Group common evaluate code
[glaurung_clone.git] / src / evaluate.cpp
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1 /*
2 Glaurung, a UCI chess playing engine.
3 Copyright (C) 2004-2008 Tord Romstad
5 Glaurung is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Glaurung is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
20 ////
21 //// Includes
22 ////
24 #include <cassert>
25 #include <cstring>
27 #include "evaluate.h"
28 #include "material.h"
29 #include "pawns.h"
30 #include "scale.h"
31 #include "thread.h"
32 #include "ucioption.h"
35 ////
36 //// Local definitions
37 ////
39 namespace {
41 const int Sign[2] = {1, -1};
43 // Evaluation grain size, must be a power of 2.
44 const int GrainSize = 4;
46 // Evaluation weights
47 int WeightMobilityMidgame = 0x100;
48 int WeightMobilityEndgame = 0x100;
49 int WeightPawnStructureMidgame = 0x100;
50 int WeightPawnStructureEndgame = 0x100;
51 int WeightPassedPawnsMidgame = 0x100;
52 int WeightPassedPawnsEndgame = 0x100;
53 int WeightKingSafety[2] = { 0x100, 0x100 };
55 // Internal evaluation weights. These are applied on top of the evaluation
56 // weights read from UCI parameters. The purpose is to be able to change
57 // the evaluation weights while keeping the default values of the UCI
58 // parameters at 100, which looks prettier.
59 const int WeightMobilityMidgameInternal = 0x100;
60 const int WeightMobilityEndgameInternal = 0x100;
61 const int WeightPawnStructureMidgameInternal = 0x100;
62 const int WeightPawnStructureEndgameInternal = 0x100;
63 const int WeightPassedPawnsMidgameInternal = 0x100;
64 const int WeightPassedPawnsEndgameInternal = 0x100;
65 const int WeightKingSafetyInternal = 0x100;
67 // Visually better to define tables constants
68 typedef Value V;
70 // Knight mobility bonus in middle game and endgame, indexed by the number
71 // of attacked squares not occupied by friendly piecess.
72 const Value MidgameKnightMobilityBonus[] = {
73 // 0 1 2 3 4 5 6 7 8
74 V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
77 const Value EndgameKnightMobilityBonus[] = {
78 // 0 1 2 3 4 5 6 7 8
79 V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30)
82 // Bishop mobility bonus in middle game and endgame, indexed by the number
83 // of attacked squares not occupied by friendly pieces. X-ray attacks through
84 // queens are also included.
85 const Value MidgameBishopMobilityBonus[] = {
86 // 0 1 2 3 4 5 6 7
87 V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
88 // 8 9 10 11 12 13 14 15
89 V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
92 const Value EndgameBishopMobilityBonus[] = {
93 // 0 1 2 3 4 5 6 7
94 V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66),
95 // 8 9 10 11 12 13 14 15
96 V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83)
99 // Rook mobility bonus in middle game and endgame, indexed by the number
100 // of attacked squares not occupied by friendly pieces. X-ray attacks through
101 // queens and rooks are also included.
102 const Value MidgameRookMobilityBonus[] = {
103 // 0 1 2 3 4 5 6 7
104 V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21),
105 // 8 9 10 11 12 13 14 15
106 V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
109 const Value EndgameRookMobilityBonus[] = {
110 // 0 1 2 3 4 5 6 7
111 V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
112 // 8 9 10 11 12 13 14 15
113 V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83)
116 // Queen mobility bonus in middle game and endgame, indexed by the number
117 // of attacked squares not occupied by friendly pieces.
118 const Value MidgameQueenMobilityBonus[] = {
119 // 0 1 2 3 4 5 6 7
120 V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4),
121 // 8 9 10 11 12 13 14 15
122 V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16),
123 // 16 17 18 19 20 21 22 23
124 V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16),
125 // 24 25 26 27 28 29 30 31
126 V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16)
129 const Value EndgameQueenMobilityBonus[] = {
130 // 0 1 2 3 4 5 6 7
131 V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15),
132 // 8 9 10 11 12 13 14 15
133 V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30),
134 // 16 17 18 19 20 21 22 23
135 V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30),
136 // 24 25 26 27 28 29 30 31
137 V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30)
140 // Outpost bonuses for knights and bishops, indexed by square (from white's
141 // point of view).
142 const Value KnightOutpostBonus[64] = {
143 // A B C D E F G H
144 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
145 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
146 V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3
147 V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4
148 V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5
149 V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6
150 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
151 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
154 const Value BishopOutpostBonus[64] = {
155 // A B C D E F G H
156 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
157 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
158 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
159 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
160 V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5
161 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
162 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
163 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
166 // Bonus for unstoppable passed pawns:
167 const Value UnstoppablePawnValue = Value(0x500);
169 // Rooks and queens on the 7th rank:
170 const Value MidgameRookOn7thBonus = Value(50);
171 const Value EndgameRookOn7thBonus = Value(100);
172 const Value MidgameQueenOn7thBonus = Value(25);
173 const Value EndgameQueenOn7thBonus = Value(50);
175 // Rooks on open files:
176 const Value RookOpenFileBonus = Value(40);
177 const Value RookHalfOpenFileBonus = Value(20);
179 // Penalty for rooks trapped inside a friendly king which has lost the
180 // right to castle:
181 const Value TrappedRookPenalty = Value(180);
183 // Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
184 // enemy pawns:
185 const Value TrappedBishopA7H7Penalty = Value(300);
187 // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black):
188 const Bitboard MaskA7H7[2] = {
189 ((1ULL << SQ_A7) | (1ULL << SQ_H7)),
190 ((1ULL << SQ_A2) | (1ULL << SQ_H2))
193 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
194 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
195 // happen in Chess960 games.
