(Us); // Adjust bonus based on the king's proximity ebonus += Utils.distance_Square(pos.square(PieceType.KING, Them), blockSq)*5*rr - Utils.distance_Square(pos.square(PieceType.KING, Us), blockSq)*2*rr; // If blockSq is not the queening square then consider also a second push if (Rank.relative_rank_CtSt(Us, blockSq) != Rank.RANK_8) { ebonus -= Utils.distance_Square(pos.square(PieceType.KING, Us), blockSq + Square.pawn_push(Us))*rr; } // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) { // If there is a rook or queen attacking/defending the pawn from behind, // consider all the squaresToQueen. Otherwise consider only the squares // in the pawn's path attacked or occupied by the enemy. BitboardT squaresToQueen; BitboardT unsafeSquares; var defendedSquares = unsafeSquares = squaresToQueen = Utils.forward_bb(Us, s); var bb = Utils.forward_bb(Them, s) & pos.pieces_PtPt(PieceType.ROOK, PieceType.QUEEN) & pos.attacks_from_PtS(PieceType.ROOK, s); if ((pos.pieces_Ct(Us) & bb)==0) { defendedSquares &= ei.attackedBy[Us, PieceType.ALL_PIECES]; } if ((pos.pieces_Ct(Them) & bb) == 0) { unsafeSquares &= ei.attackedBy[Them, PieceType.ALL_PIECES] | pos.pieces_Ct(Them); } // If there aren't any enemy attacks, assign a big bonus. Otherwise // assign a smaller bonus if the block square isn't attacked. var k = unsafeSquares == 0 ? 18 : Bitboard.AndWithSquare(unsafeSquares, blockSq)==0 ? 8 : 0; // If the path to queen is fully defended, assign a big bonus. // Otherwise assign a smaller bonus if the block square is defended. if (defendedSquares == squaresToQueen) { k += 6; } else if (Bitboard.AndWithSquare(defendedSquares, blockSq)!=0) { k += 4; } mbonus += k*rr; ebonus += k*rr; } else if (Bitboard.AndWithSquare(pos.pieces_Ct(Us), blockSq)!=0) { mbonus += rr*3 + r*2 + 3; ebonus += rr + r*2; } } // rr != 0 if (pos.count(PieceType.PAWN, Us) < pos.count(PieceType.PAWN, Them)) { ebonus += ebonus/4; } score += Score.make_score(mbonus, ebonus) + PassedFile[Square.file_of(s)]; } if (DoTrace) { add_IdxCtSt((int) Term.PASSED, Us, Score.Multiply(score, Weights[PassedPawns])); } // Add the scores to the middlegame and endgame eval return Score.Multiply(score, Weights[PassedPawns]); }
// evaluate_threats() assigns bonuses according to the type of attacking piece // and the type of attacked one. private static ScoreT evaluate_threats(ColorT Us, bool DoTrace, Position pos, EvalInfo ei) { var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); var Up = (Us == Color.WHITE ? Square.DELTA_N : Square.DELTA_S); var Left = (Us == Color.WHITE ? Square.DELTA_NW : Square.DELTA_SE); var Right = (Us == Color.WHITE ? Square.DELTA_NE : Square.DELTA_SW); var TRank2BB = (Us == Color.WHITE ? Bitboard.Rank2BB : Bitboard.Rank7BB); var TRank7BB = (Us == Color.WHITE ? Bitboard.Rank7BB : Bitboard.Rank2BB); const int Defended = 0; const int Weak = 1; const int Minor = 0; const int Rook = 1; BitboardT b; var score = Score.SCORE_ZERO; // Non-pawn enemies attacked by a pawn var weak = (pos.pieces_Ct(Them) ^ pos.pieces_CtPt(Them, PieceType.PAWN)) & ei.attackedBy[Us, PieceType.PAWN]; if (weak!=0) { b = pos.pieces_CtPt(Us, PieceType.PAWN) & (~ei.attackedBy[Them, PieceType.ALL_PIECES] | ei.attackedBy[Us, PieceType.ALL_PIECES]); var safeThreats = (Bitboard.shift_bb(Right, b) | Bitboard.shift_bb(Left, b)) & weak; if ((weak ^ safeThreats)!=0) { score += ThreatenedByHangingPawn; } while (safeThreats!