int Attacked(POS *p, int sq, int sd) { return (p->Pawns(sd) & BB.PawnAttacks(Opp(sd),sq) ) || (p->Knights(sd) & BB.KnightAttacks(sq)) || (p->DiagMovers(sd) & BB.BishAttacks(OccBb(p), sq)) || (p->StraightMovers(sd) & BB.RookAttacks(OccBb(p), sq)) || (p->Kings(sd) & BB.KingAttacks(sq)); }
U64 AttacksTo(POS *p, int sq) { return (p->Pawns(WC) & BB.PawnAttacks(BC,sq) ) | (p->Pawns(BC) & BB.PawnAttacks(WC,sq) ) | (p->tp_bb[N] & BB.KnightAttacks(sq)) | ((p->tp_bb[B] | p->tp_bb[Q]) & BB.BishAttacks(OccBb(p), sq)) | ((p->tp_bb[R] | p->tp_bb[Q]) & BB.RookAttacks(OccBb(p), sq)) | (p->tp_bb[K] & BB.KingAttacks(sq)); }
U64 AttacksFrom(POS *p, int sq) { switch (TpOnSq(p, sq)) { case P: return BB.PawnAttacks(Cl(p->pc[sq]), sq); case N: return BB.KnightAttacks(sq); case B: return BB.BishAttacks(OccBb(p), sq); case R: return BB.RookAttacks(OccBb(p), sq); case Q: return BB.QueenAttacks(OccBb(p), sq); case K: return BB.KingAttacks(sq); } return 0; }
void cEval::ScorePassers(POS * p, eData *e, int sd) { U64 bbPieces = p->Pawns(sd); int sq, mul, mg_tmp, eg_tmp; int op = Opp(sd); U64 bbOwnPawns = p->Pawns(sd); U64 bbStop; while (bbPieces) { sq = BB.PopFirstBit(&bbPieces); // Passed pawn if (!(Mask.passed[sd][sq] & p->Pawns(op))) { bbStop = BB.ShiftFwd(SqBb(sq), sd); mg_tmp = passed_bonus_mg[sd][Rank(sq)]; eg_tmp = passed_bonus_eg[sd][Rank(sq)] - ((passed_bonus_eg[sd][Rank(sq)] * Param.dist[sq][p->king_sq[op]]) / 30); mul = 100; // blocked passers score less if (bbStop & OccBb(p)) mul -= 20; // TODO: only with a blocker of opp color // our control of stop square else if ( (bbStop & e->bbAllAttacks[sd]) && (bbStop & ~e->bbAllAttacks[op]) ) mul += 10; // add final score Add(e, sd, F_PASSERS, (mg_tmp * mul) / 100, (eg_tmp * mul) / 100); } } }
void cEval::ScorePieces(POS *p, eData *e, int sd) { U64 bbPieces, bbMob, bbAtt, bbFile, bbContact; int op, sq, cnt, tmp, ksq, att = 0, wood = 0; int own_pawn_cnt, opp_pawn_cnt; int r_on_7th = 0; int fwd_weight = 0; int fwd_cnt = 0; // Is color OK? assert(sd == WC || sd == BC); // Init variables op = Opp(sd); ksq = KingSq(p, op); U64 bbExcluded = p->Pawns(sd) /*| p->Kings(sd)*/; // Init enemy king zone for attack evaluation. We mark squares where the king // can move plus two or three more squares facing enemy position. U64 bbZone = Mask.king_zone[sd][ksq]; // Init bitboards to detect check threats U64 bbKnightChk = BB.KnightAttacks(ksq); U64 bbStr8Chk = BB.RookAttacks(OccBb(p), ksq); U64 bbDiagChk = BB.BishAttacks(OccBb(p), ksq); U64 bbQueenChk = bbStr8Chk | bbDiagChk; // Knight bbPieces = p->Knights(sd); while (bbPieces) { sq = BB.PopFirstBit(&bbPieces); // Knight tropism to enemy king Add(e, sd, F_TROPISM, tropism_mg[N] * Param.dist[sq][ksq], tropism_eg[N] * Param.dist[sq][ksq]); // Knight forwardness if (SqBb(sq) & bbAwayZone[sd]) { fwd_weight += 1; fwd_cnt += 1; } // Knight mobility bbMob = BB.KnightAttacks(sq) & ~p->cl_bb[sd]; // knight is tricky, cnt = BB.PopCnt(bbMob &~e->bbPawnTakes[op]); // better to have it mobile than defending stuff