196 const Value TrappedBishopA1H1Penalty = Value(100);
198 // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black):
199 const Bitboard MaskA1H1[2] = {
200 ((1ULL << SQ_A1) | (1ULL << SQ_H1)),
201 ((1ULL << SQ_A8) | (1ULL << SQ_H8))
204 /// King safety constants and variables. The king safety scores are taken
205 /// from the array SafetyTable[]. Various little "meta-bonuses" measuring
206 /// the strength of the attack are added up into an integer, which is used
207 /// as an index to SafetyTable[].
209 // Attack weights for each piece type.
210 const int QueenAttackWeight = 5;
211 const int RookAttackWeight = 3;
212 const int BishopAttackWeight = 2;
213 const int KnightAttackWeight = 2;
215 // Bonuses for safe checks for each piece type.
216 int QueenContactCheckBonus = 4;
217 int RookContactCheckBonus = 2;
218 int QueenCheckBonus = 2;
219 int RookCheckBonus = 1;
220 int BishopCheckBonus = 1;
221 int KnightCheckBonus = 1;
222 int DiscoveredCheckBonus = 3;
224 // Scan for queen contact mates?
225 const bool QueenContactMates = true;
227 // Bonus for having a mate threat.
228 int MateThreatBonus = 3;
230 // InitKingDanger[] contains bonuses based on the position of the defending
231 // king.
232 const int InitKingDanger[64] = {
233 2, 0, 2, 5, 5, 2, 0, 2,
234 2, 2, 4, 8, 8, 4, 2, 2,
235 7, 10, 12, 12, 12, 12, 10, 7,
236 15, 15, 15, 15, 15, 15, 15, 15,
237 15, 15, 15, 15, 15, 15, 15, 15,
238 15, 15, 15, 15, 15, 15, 15, 15,
239 15, 15, 15, 15, 15, 15, 15, 15,
240 15, 15, 15, 15, 15, 15, 15, 15
243 // SafetyTable[] contains the actual king safety scores. It is initialized
244 // in init_safety().
245 Value SafetyTable[100];
247 // Pawn and material hash tables, indexed by the current thread id:
248 PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
249 MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
251 // Sizes of pawn and material hash tables:
252 const int PawnTableSize = 16384;
253 const int MaterialTableSize = 1024;
255 // Array which gives the number of nonzero bits in an 8-bit integer:
256 uint8_t BitCount8Bit[256];
258 // Function prototypes:
259 void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei);
260 void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei);
261 void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei);
262 void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei);
263 void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei);
265 void evaluate_passed_pawns(const Position &pos, EvalInfo &ei);
266 void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
267 EvalInfo &ei);
268 void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
269 EvalInfo &ei);
271 inline Value apply_weight(Value v, int w);
272 Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
274 int count_1s_8bit(Bitboard b);
276 int compute_weight(int uciWeight, int internalWeight);
277 void init_safety();
282 ////
283 //// Functions
284 ////
286 /// evaluate() is the main evaluation function. It always computes two
287 /// values, an endgame score and a middle game score, and interpolates
288 /// between them based on the remaining material.