=0) { score += ThreatenedByPawn[Piece.type_of(pos.piece_on(Utils.pop_lsb(ref safeThreats)))]; } } // Non-pawn enemies defended by a pawn var defended = (pos.pieces_Ct(Them) ^ pos.pieces_CtPt(Them, PieceType.PAWN)) & ei.attackedBy[Them, PieceType.PAWN]; // Add a bonus according to the kind of attacking pieces if (defended!=0) { b = defended & (ei.attackedBy[Us, PieceType.KNIGHT] | ei.attackedBy[Us, PieceType.BISHOP]); while (b!=0) { score += Threat[Defended][Minor][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))]; } b = defended & ei.attackedBy[Us, PieceType.ROOK]; while (b!=0) { score += Threat[Defended][Rook][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))]; } } // Enemies not defended by a pawn and under our attack weak = pos.pieces_Ct(Them) & ~ei.attackedBy[Them, PieceType.PAWN] & ei.attackedBy[Us, PieceType.ALL_PIECES]; // Add a bonus according to the kind of attacking pieces if (weak!=0) { b = weak & (ei.attackedBy[Us, PieceType.KNIGHT] | ei.attackedBy[Us, PieceType.BISHOP]); while (b!=0) { score += Threat[Weak][Minor][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))]; } b = weak & ei.attackedBy[Us, PieceType.ROOK]; while (b!=0) { score += Threat[Weak][Rook][Piece.type_of(pos.piece_on(Utils.pop_lsb(ref b)))]; } b = weak & ~ei.attackedBy[Them, PieceType.ALL_PIECES]; if (b!=0) { score += Hanging*Bitcount.popcount_Max15(b); } b = weak & ei.attackedBy[Us, PieceType.KING]; if (b!=0) { score += Bitboard.more_than_one(b) ? KingOnMany : KingOnOne; } } // Bonus if some pawns can safely push and attack an enemy piece b = pos.pieces_CtPt(Us, PieceType.PAWN) & ~TRank7BB; b = Bitboard.shift_bb(Up, b | (Bitboard.shift_bb(Up, b & TRank2BB) & ~pos.pieces())); b &= ~pos.pieces() & ~ei.attackedBy[Them, PieceType.PAWN] & (ei.attackedBy[Us, PieceType.ALL_PIECES] | ~ei.attackedBy[Them, PieceType.ALL_PIECES]); b = (Bitboard.shift_bb(Left, b) | Bitboard.shift_bb(Right, b)) & pos.pieces_Ct(Them) & ~ei.attackedBy[Us, PieceType.PAWN]; if (b!=0) { score += Bitcount.popcount_Max15(b)*PawnAttackThreat; } if (DoTrace) { add_IdxCtSt((int) Term.THREAT, Us, score); } return score; }
// evaluate_king() assigns bonuses and penalties to a king of a given color private static ScoreT evaluate_king(ColorT Us, bool DoTrace, Position pos, EvalInfo ei) { var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); var ksq = pos.square(PieceType.KING, Us); // King shelter and enemy pawns storm var score = ei.pi.king_safety(Us, pos, ksq); // 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 var undefended = ei.attackedBy[Them, PieceType.ALL_PIECES] & ei.attackedBy[Us, PieceType.KING] & ~(ei.attackedBy[Us, PieceType.PAWN] | ei.attackedBy[Us, PieceType.KNIGHT] | ei.attackedBy[Us, PieceType.BISHOP] | ei.attackedBy[Us, PieceType.ROOK] | ei.attackedBy[Us, PieceType.QUEEN]); // Initialize the 'attackUnits' variable, which is used later on as an // index into 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). var attackUnits = Math.Min(72, ei.kingAttackersCount[Them] *ei.kingAttackersWeight[Them]) + 9*ei.kingAdjacentZoneAttacksCount[Them] + 27*Bitcount.popcount_Max15(undefended) + 11*((ulong)ei.pinnedPieces[Us] != 0 ? 1 : 0) - 64*(pos.count(PieceType.QUEEN, Them) == 0 ? 1 : 0) - Score.mg_value(score)/8; // Analyse the enemy's safe queen contact checks. Firstly, find the // undefended squares around the king reachable by the enemy queen... var b = undefended & ei.attackedBy[Them, PieceType.QUEEN] & ~pos.pieces_Ct(Them); if (b!