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Clarify difference between king zone and adjacent zone
There are subtle differences in the king evaluation that should be clear to avoid misunderstandings. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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2 changed files with 23 additions and 20 deletions
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@ -501,7 +501,9 @@ void init_eval(int threads) {
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/// quit_eval() releases heap-allocated memory at program termination.
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/// quit_eval() releases heap-allocated memory at program termination.
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void quit_eval() {
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void quit_eval() {
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for(int i = 0; i < THREAD_MAX; i++) {
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for (int i = 0; i < THREAD_MAX; i++)
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{
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delete PawnTable[i];
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delete PawnTable[i];
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delete MaterialTable[i];
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delete MaterialTable[i];
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}
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}
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@ -546,7 +548,7 @@ namespace {
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ei.kingAttackersWeight[us] += AttackWeight;
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ei.kingAttackersWeight[us] += AttackWeight;
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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Bitboard bb = (b & ei.attackedBy[them][KING]);
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if (bb)
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if (bb)
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ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
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ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
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}
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}
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// Mobility
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// Mobility
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@ -717,7 +719,7 @@ namespace {
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Color them = opposite_color(us);
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Color them = opposite_color(us);
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if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
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if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
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&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
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&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
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&& ei.kingZoneAttacksCount[them]) {
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&& ei.kingAdjacentZoneAttacksCount[them]) {
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// Is it the attackers turn to move?
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// Is it the attackers turn to move?
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bool sente = (them == p.side_to_move());
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bool sente = (them == p.side_to_move());
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@ -738,7 +740,7 @@ namespace {
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// quality of the pawn shelter.
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// quality of the pawn shelter.
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int attackUnits =
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int attackUnits =
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Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
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Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
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+ (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
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+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
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+ InitKingDanger[relative_square(us, s)] - shelter / 32;
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+ InitKingDanger[relative_square(us, s)] - shelter / 32;
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// Analyse safe queen contact checks:
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// Analyse safe queen contact checks:
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@ -65,22 +65,23 @@ struct EvalInfo {
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// f7, g7, h7, f6, g6 and h6.
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// f7, g7, h7, f6, g6 and h6.
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Bitboard kingZone[2];
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Bitboard kingZone[2];
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// kingAttackersCount[color] is the number of pieces of the given color which
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// kingAttackersCount[color] is the number of pieces of the given color
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// attack a square adjacent to the enemy king.
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// which attack a square in the kingZone of the enemy king.
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int kingAttackersCount[2];
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int kingAttackersCount[2];
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
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// given color which attack a square adjacent to the enemy king. The weights
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// given color which attack a square in the kingZone of the enemy king. The
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// of the individual piece types are given by the variables QueenAttackWeight,
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// weights of the individual piece types are given by the variables
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// RookAttackWeight, BishopAttackWeight and KnightAttackWeight in evaluate.cpp
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// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
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// KnightAttackWeight in evaluate.cpp
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int kingAttackersWeight[2];
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int kingAttackersWeight[2];
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// kingZoneAttacksCount[color] is the number of attacks to squares directly
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// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
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// adjacent to the king of the given color. Pieces which attack more
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// directly adjacent to the king of the given color. Pieces which attack
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// than one square are counted multiple times. For instance, if black's
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// more than one square are counted multiple times. For instance, if black's
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// king is on g8 and there's a white knight on g5, this knight adds
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// king is on g8 and there's a white knight on g5, this knight adds
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// 2 to kingZoneAttacksCount[BLACK].
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// 2 to kingAdjacentZoneAttacksCount[BLACK].
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int kingZoneAttacksCount[2];
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int kingAdjacentZoneAttacksCount[2];
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// mateThreat[color] is a move for the given side which gives a direct mate.
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// mateThreat[color] is a move for the given side which gives a direct mate.
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Move mateThreat[2];
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Move mateThreat[2];
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