290 Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
291 Color stm;
292 Square s;
293 ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
294 Phase phase;
296 memset(&ei, 0, sizeof(EvalInfo));
298 assert(pos.is_ok());
299 assert(threadID >= 0 && threadID < THREAD_MAX);
301 stm = pos.side_to_move();
303 // Initialize by reading the incrementally updated scores included in the
304 // position object (material + piece square tables):
305 ei.mgValue = pos.mg_value();
306 ei.egValue = pos.eg_value();
308 // Probe the material hash table:
309 ei.mi = MaterialTable[threadID]->get_material_info(pos);
310 ei.mgValue += ei.mi->mg_value();
311 ei.egValue += ei.mi->eg_value();
313 factor[WHITE] = ei.mi->scale_factor(pos, WHITE);
314 factor[BLACK] = ei.mi->scale_factor(pos, BLACK);
316 // If we have a specialized evaluation function for the current material
317 // configuration, call it and return:
318 if(ei.mi->specialized_eval_exists())
319 return ei.mi->evaluate(pos);
321 phase = pos.game_phase();
323 // Probe the pawn hash table:
324 ei.pi = PawnTable[threadID]->get_pawn_info(pos);
325 ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame);
326 ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
328 // Initialize king attack bitboards and king attack zones for both sides:
329 ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE));
330 ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK));
331 ei.attackZone[WHITE] =
332 ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
333 ei.attackZone[BLACK] =
334 ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
336 // Initialize pawn attack bitboards for both sides:
337 ei.attackedBy[WHITE][PAWN] =
338 ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
339 ei.attackCount[WHITE] +=
340 count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2;
341 ei.attackedBy[BLACK][PAWN] =
342 ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
343 ei.attackCount[BLACK] +=
344 count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2;
346 // Evaluate pieces:
347 for(Color c = WHITE; c <= BLACK; c++) {
348 Bitboard b;
350 // Knights
351 for(int i = 0; i < pos.knight_count(c); i++) {
352 s = pos.knight_list(c, i);
353 evaluate_knight(pos, s, c, ei);
356 // Bishops
357 for(int i = 0; i < pos.bishop_count(c); i++) {
358 s = pos.bishop_list(c, i);
359 evaluate_bishop(pos, s, c, ei);
362 // Rooks
363 for(int i = 0; i < pos.rook_count(c); i++) {
364 s = pos.rook_list(c, i);
365 evaluate_rook(pos, s, c, ei);
368 // Queens
369 for(int i = 0; i < pos.queen_count(c); i++) {
370 s = pos.queen_list(c, i);
371 evaluate_queen(pos, s, c, ei);
374 // Some special patterns:
376 // Trapped bishops on a7/h7/a2/h2
377 b = pos.bishops(c) & MaskA7H7[c];
378 while(b) {
379 s = pop_1st_bit(&b);
380 evaluate_trapped_bishop_a7h7(pos, s, c, ei);
383 // Trapped bishops on a1/h1/a8/h8 in Chess960:
384 if(Chess960) {
385 b = pos.bishops(c) & MaskA1H1[c];
386 while(b) {
387 s = pop_1st_bit(&b);
388 evaluate_trapped_bishop_a1h1(pos, s, c, ei);
392 ei.attackedBy[c][0] =
393 ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
394 | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
395 | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
398 // Kings. Kings are evaluated after all other pieces for both sides,
399 // because we need complete attack information for all pieces when computing
400 // the king safety evaluation.
401 for(Color c = WHITE; c <= BLACK; c++) {
402 s = pos.king_square(c);
403 evaluate_king(pos, s, c, ei);
406 // Evaluate passed pawns. We evaluate passed pawns for both sides at once,
407 // because we need to know which side promotes first in positions where
408 // both sides have an unstoppable passed pawn.
409 if(ei.pi->passed_pawns())
410 evaluate_passed_pawns(pos, ei);
412 // Middle-game specific evaluation terms
413 if(phase > PHASE_ENDGAME) {
415 // Pawn storms in positions with opposite castling.
416 if(square_file(pos.king_square(WHITE)) >= FILE_E &&
417 square_file(pos.king_square(BLACK)) <= FILE_D)
418 ei.mgValue +=
419 ei.pi->queenside_storm_value(WHITE) -
420 ei.pi->kingside_storm_value(BLACK);
421 else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
422 square_file(pos.king_square(BLACK)) >= FILE_E)
423 ei.mgValue +=
424 ei.pi->kingside_storm_value(WHITE) -
425 ei.pi->queenside_storm_value(BLACK);
428 // Mobility
429 ei.mgValue += apply_weight(ei.mgMobility, WeightMobilityMidgame);
430 ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame);
432 // If we don't already have an unusual scale factor, check for opposite
433 // colored bishop endgames, and use a lower scale for those:
434 if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops()
435 && ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) ||
436 (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) {
437 if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) ==
438 2*BishopValueMidgame) {
439 // Only the two bishops
440 if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) {
441 // KBP vs KB with only a single pawn; almost certainly a draw.
442 if(factor[WHITE] == SCALE_FACTOR_NORMAL)
443 factor[WHITE] = ScaleFactor(8);
444 if(factor[BLACK] == SCALE_FACTOR_NORMAL)
445 factor[BLACK] = ScaleFactor(8);
447 else {
448 // At least two pawns
449 if(factor[WHITE] == SCALE_FACTOR_NORMAL)
450 factor[WHITE] = ScaleFactor(32);
451 if(factor[BLACK] == SCALE_FACTOR_NORMAL)
452 factor[BLACK] = ScaleFactor(32);
455 else {
456 // Endgame with opposite-colored bishops, but also other pieces.
457 // Still a bit drawish, but not as drawish as with only the two
458 // bishops.
459 if(factor[WHITE] == SCALE_FACTOR_NORMAL)
460 factor[WHITE] = ScaleFactor(50);
461 if(factor[BLACK] == SCALE_FACTOR_NORMAL)
462 factor[BLACK] = ScaleFactor(50);
466 // Interpolate between the middle game and the endgame score, and
467 // return:
468 Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor);
470 if(ei.mateThreat[stm] != MOVE_NONE)
471 return 8 * QueenValueMidgame - Sign[stm] * value;
472 else
473 return Sign[stm] * value;
477 /// quick_evaluate() does a very approximate evaluation of the current position.
478 /// It currently considers only material and piece square table scores. Perhaps
479 /// we should add scores from the pawn and material hash tables?