=0) { // ...and then remove squares not supported by another enemy piece b &= ei.attackedBy[Them, PieceType.PAWN] | ei.attackedBy[Them, PieceType.KNIGHT] | ei.attackedBy[Them, PieceType.BISHOP] | ei.attackedBy[Them, PieceType.ROOK]; if (b!=0) { attackUnits += QueenContactCheck*Bitcount.popcount_Max15(b); } } // Analyse the enemy's safe distance checks for sliders and knights var safe = ~(ei.attackedBy[Us, PieceType.ALL_PIECES] | pos.pieces_Ct(Them)); var b1 = pos.attacks_from_PtS(PieceType.ROOK, ksq) & safe; var b2 = pos.attacks_from_PtS(PieceType.BISHOP, ksq) & safe; // Enemy queen safe checks b = (b1 | b2) & ei.attackedBy[Them, PieceType.QUEEN]; if (b!=0) { attackUnits += QueenCheck*Bitcount.popcount_Max15(b); score -= Checked; } // Enemy rooks safe checks b = b1 & ei.attackedBy[Them, PieceType.ROOK]; if (b!=0) { attackUnits += RookCheck*Bitcount.popcount_Max15(b); score -= Checked; } // Enemy bishops safe checks b = b2 & ei.attackedBy[Them, PieceType.BISHOP]; if (b!=0) { attackUnits += BishopCheck*Bitcount.popcount_Max15(b); score -= Checked; } // Enemy knights safe checks b = pos.attacks_from_PtS(PieceType.KNIGHT, ksq) & ei.attackedBy[Them, PieceType.KNIGHT] & safe; if (b!=0) { attackUnits += KnightCheck*Bitcount.popcount_Max15(b); score -= Checked; } // Finally, extract the king danger score from the KingDanger[] // array and subtract the score from evaluation. score -= KingDanger[Math.Max(Math.Min(attackUnits, 399), 0)]; } if (DoTrace) { add_IdxCtSt(PieceType.KING, Us, score); } return score; }
// evaluate_pieces() assigns bonuses and penalties to the pieces of a given color private static ScoreT evaluate_pieces( PieceTypeT pieceType, ColorT Us, bool DoTrace, Position pos, EvalInfo ei, ScoreT[] mobility, BitboardT[] mobilityArea) { int Pt = pieceType; if (Pt == PieceType.KING) { return Score.SCORE_ZERO; } var score = Score.SCORE_ZERO; var NextPt = (Us == Color.WHITE ? pieceType : pieceType + 1); var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); ei.attackedBy[Us, Pt] = Bitboard.Create(0); for(var idx=0; idx<16;idx++) { var s = pos.square(pieceType, Us, idx); if (s == Square.SQ_NONE) { break; } // Find attacked squares, including x-ray attacks for bishops and rooks var b = Pt == PieceType.BISHOP ? Utils.attacks_bb_PtSBb(PieceType.BISHOP, s, pos.pieces() ^ pos.pieces_CtPt(Us, PieceType.QUEEN)) : Pt == PieceType.ROOK ? Utils.attacks_bb_PtSBb( PieceType.ROOK, s, pos.pieces() ^ pos.pieces_CtPtPt(Us, PieceType.ROOK, PieceType.QUEEN)) : pos.attacks_from_PtS(pieceType, s); if (Bitboard.AndWithSquare(ei.pinnedPieces[Us], s)!=0) { b &= Utils.LineBB[pos.square(PieceType.KING, Us), s]; } ei.attackedBy[Us, PieceType.ALL_PIECES] |= ei.attackedBy[Us, Pt] |= b; if ((b & ei.kingRing[Them])!=0) { ei.kingAttackersCount[Us]++; ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; var bb = b & ei.attackedBy[Them, PieceType.KING]; if (bb!=0) { ei.kingAdjacentZoneAttacksCount[Us] += Bitcount.popcount_Max15(bb); } } if (Pt == PieceType.QUEEN) { b &= ~(ei.attackedBy[Them, PieceType.KNIGHT] | ei.attackedBy[Them, PieceType.BISHOP] | ei.attackedBy[Them, PieceType.ROOK]); } var mob = Pt == PieceType.QUEEN ? Bitcount.popcount_Full(b & mobilityArea[Us]) : Bitcount.popcount_Max15(b & mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; if (Pt == PieceType.BISHOP || Pt == PieceType.KNIGHT) { // Bonus for outpost square if (Rank.relative_rank_CtSt(Us, s) >= Rank.RANK_4 && Rank.relative_rank_CtSt(Us, s) <= Rank.RANK_6 && (pos.pieces_CtPt(Them, PieceType.PAWN) & Utils.pawn_attack_span(Us, s))==0) { score += Outpost[Pt == PieceType.BISHOP ? 