Пример #1
0
 private int LvaMvv(Move m)
 {
     //sort by victim-attacker (LVV/MVA)
     //note these will occur after killer moves if they are deemed to be losing
     return((
                //we multiple the victim value so that moves like rook x rook are higher than pawn x pawn
                128 * Evaluator.PieceValueOnSquare(MyBoard, m.To) -
                Evaluator.PieceValues[(int)Move.GetPiece((MoveBits)m.Bits)])
            +
            Evaluator.PieceValues[m.Promotion]); //add promotion in as well
 }
Пример #2
0
        int OrderMove(Move m, TranspositionTableEntry entry)
        {
            if (entry != null)
            {
                if (m.Value == entry.MoveValue)
                {
                    return(int.MaxValue);// search this move first
                }
            }

            if ((m.Bits & (byte)MoveBits.Capture) > 0)
            {
                //winning and even captures
                if (Evaluator.PieceValueOnSquare(MyBoard, m.To) >= Evaluator.PieceValues[(int)Move.GetPiece((MoveBits)m.Bits)])
                {
                    return(LvaMvv(m));
                }
                else
                {
                    //verify that it is actually losing with SEE
                    if (StaticExchange.Eval(MyBoard, m, MyBoard.SideToMove) >= 0)
                    {
                        return(LvaMvv(m));
                    }
                    return(int.MinValue + LvaMvv(m));//losing captures at the bottom
                }
            }
            else
            {
                //these happen before losing captures
                if (Killers[Ply, 0] != null && Killers[Ply, 0].Value == m.Value)
                {
                    return(2);
                }
                else if (Killers[Ply, 1] != null && Killers[Ply, 1].Value == m.Value)
                {
                    return(1);
                }
            }

            return(0);
        }
Пример #3
0
        //evaluates exchanges on a square initiated by stm
        public static int Eval(Board b, Move m, int stm)
        {
            ulong[] attackers = new ulong[2];
            int     score     = 0;
            var     sq        = m.To;
            var     pieceVal  = Evaluator.PieceValueOnSquare(b, sq);
            var     attacks   = MoveGenerator.Attacks(b, sq);
            var     mystm     = stm ^ 1;

            attackers[mystm] = attacks & b.Pieces[mystm];
            attackers[stm]   = attacks & b.Pieces[stm];

            //change the pieceVal to be the new piece

            //if there is a promotion, then stm is already up material
            if (m.Promotion > 0)
            {
                pieceVal = Evaluator.PieceValues[m.Promotion];
                score    = pieceVal - 100; //lose the initial pawn
            }
            else
            {
                pieceVal = Evaluator.PieceValues[(int)Move.GetPiece((MoveBits)m.Bits)];
            }

            //add in any material taken on the first capture
            if ((m.Bits & (byte)MoveBits.Capture) > 0)
            {
                score += Evaluator.PieceValueOnSquare(b, m.To);
            }

            //remove the first Move, unless this was a straight pawn push
            if (!((m.Bits & (byte)MoveBits.Pawn) > 0 && Math.Abs(m.From - m.To) == 8))
            {
                attackers[stm] ^= BitMask.Mask[m.From];
            }

            while (attackers[mystm] > 0)
            {
                var  tempAttackers = attackers[mystm];
                var  leastValuable = int.MaxValue;
                int  leastValSq = -1;
                bool promote, promoting = false;

                //make a pass over the attackers to find the lowest valued piece
                while (tempAttackers > 0)
                {
                    promote = false;
                    var attack_sq = tempAttackers.BitScanForward();
                    tempAttackers ^= BitMask.Mask[attack_sq];
                    var attackerVal = Evaluator.PieceValueOnSquare(b, attack_sq);

                    //if we found a pawn capturing onto the 8th rank, we need to consider promotion
                    if (attackerVal == 100 && (sq.Rank() == 0 || sq.Rank() == 7))
                    {
                        //we will treat this attacker as if it were a queen
                        attackerVal = Evaluator.PieceValues[(int)Piece.Queen];
                        promote     = true;
                    }

                    if (attackerVal < leastValuable)
                    {
                        promoting     = promote;
                        leastValSq    = attack_sq;
                        leastValuable = attackerVal;
                    }
                }

                //now we have the least valuable attacker
                //remove whatever value is on the square
                if (mystm == stm)
                {
                    score += pieceVal;
                    if (promoting)
                    {
                        score += leastValuable - 100;//lose the promoting pawn, add in queen
                    }
                }
                else
                {
                    score -= pieceVal;
                    if (promoting)
                    {
                        score -= leastValuable + 100;//lose the promoting pawn, add in queen
                    }
                }

                //update the attacked piece
                pieceVal = leastValuable;

                //remove the attacker
                attackers[mystm] ^= BitMask.Mask[leastValSq];

                //now we check for x-ray attacks
                //the idea here is that if any rooks, queens, or bishops attack the temporary
                //square from the same direction that the temporary square is attacking the target
                //then we have an xray attacker
                var   direction   = MoveGenerator.Directions[leastValSq, sq];
                ulong xrayAttacks = 0;
                switch (Math.Abs(direction))
                {
                case 1:
                case 8:
                    if (((b.Rooks[mystm] | b.Queens[mystm]) & Board.FileMask[sq.File()]) > 0)
                    {
                        xrayAttacks = MoveGenerator.RookAttacks(b, leastValSq) & (b.Rooks[mystm] | b.Queens[mystm]) & attackers[mystm];
                    }
                    break;

                case 7:
                case 9:
                    xrayAttacks = MoveGenerator.BishopAttacks(b, leastValSq) & (b.Bishops[mystm] | b.Queens[mystm]) & attackers[mystm];
                    break;
                }

                while (xrayAttacks > 0)
                {
                    var xraySq = xrayAttacks.BitScanForward();
                    xrayAttacks ^= BitMask.Mask[xraySq];
                    if (MoveGenerator.Directions[xraySq, sq] == direction)
                    {
                        //put this piece in main attackers bitboard
                        attackers[mystm] |= BitMask.Mask[xraySq];
                    }
                }
                //switch stm
                mystm ^= 1;
            }

            return(score);
        }