481 Value quick_evaluate(const Position &pos) {
482 Color stm;
483 Value mgValue, egValue;
484 ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
485 Phase phase;
487 assert(pos.is_ok());
489 stm = pos.side_to_move();
491 mgValue = pos.mg_value();
492 egValue = pos.eg_value();
493 phase = pos.game_phase();
495 Value value = scale_by_game_phase(mgValue, egValue, phase, factor);
497 return Sign[stm] * value;
501 /// init_eval() initializes various tables used by the evaluation function.
503 void init_eval(int threads) {
505 assert(threads <= THREAD_MAX);
507 for (int i = 0; i < THREAD_MAX; i++)
509 if (i >= threads)
511 delete PawnTable[i];
512 delete MaterialTable[i];
513 PawnTable[i] = NULL;
514 MaterialTable[i] = NULL;
515 continue;
517 if (!PawnTable[i])
518 PawnTable[i] = new PawnInfoTable(PawnTableSize);
519 if (!MaterialTable[i])
520 MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
523 for (Bitboard b = 0ULL; b < 256ULL; b++)
524 BitCount8Bit[b] = count_1s(b);
528 /// quit_eval() releases heap-allocated memory at program termination.
530 void quit_eval() {
531 for(int i = 0; i < THREAD_MAX; i++) {
532 delete PawnTable[i];
533 delete MaterialTable[i];
538 /// read_weights() reads evaluation weights from the corresponding UCI
539 /// parameters.
541 void read_weights(Color sideToMove) {
542 WeightMobilityMidgame =
543 compute_weight(get_option_value_int("Mobility (Middle Game)"),
544 WeightMobilityMidgameInternal);
545 WeightMobilityEndgame =
546 compute_weight(get_option_value_int("Mobility (Endgame)"),
547 WeightMobilityEndgameInternal);
548 WeightPawnStructureMidgame =
549 compute_weight(get_option_value_int("Pawn Structure (Middle Game)"),
550 WeightPawnStructureMidgameInternal);
551 WeightPawnStructureEndgame =
552 compute_weight(get_option_value_int("Pawn Structure (Endgame)"),
553 WeightPawnStructureEndgameInternal);
554 WeightPassedPawnsMidgame =
555 compute_weight(get_option_value_int("Passed Pawns (Middle Game)"),
556 WeightPassedPawnsMidgameInternal);
557 WeightPassedPawnsEndgame =
558 compute_weight(get_option_value_int("Passed Pawns (Endgame)"),
559 WeightPassedPawnsEndgameInternal);
560 WeightKingSafety[sideToMove] =
561 compute_weight(get_option_value_int("Cowardice"), WeightKingSafetyInternal);
562 WeightKingSafety[opposite_color(sideToMove)] =
563 compute_weight(get_option_value_int("Aggressiveness"),
564 WeightKingSafetyInternal);
565 WeightKingSafety[opposite_color(sideToMove)] =
566 (get_option_value_int("Aggressiveness") * 0x100) / 100;
568 init_safety();
572 namespace {
574 // evaluate_common() computes terms common to all pieces attack
576 int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei,
577 int AttackWeight, const Value* mgBonus, const Value* egBonus) {
579 Color them = opposite_color(us);
581 // King attack
582 if(b & ei.attackZone[us]) {
583 ei.attackCount[us]++;
584 ei.attackWeight[us] += AttackWeight;
585 Bitboard bb = (b & ei.attackedBy[them][KING]);
586 if(bb) ei.attacked[us] += count_1s_max_15(bb);
589 // Mobility
590 int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
591 ei.mgMobility += Sign[us] * mgBonus[mob];
592 ei.egMobility += Sign[us] * egBonus[mob];
594 return mob;
597 // evaluate_knight() assigns bonuses and penalties to a knight of a given
598 // color on a given square.
600 void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
602 Color them = opposite_color(us);
603 Bitboard b = p.knight_attacks(s);
604 ei.attackedBy[us][KNIGHT] |= b;
606 // King attack and mobility
607 evaluate_common(p, b, us, ei, KnightAttackWeight,
608 MidgameKnightMobilityBonus, EndgameKnightMobilityBonus);
610 // Knight outposts:
611 if(p.square_is_weak(s, them)) {
612 Value v, bonus;
614 // Initial bonus based on square:
615 v = bonus = KnightOutpostBonus[relative_square(us, s)];
617 // Increase bonus if supported by pawn, especially if the opponent has
618 // no minor piece which can exchange the outpost piece:
619 if(v && p.pawn_attacks(them, s) & p.pawns(us)) {
620 bonus += v/2;
621 if(p.knight_count(them) == 0 &&
622 (SquaresByColorBB[square_color(s)] &
623 p.bishops(them)) == EmptyBoardBB) {
624 bonus += v;
628 ei.mgValue += Sign[us] * bonus;
629 ei.egValue += Sign[us] * bonus;
634 // evaluate_bishop() assigns bonuses and penalties to a bishop of a given
635 // color on a given square.
