Пример #1
0
        public static int Evaluate(BoardState board, int color, int openingPhase, int endingPhase)
        {
            var doubledRooks    = 0;
            var rooksOnOpenFile = 0;
            var pairOfBishops   = 0;
            var enemyColor      = ColorOperations.Invert(color);

            var rooks = board.Pieces[color][Piece.Rook];

            while (rooks != 0)
            {
                var lsb   = BitOperations.GetLsb(rooks);
                var field = BitOperations.BitScan(lsb);
                rooks = BitOperations.PopLsb(rooks);

                var file                = FilePatternGenerator.GetPattern(field) | lsb;
                var rooksOnFile         = file & board.Pieces[color][Piece.Rook];
                var friendlyPawnsOnFile = file & board.Pieces[color][Piece.Pawn];
                var enemyPawnsOnFile    = file & board.Pieces[enemyColor][Piece.Pawn];

                if (BitOperations.Count(rooksOnFile) > 1)
                {
                    // We don't assume that there will be more than two rooks - even if, then this color is probably anyway winning
                    doubledRooks = 1;
                }

                if (friendlyPawnsOnFile == 0 && enemyPawnsOnFile == 0)
                {
                    rooksOnOpenFile++;
                }
            }

            var bishops = board.Pieces[color][Piece.Bishop];

            if (BitOperations.Count(bishops) > 1)
            {
                pairOfBishops = 1;
            }

            var doubledRooksOpeningScore = doubledRooks * EvaluationConstants.DoubledRooks;
            var doubledRooksAdjusted     = TaperedEvaluation.AdjustToPhase(doubledRooksOpeningScore, 0, openingPhase, endingPhase);

            var rooksOnOpenFileOpeningScore = rooksOnOpenFile * EvaluationConstants.RookOnOpenFile;
            var rooksOnOpenFileAdjusted     = TaperedEvaluation.AdjustToPhase(rooksOnOpenFileOpeningScore, 0, openingPhase, endingPhase);

            var pairOfBishopsOpeningScore = pairOfBishops * EvaluationConstants.PairOfBishops;
            var pairOfBishopsAdjusted     = TaperedEvaluation.AdjustToPhase(pairOfBishopsOpeningScore, 0, openingPhase, endingPhase);

            return(doubledRooksAdjusted + rooksOnOpenFileAdjusted + pairOfBishopsAdjusted);
        }
Пример #2
0
        public static int Evaluate(BoardState board, int color, int openingPhase, int endingPhase, ulong fieldsAttackedByEnemy)
        {
            var enemyColor = ColorOperations.Invert(color);

            var king             = board.Pieces[color][Piece.King];
            var kingField        = BitOperations.BitScan(king);
            var kingPosition     = Position.FromFieldIndex(kingField);
            var fieldsAroundKing = ForwardBoxPatternGenerator.GetPattern(color, kingField);

            var attackedFieldsAroundKing   = fieldsAroundKing & fieldsAttackedByEnemy;
            var attackersCount             = (int)BitOperations.Count(attackedFieldsAroundKing);
            var attackersCountOpeningScore = attackersCount * EvaluationConstants.KingInDanger;

            var pawnShieldOpeningScore   = 0;
            var openFilesNextToKingScore = 0;

            if (board.CastlingDone[color])
            {
                var pawnsNearKing = fieldsAroundKing & board.Pieces[color][Piece.Pawn];
                var pawnShield    = (int)BitOperations.Count(pawnsNearKing);

                pawnShieldOpeningScore = pawnShield * EvaluationConstants.PawnShield;

                var openFileCheckFrom = Math.Max(0, kingPosition.X - 1);
                var openFileCheckTo   = Math.Min(7, kingPosition.X + 1);
                for (var file = openFileCheckFrom; file <= openFileCheckTo; file++)
                {
                    if ((FilePatternGenerator.GetPatternForFile(7 - file) & board.Pieces[color][Piece.Pawn]) == 0)
                    {
                        openFilesNextToKingScore += EvaluationConstants.OpenFileNextToKing;
                    }
                }
            }

            var openingScore = pawnShieldOpeningScore + attackersCountOpeningScore + openFilesNextToKingScore;

            return(TaperedEvaluation.AdjustToPhase(openingScore, 0, openingPhase, endingPhase));
        }
Пример #3
0
        public static MagicContainer[] GenerateRookAttacks(ulong[] keys = null)
        {
            var masks        = new ulong[64];
            var permutations = new ulong[64][];
            var attacks      = new ulong[64][];

