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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>
This commit is contained in:
Marco Costalba 2008-09-25 15:08:41 +02:00
parent 453e815d4b
commit 2e3faae067
2 changed files with 23 additions and 20 deletions

View file

@ -501,9 +501,11 @@ void init_eval(int threads) {
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
for(int i = 0; i < THREAD_MAX; i++) {
delete PawnTable[i];
delete MaterialTable[i];
for (int i = 0; i < THREAD_MAX; i++)
{
delete PawnTable[i];
delete MaterialTable[i];
}
}
@ -542,11 +544,11 @@ namespace {
// King attack
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
ei.kingAttackersCount[us]++;
ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
@ -717,7 +719,7 @@ namespace {
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingZoneAttacksCount[them]) {
&& ei.kingAdjacentZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
@ -738,7 +740,7 @@ namespace {
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks:

View file

@ -65,22 +65,23 @@ struct EvalInfo {
// f7, g7, h7, f6, g6 and h6.
Bitboard kingZone[2];
// kingAttackersCount[color] is the number of pieces of the given color which
// attack a square adjacent to the enemy king.
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingZone of the enemy king.
int kingAttackersCount[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// given color which attack a square adjacent to the enemy king. The weights
// of the individual piece types are given by the variables QueenAttackWeight,
// RookAttackWeight, BishopAttackWeight and KnightAttackWeight in evaluate.cpp
// given color which attack a square in the kingZone of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
int kingAttackersWeight[2];
// kingZoneAttacksCount[color] is the number of attacks to squares directly
// adjacent to the king of the given color. Pieces which attack more
// than one square are counted multiple times. For instance, if black's
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
// directly adjacent to the king of the given color. Pieces which attack
// more than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// 2 to kingZoneAttacksCount[BLACK].
int kingZoneAttacksCount[2];
// 2 to kingAdjacentZoneAttacksCount[BLACK].
int kingAdjacentZoneAttacksCount[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];