637 void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
639 Color them = opposite_color(us);
640 Bitboard b =
641 bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
643 ei.attackedBy[us][BISHOP] |= b;
645 // King attack and mobility
646 evaluate_common(p, b, us, ei, BishopAttackWeight,
647 MidgameBishopMobilityBonus, EndgameBishopMobilityBonus);
649 // Bishop outposts:
650 if(p.square_is_weak(s, them)) {
651 Value v, bonus;
653 // Initial bonus based on square:
654 v = bonus = BishopOutpostBonus[relative_square(us, s)];
656 // Increase bonus if supported by pawn, especially if the opponent has
657 // no minor piece which can exchange the outpost piece:
658 if(v && p.pawn_attacks(them, s) & p.pawns(us)) {
659 bonus += v/2;
660 if(p.knight_count(them) == 0 &&
661 (SquaresByColorBB[square_color(s)] &
662 p.bishops(them)) == EmptyBoardBB) {
663 bonus += v;
667 ei.mgValue += Sign[us] * bonus;
668 ei.egValue += Sign[us] * bonus;
673 // evaluate_rook() assigns bonuses and penalties to a rook of a given
674 // color on a given square.
676 void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
678 Color them = opposite_color(us);
680 // Open and half-open files:
681 File f = square_file(s);
682 if(ei.pi->file_is_half_open(us, f)) {
683 if(ei.pi->file_is_half_open(them, f)) {
684 ei.mgValue += Sign[us] * RookOpenFileBonus;
685 ei.egValue += Sign[us] * RookOpenFileBonus;
687 else {
688 ei.mgValue += Sign[us] * RookHalfOpenFileBonus;
689 ei.egValue += Sign[us] * RookHalfOpenFileBonus;
693 // Rook on 7th rank:
694 if(pawn_rank(us, s) == RANK_7 &&
695 pawn_rank(us, p.king_square(them)) == RANK_8) {
696 ei.mgValue += Sign[us] * MidgameRookOn7thBonus;
697 ei.egValue += Sign[us] * EndgameRookOn7thBonus;
700 //Bitboard b = p.rook_attacks(s);
701 Bitboard b =
702 rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us));
703 ei.attackedBy[us][ROOK] |= b;
705 // King attack and mobility
706 int mob = evaluate_common(p, b, us, ei, RookAttackWeight,
707 MidgameRookMobilityBonus, EndgameRookMobilityBonus);
709 // Penalize rooks which are trapped inside a king which has lost the
710 // right to castle:
711 if(mob <= 6 && !ei.pi->file_is_half_open(us, f)) {
712 Square ksq = p.king_square(us);
713 if(square_file(ksq) >= FILE_E && square_file(s) > square_file(ksq) &&
714 (pawn_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) {
715 // Is there a half-open file between the king and the edge of the
716 // board?
717 if(!(ei.pi->has_open_file_to_right(us, square_file(ksq)))) {
718 ei.mgValue -= p.can_castle(us)?
719 Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) :
720 Sign[us] * (TrappedRookPenalty - mob * 16);
723 else if(square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq)
724 && (pawn_rank(us, ksq) == RANK_1 ||
725 square_rank(ksq) == square_rank(s))) {
726 // Is there a half-open file between the king and the edge of the
727 // board?
728 if(!(ei.pi->has_open_file_to_left(us, square_file(ksq)))) {
729 ei.mgValue -= p.can_castle(us)?
730 Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) :
731 Sign[us] * (TrappedRookPenalty - mob * 16);
738 // evaluate_queen() assigns bonuses and penalties to a queen of a given
739 // color on a given square.
741 void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
743 Color them = opposite_color(us);
745 // Queen on 7th rank:
746 if(pawn_rank(us, s) == RANK_7 &&
747 pawn_rank(us, p.king_square(them)) == RANK_8) {
748 ei.mgValue += Sign[us] * MidgameQueenOn7thBonus;
749 ei.egValue += Sign[us] * EndgameQueenOn7thBonus;
752 Bitboard b = p.queen_attacks(s);
753 ei.attackedBy[us][QUEEN] |= b;
755 // King attack and mobility
756 evaluate_common(p, b, us, ei, QueenAttackWeight,
757 MidgameQueenMobilityBonus, EndgameQueenMobilityBonus);
761 // evaluate_king() assigns bonuses and penalties to a king of a given
762 // color on a given square.
764 void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
766 int shelter = 0, sign = Sign[us];
768 // King shelter.
769 if(pawn_rank(us, s) <= RANK_4) {
770 Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s);
771 Rank r = square_rank(s);
772 for(int i = 0; i < 3; i++)
773 shelter += count_1s_8bit(pawns >> ((r+(i+1)*sign) * 8)) * (64>>i);
774 ei.mgValue += sign * Value(shelter);
777 // King safety. This is quite complicated, and is almost certainly far
778 // from optimally tuned.
779 Color them = opposite_color(us);
780 if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
781 && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
782 && ei.attacked[them]) {
784 // Is it the attackers turn to move?