Add(e, sd, F_MOB, Param.n_mob_mg[cnt], Param.n_mob_eg[cnt]); // mobility bonus if ((bbMob &~e->bbPawnTakes[op]) & bbKnightChk) att += chk_threat[N]; // check threat bonus e->bbAllAttacks[sd] |= BB.KnightAttacks(sq); e->bbEvAttacks[sd] |= bbMob; // Knight attacks on enemy king zone bbAtt = BB.KnightAttacks(sq); if (bbAtt & bbZone) { wood++; att += king_att[N] * BB.PopCnt(bbAtt & bbZone); } // Knight outpost ScoreOutpost(p, e, sd, N, sq); } // end of knight eval // Bishop bbPieces = p->Bishops(sd); while (bbPieces) { sq = BB.PopFirstBit(&bbPieces); // Bishop tropism to enemy king Add(e, sd, F_TROPISM, tropism_mg[B] * Param.dist[sq][ksq], tropism_eg[B] * Param.dist[sq][ksq]); // Bishop forwardness if (SqBb(sq) & bbAwayZone[sd]) { fwd_weight += 1; fwd_cnt += 1; } // Bishop mobility bbMob = BB.BishAttacks(OccBb(p), sq); if (!(bbMob & bbAwayZone[sd])) // penalty for bishops unable to reach enemy half of the board Add(e, sd, F_MOB, Param.bishConfined); // (idea from Andscacs) cnt = BB.PopCnt(bbMob &~e->bbPawnTakes[op] &~bbExcluded); Add(e, sd, F_MOB, Param.b_mob_mg[cnt], Param.b_mob_eg[cnt]); // mobility bonus if ((bbMob &~e->bbPawnTakes[op]) & ~p->cl_bb[sd] & bbDiagChk) att += chk_threat[B]; // check threat bonus e->bbAllAttacks[sd] |= bbMob; e->bbEvAttacks[sd] |= bbMob; // Bishop attacks on enemy king zone (including attacks through a queen) bbAtt = BB.BishAttacks(OccBb(p) ^ p->Queens(sd) , sq); if (bbAtt & bbZone) { wood++; att += king_att[B] * BB.PopCnt(bbAtt & bbZone); } // Bishop outpost ScoreOutpost(p, e, sd, B, sq); // Bishops side by side if (ShiftNorth(SqBb(sq)) & p->Bishops(sd) ) Add(e, sd, F_OTHERS, 4); if (ShiftEast(SqBb(sq)) & p->Bishops(sd)) Add(e, sd, F_OTHERS, 4); // Pawns on the same square color as our bishop if (bbWhiteSq & SqBb(sq)) { own_pawn_cnt = BB.PopCnt(bbWhiteSq & p->Pawns(sd)) - 4; opp_pawn_cnt = BB.PopCnt(bbWhiteSq & p->Pawns(op)) - 4; } else { own_pawn_cnt = BB.PopCnt(bbBlackSq & p->Pawns(sd)) - 4; opp_pawn_cnt = BB.PopCnt(bbBlackSq & p->Pawns(op)) - 4; } Add(e, sd, F_OTHERS, -3 * own_pawn_cnt - opp_pawn_cnt); } // end of bishop eval // Rook bbPieces = p->Rooks(sd); while (bbPieces) { sq = BB.PopFirstBit(&bbPieces); // Rook tropism to enemy king Add(e, sd, F_TROPISM, tropism_mg[R] * Param.dist[sq][ksq], tropism_eg[R] * Param.dist[sq][ksq]); // Rook forwardness if (SqBb(sq) & bbAwayZone[sd]) { fwd_weight += 2; fwd_cnt += 1; } // Rook mobility bbMob = BB.RookAttacks(OccBb(p), sq); cnt = BB.PopCnt(bbMob &~bbExcluded); Add(e, sd, F_MOB, Param.r_mob_mg[cnt], Param.r_mob_eg[cnt]); // mobility bonus if (((bbMob &~e->bbPawnTakes[op]) & ~p->cl_bb[sd] & bbStr8Chk) // check threat bonus && p->cnt[sd][Q]) { att += chk_threat[R]; bbContact = (bbMob & BB.KingAttacks(ksq)) & bbStr8Chk; while (bbContact) { int contactSq = BB.PopFirstBit(&bbContact); // rook exchanges are accepted as contact checks if (Swap(p, sq, contactSq) >= 0) { att += r_contact_check; break; } } } e->bbAllAttacks[sd] |= bbMob; e->bbEvAttacks[sd] |= bbMob; // Rook attacks on enemy king zone (also through a rook or through a queen) bbAtt = BB.RookAttacks(OccBb(p) ^ p->StraightMovers(sd), sq); if (bbAtt & bbZone) { wood++; att += king_att[R] * BB.PopCnt(bbAtt & bbZone); } // Get rook file bbFile = BB.FillNorthSq(sq) | BB.FillSouthSq(sq); // better this way than using front span // Queen on rook's file (which might be closed) if (bbFile & p->Queens(op)) Add(e, sd, F_LINES, Param.rookOnQueen); // Rook on (half) open file if (!