1 : 0][Bitboard.AndWithSquare(ei.attackedBy[Us, PieceType.PAWN], s)!=0 ? 1 : 0]; } // Bonus when behind a pawn if (Rank.relative_rank_CtSt(Us, s) < Rank.RANK_5 && Bitboard.AndWithSquare(pos.pieces_Pt(PieceType.PAWN), (s + Square.pawn_push(Us)))!=0) { score += MinorBehindPawn; } // Penalty for pawns on same color square of bishop if (Pt == PieceType.BISHOP) { score -= BishopPawns*ei.pi.pawns_on_same_color_squares(Us, s); } // 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 == PieceType.BISHOP && pos.is_chess960() && (s == Square.relative_square(Us, Square.SQ_A1) || s == Square.relative_square(Us, Square.SQ_H1))) { var d = Square.pawn_push(Us) + (Square.file_of(s) == File.FILE_A ? Square.DELTA_E : Square.DELTA_W); if (pos.piece_on(s + d) == Piece.make_piece(Us, PieceType.PAWN)) { score -= !pos.empty(s + d + Square.pawn_push(Us)) ? TrappedBishopA1H1*4 : pos.piece_on(s + d + d) == Piece.make_piece(Us, PieceType.PAWN) ? TrappedBishopA1H1*2 : TrappedBishopA1H1; } } } if (Pt == PieceType.ROOK) { // Bonus for aligning with enemy pawns on the same rank/file if (Rank.relative_rank_CtSt(Us, s) >= Rank.RANK_5) { var alignedPawns = pos.pieces_CtPt(Them, PieceType.PAWN) & Utils.PseudoAttacks[PieceType.ROOK, s]; if (alignedPawns!=0) { score += Bitcount.popcount_Max15(alignedPawns)*RookOnPawn; } } // Bonus when on an open or semi-open file if (ei.pi.semiopen_file(Us, Square.file_of(s)) != 0) { score += ei.pi.semiopen_file(Them, Square.file_of(s)) != 0 ? RookOnOpenFile : RookOnSemiOpenFile; } // Penalize when trapped by the king, even more if king cannot castle if (mob <= 3 && 0 == ei.pi.semiopen_file(Us, Square.file_of(s))) { var ksq = pos.square(PieceType.KING, Us); if (((Square.file_of(ksq) < File.FILE_E) == (Square.file_of(s) < Square.file_of(ksq))) && (Square.rank_of(ksq) == Square.rank_of(s) || Rank.relative_rank_CtSt(Us, ksq) == Rank.RANK_1) && 0 == ei.pi.semiopen_side(Us, Square.file_of(ksq), Square.file_of(s) < Square.file_of(ksq))) { score -= (TrappedRook - Score.make_score(mob*22, 0))*(1 + (pos.can_castle(Us) == 0 ? 1 : 0)); } } } } if (DoTrace) { add_IdxCtSt(Pt, Us, score); } // Recursively call evaluate_pieces() of next piece type until KING excluded return score - evaluate_pieces(NextPt, Them, DoTrace, pos, ei, mobility, mobilityArea); }
// init_eval_info() initializes king bitboards for given color adding // pawn attacks. To be done at the beginning of the evaluation. private static void init_eval_info(ColorT Us, Position pos, EvalInfo ei) { var Them = (Us == Color.WHITE ? Color.BLACK : Color.WHITE); var Down = (Us == Color.WHITE ? Square.DELTA_S : Square.DELTA_N); ei.pinnedPieces[Us] = pos.pinned_pieces(Us); var b = ei.attackedBy[Them, PieceType.KING] = pos.attacks_from_PtS(PieceType.KING, pos.square(PieceType.KING, Them)); ei.attackedBy[Them, PieceType.ALL_PIECES] |= b; ei.attackedBy[Us, PieceType.ALL_PIECES] |= ei.attackedBy[Us, PieceType.PAWN] = ei.pi.pawn_attacks(Us); // Init king safety tables only if we are going to use them if (pos.non_pawn_material(Us) >= Value.QueenValueMg) { ei.kingRing[Them] = b | Bitboard.shift_bb(Down, b); b &= ei.attackedBy[Us, PieceType.PAWN]; ei.kingAttackersCount[Us] = b!=0 ? Bitcount.popcount_Max15(b) : 0; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; } else { ei.kingRing[Them] = Bitboard.Create(0); ei.kingAttackersCount[Us] = 0; } }