785 bool sente = (them == p.side_to_move());
787 // Find the attacked squares around the king which has no defenders
788 // apart from the king itself:
789 Bitboard undefended =
790 ei.attacked_by(them) & ~ei.attacked_by(us, PAWN)
791 & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP)
792 & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN)
793 & ei.attacked_by(us, KING);
794 Bitboard occ = p.occupied_squares(), b, b2;
796 // Initialize the 'attackUnits' variable, which is used later on as an
797 // index to the SafetyTable[] array. The initial is based on the number
798 // and types of the attacking pieces, the number of attacked and
799 // undefended squares around the king, the square of the king, and the
800 // quality of the pawn shelter.
801 int attackUnits =
802 Min((ei.attackCount[them] * ei.attackWeight[them]) / 2, 25)
803 + (ei.attacked[them] + count_1s_max_15(undefended)) * 3
804 + InitKingDanger[relative_square(us, s)] - shelter / 32;
806 // Analyse safe queen contact checks:
807 b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them);
808 if(b) {
809 Bitboard attackedByOthers =
810 ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
811 | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK);
812 b &= attackedByOthers;
813 if(b) {
814 // The bitboard b now contains the squares available for safe queen
815 // contact checks.
816 int count = count_1s_max_15(b);
817 attackUnits += QueenContactCheckBonus * count * (sente? 2 : 1);
819 // Is there a mate threat?
820 if(QueenContactMates && !p.is_check()) {
821 Bitboard escapeSquares =
822 p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
823 while(b) {
824 Square from, to = pop_1st_bit(&b);
825 if(!(escapeSquares
826 & ~queen_attacks_bb(to, occ & clear_mask_bb(s)))) {
827 // We have a mate, unless the queen is pinned or there
828 // is an X-ray attack through the queen.
829 for(int i = 0; i < p.queen_count(them); i++) {
830 from = p.queen_list(them, i);
831 if(bit_is_set(p.queen_attacks(from), to)
832 && !bit_is_set(p.pinned_pieces(them), from)
833 && !(rook_attacks_bb(to, occ & clear_mask_bb(from))
834 & p.rooks_and_queens(us))
835 && !(rook_attacks_bb(to, occ & clear_mask_bb(from))
836 & p.rooks_and_queens(us)))
837 ei.mateThreat[them] = make_move(from, to);
845 // Analyse safe rook contact checks:
846 if(RookContactCheckBonus) {
847 b = undefended & ei.attacked_by(them, ROOK) & ~p.pieces_of_color(them);
848 if(b) {
849 Bitboard attackedByOthers =
850 ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT)
851 | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, QUEEN);
852 b &= attackedByOthers;
853 if(b) {
854 int count = count_1s_max_15(b);
855 attackUnits += (RookContactCheckBonus * count * (sente? 2 : 1));
860 // Analyse safe distance checks:
861 if(QueenCheckBonus > 0 || RookCheckBonus > 0) {
862 b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
864 // Queen checks
865 b2 = b & ei.attacked_by(them, QUEEN);
866 if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
868 // Rook checks
869 b2 = b & ei.attacked_by(them, ROOK);
870 if(b2) attackUnits += RookCheckBonus * count_1s_max_15(b2);
872 if(QueenCheckBonus > 0 || BishopCheckBonus > 0) {
873 b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
874 // Queen checks
875 b2 = b & ei.attacked_by(them, QUEEN);
876 if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2);
878 // Bishop checks
879 b2 = b & ei.attacked_by(them, BISHOP);
880 if(b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2);
882 if(KnightCheckBonus > 0) {
883 b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
884 // Knight checks
885 b2 = b & ei.attacked_by(them, KNIGHT);
886 if(b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2);
889 // Analyse discovered checks (only for non-pawns right now, consider
890 // adding pawns later).
891 if(DiscoveredCheckBonus) {
892 b = p.discovered_check_candidates(them) & ~p.pawns();
893 if(b)
894 attackUnits +=
895 DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1);
898 // Has a mate threat been found? We don't do anything here if the
899 // side with the mating move is the side to move, because in that
900 // case the mating side will get a huge bonus at the end of the main
901 // evaluation function instead.
902 if(ei.mateThreat[them] != MOVE_NONE)
903 attackUnits += MateThreatBonus;
905 // Ensure that attackUnits is between 0 and 99, in order to avoid array
906 // out of bounds errors:
907 if(attackUnits < 0) attackUnits = 0;
908 if(attackUnits >= 100) attackUnits = 99;
910 // Finally, extract the king safety score from the SafetyTable[] array.
911 // Add the score to the evaluation, and also to ei.futilityMargin. The
912 // reason for adding the king safety score to the futility margin is
913 // that the king safety scores can sometimes be very big, and that
914 // capturing a single attacking piece can therefore result in a score
915 // change far bigger than the value of the captured piece.
916 Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]);
917 ei.mgValue -= sign * v;
918 if(us == p.side_to_move())
919 ei.futilityMargin += v;
924 // evaluate_passed_pawns() evaluates the passed pawns for both sides.