(bbFile & p->Pawns(sd))) { if (!(bbFile & p->Pawns(op))) { Add(e, sd, F_LINES, Param.rookOnOpenMg, Param.rookOnOpenEg); //if (BB.GetFrontSpan(SqBb(sq), sd) & p->Rooks(sd)) Add(e, sd, F_LINES, 4, 2); // equal } else { // score differs depending on whether half-open file is blocked by defended enemy pawn if ((bbFile & p->Pawns(op)) & e->bbPawnTakes[op]) Add(e, sd, F_LINES, Param.rookOnBadHalfOpenMg, Param.rookOnBadHalfOpenEg); else { Add(e, sd, F_LINES, Param.rookOnGoodHalfOpenMg, Param.rookOnGoodHalfOpenEg); } } } // Rook on the 7th rank attacking pawns or cutting off enemy king if (SqBb(sq) & bbRelRank[sd][RANK_7]) { if (p->Pawns(op) & bbRelRank[sd][RANK_7] || p->Kings(op) & bbRelRank[sd][RANK_8]) { Add(e, sd, F_LINES, Param.rookOn7thMg, Param.rookOn7thEg); r_on_7th++; } } } // end of rook eval // Queen bbPieces = p->Queens(sd); while (bbPieces) { sq = BB.PopFirstBit(&bbPieces); // Queen tropism to enemy king Add(e, sd, F_TROPISM, tropism_mg[Q] * Param.dist[sq][ksq], tropism_eg[Q] * Param.dist[sq][ksq]); // Queen forwardness if (SqBb(sq) & bbAwayZone[sd]) { fwd_weight += 4; fwd_cnt += 1; } // Queen mobility bbMob = BB.QueenAttacks(OccBb(p), sq); cnt = BB.PopCnt(bbMob &~bbExcluded); Add(e, sd, F_MOB, Param.q_mob_mg[cnt], Param.q_mob_eg[cnt]); // mobility bonus if ((bbMob &~e->bbPawnTakes[op]) & ~p->cl_bb[sd] & bbQueenChk) { // check threat bonus att += chk_threat[Q]; // Queen contact checks bbContact = bbMob & BB.KingAttacks(ksq); while (bbContact) { int contactSq = BB.PopFirstBit(&bbContact); // queen exchanges are accepted as contact checks if (Swap(p, sq, contactSq) >= 0) { att += q_contact_check; break; } } } e->bbAllAttacks[sd] |= bbMob; // Queen attacks on enemy king zone bbAtt = BB.BishAttacks(OccBb(p) ^ p->DiagMovers(sd), sq); bbAtt |= BB.RookAttacks(OccBb(p) ^ p->StraightMovers(sd), sq); if (bbAtt & bbZone) { wood++; att += king_att[Q] * BB.PopCnt(bbAtt & bbZone); } // Queen on 7th rank if (SqBb(sq) & bbRelRank[sd][RANK_7]) { if (p->Pawns(op) & bbRelRank[sd][RANK_7] || p->Kings(op) & bbRelRank[sd][RANK_8]) { Add(e, sd, F_LINES, Param.queenOn7thMg, Param.queenOn7thEg); } } } // end of queen eval // Score terms using information gathered during piece eval if (r_on_7th > 1) // two rooks on 7th rank Add(e, sd, F_LINES, Param.twoRooksOn7thMg, Param.twoRooksOn7thEg); // forwardness (from Toga II 3.0) Add(e, sd, (fwd_bonus[fwd_cnt] * fwd_weight * Param.forwardness) / 100, 0); // Score king attacks if own queen is present and there are at least 2 attackers if (wood > 1 && p->cnt[sd][Q]) { if (att > 399) att = 399; Add(e, sd, F_ATT, Param.danger[att]); } }