            for (var fieldIndex = 0; fieldIndex < 64; fieldIndex++)
            {
                masks[fieldIndex] = (FilePatternGenerator.GetPatternForField(fieldIndex) & ~BoardConstants.TopBottomEdge) |
                                    (RankPatternGenerator.GetPatternForField(fieldIndex) & ~BoardConstants.RightLeftEdge);

                permutations[fieldIndex] = new ulong[1 << MagicShifts.RookShifts[fieldIndex]];
                attacks[fieldIndex]      = new ulong[1 << MagicShifts.RookShifts[fieldIndex]];

                for (var permutationIndex = 0; permutationIndex < permutations[fieldIndex].Length; permutationIndex++)
                {
                    permutations[fieldIndex][permutationIndex] = PermutationsGenerator.GetPermutation(masks[fieldIndex], permutationIndex);
                    attacks[fieldIndex][permutationIndex]      = AttacksGenerator.GetFileRankAttacks(permutations[fieldIndex][permutationIndex], fieldIndex);
                }
            }

            return(_rookMagicArray = GenerateAttacks(masks, permutations, attacks, MagicShifts.RookShifts, keys));
        }
Пример #4
0
        private static (int openingScore, int endingScore) Evaluate(BoardState board, int color, int openingPhase, int endingPhase)
        {
            var doubledPawns  = 0;
            var isolatedPawns = 0;
            var chainedPawns  = 0;
            var passingPawns  = 0;

            for (var file = 0; file < 8; file++)
            {
                var friendlyPawnsOnInnerMask = board.Pieces[color][Piece.Pawn] & FilePatternGenerator.GetPatternForFile(file);
                var friendlyPawnsOnOuterMask = board.Pieces[color][Piece.Pawn] & OuterFilesPatternGenerator.GetPatternForFile(file);

                var pawnsCount = BitOperations.Count(friendlyPawnsOnInnerMask);
                if (pawnsCount > 1)
                {
                    doubledPawns += (int)(pawnsCount - 1);
                }

                if (friendlyPawnsOnInnerMask != 0)
                {
                    if (friendlyPawnsOnOuterMask == 0)
                    {
                        isolatedPawns += (int)BitOperations.Count(pawnsCount);
                    }
                }
            }

            var pieces = board.Pieces[color][Piece.Pawn];

            while (pieces != 0)
            {
                var lsb   = BitOperations.GetLsb(pieces);
                var field = BitOperations.BitScan(lsb);
                pieces = BitOperations.PopLsb(pieces);

                var chain = ChainPatternGenerator.GetPattern(field) & board.Pieces[color][Piece.Pawn];
                if (chain != 0)
                {
                    chainedPawns += (int)BitOperations.Count(chain);
                }

                if (board.IsFieldPassing(color, field))
                {
                    passingPawns++;
                }
            }

            var doubledPawnsOpeningScore = doubledPawns * EvaluationConstants.DoubledPawns[GamePhase.Opening];
            var doubledPawnsEndingScore  = doubledPawns * EvaluationConstants.DoubledPawns[GamePhase.Ending];

            var isolatedPawnsOpeningScore = isolatedPawns * EvaluationConstants.IsolatedPawns[GamePhase.Opening];
            var isolatedPawnsEndingScore  = isolatedPawns * EvaluationConstants.IsolatedPawns[GamePhase.Ending];

            var chainedPawnsOpeningScore = chainedPawns * EvaluationConstants.ChainedPawns[GamePhase.Opening];
            var chainedPawnsEndingScore  = chainedPawns * EvaluationConstants.ChainedPawns[GamePhase.Ending];

            var passingPawnsOpeningScore = passingPawns * EvaluationConstants.PassingPawns[GamePhase.Opening];
            var passingPawnsEndingScore  = passingPawns * EvaluationConstants.PassingPawns[GamePhase.Ending];

            var openingScore = doubledPawnsOpeningScore + isolatedPawnsOpeningScore + chainedPawnsOpeningScore + passingPawnsOpeningScore;
            var endingScore  = doubledPawnsEndingScore + isolatedPawnsEndingScore + chainedPawnsEndingScore + passingPawnsEndingScore;

            return(openingScore, endingScore);
        }