926 void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) {
927 bool hasUnstoppable[2] = {false, false};
928 int movesToGo[2] = {100, 100};
930 for(Color us = WHITE; us <= BLACK; us++) {
931 Color them = opposite_color(us);
932 Square ourKingSq = pos.king_square(us);
933 Square theirKingSq = pos.king_square(them);
934 Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4;
936 while(b) {
937 Square s = pop_1st_bit(&b);
938 assert(pos.piece_on(s) == pawn_of_color(us));
939 assert(pos.pawn_is_passed(us, s));
941 int r = int(pawn_rank(us, s) - RANK_2);
942 int tr = Max(0, r * (r-1));
943 Square blockSq = s + pawn_push(us);
945 // Base bonus based on rank:
946 Value mbonus = Value(20 * tr);
947 Value ebonus = Value(10 + r * r * 10);
949 // Adjust bonus based on king proximity:
950 ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
951 ebonus -=
952 Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
953 ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
955 // If the pawn is free to advance, increase bonus:
956 if(pos.square_is_empty(blockSq)) {
958 b2 = squares_in_front_of(us, s);
959 b3 = b2 & ei.attacked_by(them);
960 b4 = b2 & ei.attacked_by(us);
961 if((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) {
962 // There are no enemy pieces in the pawn's path! Are any of the
963 // squares in the pawn's path attacked by the enemy?
964 if(b3 == EmptyBoardBB)
965 // No enemy attacks, huge bonus!
966 ebonus += Value(tr * ((b2 == b4)? 17 : 15));
967 else
968 // OK, there are enemy attacks. Are those squares which are
969 // attacked by the enemy also attacked by us? If yes, big bonus
970 // (but smaller than when there are no enemy attacks), if no,
971 // somewhat smaller bonus.
972 ebonus += Value(tr * (((b3 & b4) == b3)? 13 : 8));
974 else {
975 // There are some enemy pieces in the pawn's path. While this is
976 // sad, we still assign a moderate bonus if all squares in the path
977 // which are either occupied by or attacked by enemy pieces are
978 // also attacked by us.
979 if(((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB)
980 ebonus += Value(tr * 6);
982 // At last, add a small bonus when there are no *friendly* pieces
983 // in the pawn's path:
984 if((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
985 ebonus += Value(tr);
988 // If the pawn is supported by a friendly pawn, increase bonus.
989 b2 = pos.pawns(us) & neighboring_files_bb(s);
990 if(b2 & rank_bb(s))
991 ebonus += Value(r * 20);
992 else if(pos.pawn_attacks(them, s) & b2)
993 ebonus += Value(r * 12);
995 // If the other side has only a king, check whether the pawn is
996 // unstoppable:
997 if(pos.non_pawn_material(them) == Value(0)) {
998 Square qsq;
999 int d;
1001 qsq = relative_square(us, make_square(square_file(s), RANK_8));
1002 d = square_distance(s, qsq) - square_distance(theirKingSq, qsq)
1003 + ((us == pos.side_to_move())? 0 : 1);
1005 if(d < 0) {
1006 int mtg = RANK_8 - pawn_rank(us, s);
1007 int blockerCount =
1008 count_1s_max_15(squares_in_front_of(us,s)&pos.occupied_squares());
1009 mtg += blockerCount;
1010 d += blockerCount;
1011 if(d < 0) {
1012 hasUnstoppable[us] = true;
1013 movesToGo[us] = Min(movesToGo[us], mtg);
1017 // Rook pawns are a special case: They are sometimes worse, and
1018 // sometimes better than other passed pawns. It is difficult to find
1019 // good rules for determining whether they are good or bad. For now,
1020 // we try the following: Increase the value for rook pawns if the
1021 // other side has no pieces apart from a knight, and decrease the
1022 // value if the other side has a rook or queen.
1023 if(square_file(s) == FILE_A || square_file(s) == FILE_H) {
1024 if(pos.non_pawn_material(them) == KnightValueMidgame
1025 && pos.knight_count(them) == 1)
1026 ebonus += ebonus / 4;
1027 else if(pos.rooks_and_queens(them))
1028 ebonus -= ebonus / 4;
1031 // Add the scores for this pawn to the middle game and endgame eval.
1032 ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame);
1033 ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame);
1037 // Does either side have an unstoppable passed pawn?
1038 if(hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])
1039 ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]);
1040 else if(hasUnstoppable[BLACK] && !hasUnstoppable[WHITE])
1041 ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]);
1042 else if(hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) {
1043 // Both sides have unstoppable pawns! Try to find out who queens
1044 // first. We begin by transforming 'movesToGo' to the number of
1045 // plies until the pawn queens for both sides:
1046 movesToGo[WHITE] *= 2;
1047 movesToGo[BLACK] *= 2;
1048 movesToGo[pos.side_to_move()]--;
1050 // If one side queens at least three plies before the other, that
1051 // side wins:
1052 if(movesToGo[WHITE] <= movesToGo[BLACK] - 3)
1053 ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2));
1054 else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3)
1055 ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2));
1057 // We could also add some rules about the situation when one side
1058 // queens exactly one ply before the other: Does the first queen
1059 // check the opponent's king, or attack the opponent's queening square?
1060 // This is slightly tricky to get right, because it is possible that
1061 // the opponent's king has moved somewhere before the first pawn queens.
1066 // evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
1067 // (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
1068 // if it is.
1070 void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
1071 EvalInfo &ei) {
1072 Piece pawn = pawn_of_color(opposite_color(us));
1073 Square b6, b8;
1075 assert(square_is_ok(s));
1076 assert(pos.piece_on(s) == bishop_of_color(us));
1078 if(square_file(s) == FILE_A) {
1079 b6 = relative_square(us, SQ_B6);
1080 b8 = relative_square(us, SQ_B8);
1082 else {
1083 b6 = relative_square(us, SQ_G6);
1084 b8 = relative_square(us, SQ_G8);
1087 if(pos.piece_on(b6) == pawn && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) {
1088 ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty;
1089 ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty;
1095 // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1
1096 // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
1097 // black), and assigns a penalty if it is. This pattern can obviously
1098 // only occur in Chess960 games.
1100 void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
1101 EvalInfo &ei) {
1102 Piece pawn = pawn_of_color(us);
1103 Square b2, b3, c3;
1105 assert(Chess960);
1106 assert(square_is_ok(s));
1107 assert(pos.piece_on(s) == bishop_of_color(us));
1109 if(square_file(s) == FILE_A) {
1110 b2 = relative_square(us, SQ_B2);
1111 b3 = relative_square(us, SQ_B3);
1112 c3 = relative_square(us, SQ_C3);
1114 else {
1115 b2 = relative_square(us, SQ_G2);
1116 b3 = relative_square(us, SQ_G3);
1117 c3 = relative_square(us, SQ_F3);
1120 if(pos.piece_on(b2) == pawn) {
1121 Value penalty;
1123 if(!pos.square_is_empty(b3))
1124 penalty = 2*TrappedBishopA1H1Penalty;
1125 else if(pos.piece_on(c3) == pawn)
1126 penalty = TrappedBishopA1H1Penalty;
1127 else
1128 penalty = TrappedBishopA1H1Penalty / 2;
1130 ei.mgValue -= Sign[us] * penalty;
1131 ei.egValue -= Sign[us] * penalty;
1137 // apply_weight applies an evaluation weight to a value.
1139 inline Value apply_weight(Value v, int w) {
1140 return (v*w) / 0x100;
1144 // scale_by_game_phase interpolates between a middle game and an endgame
1145 // score, based on game phase. It also scales the return value by a
1146 // ScaleFactor array.
1148 Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
1149 assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
1150 assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
1151 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1153 if(ev > Value(0))
1154 ev = apply_scale_factor(ev, sf[WHITE]);
1155 else
1156 ev = apply_scale_factor(ev, sf[BLACK]);
1158 // Superlinear interpolator
1159 int sli_ph = int(ph);
1160 sli_ph -= (64 - sli_ph) / 4;
1161 sli_ph = Min(PHASE_MIDGAME, Max(PHASE_ENDGAME, sli_ph)); // ceiling
1163 Value result = Value(int((mv * sli_ph + ev * (128 - sli_ph)) / 128));
1164 return Value(int(result) & ~(GrainSize - 1));
1168 // count_1s_8bit() counts the number of nonzero bits in the 8 least
1169 // significant bits of a Bitboard. This function is used by the king
1170 // shield evaluation.
1172 int count_1s_8bit(Bitboard b) {
1173 return int(BitCount8Bit[b & 0xFF]);
1177 // compute_weight() computes the value of an evaluation weight, by combining
1178 // an UCI-configurable weight with an internal weight.
1180 int compute_weight(int uciWeight, int internalWeight) {
1181 uciWeight = (uciWeight * 0x100) / 100;
1182 return (uciWeight * internalWeight) / 0x100;
1186 // init_safety() initizes the king safety evaluation, based on UCI
1187 // parameters. It is called from read_weights().
1189 void init_safety() {
1190 double a, b;
1191 int maxSlope, peak, i, j;
1193 QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
1194 RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
1195 QueenCheckBonus = get_option_value_int("Queen Check Bonus");
1196 RookCheckBonus = get_option_value_int("Rook Check Bonus");
1197 BishopCheckBonus = get_option_value_int("Bishop Check Bonus");
1198 KnightCheckBonus = get_option_value_int("Knight Check Bonus");
1199 DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus");
1200 MateThreatBonus = get_option_value_int("Mate Threat Bonus");
1202 a = get_option_value_int("King Safety Coefficient") / 100.0;
1203 b = get_option_value_int("King Safety X Intercept") * 1.0;
1204 maxSlope = get_option_value_int("King Safety Max Slope");
1205 peak = (get_option_value_int("King Safety Max Value") * 256) / 100;
1207 for(i = 0; i < 100; i++) {
1208 if(i < b) SafetyTable[i] = Value(0);
1209 else if(get_option_value_string("King Safety Curve") == "Quadratic")
1210 SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
1211 else if(get_option_value_string("King Safety Curve") == "Linear")
1212 SafetyTable[i] = Value((int)(100 * a * (i - b)));
1215 for(i = 0; i < 100; i++)
1216 if(SafetyTable[i+1] - SafetyTable[i] > maxSlope) {
1217 for(j = i + 1; j < 100; j++)
1218 SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope);
1220 for(i = 0; i < 100; i++)
1221 if(SafetyTable[i] > Value(peak))
1222 SafetyTable[i] = Value(peak);