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https://github.com/sockspls/badfish
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Better document king safety evaluation
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 58 additions and 55 deletions
113
src/evaluate.cpp
113
src/evaluate.cpp
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@ -720,8 +720,12 @@ namespace {
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void evaluate_king(const Position& pos, EvalInfo& ei) {
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
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Square from, to;
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bool sente;
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int attackUnits, count, shelter = 0;
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const Square s = pos.king_square(Us);
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int shelter = 0;
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// King shelter
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if (relative_rank(Us, s) <= RANK_4)
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@ -738,77 +742,80 @@ namespace {
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&& ei.kingAdjacentZoneAttacksCount[Them])
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{
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// Is it the attackers turn to move?
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bool sente = (Them == pos.side_to_move());
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sente = (Them == pos.side_to_move());
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// Find the attacked squares around the king which has no defenders
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// apart from the king itself
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Bitboard undefended =
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ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN)
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& ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP)
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& ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN)
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& ei.attacked_by(Us, KING);
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Bitboard occ = pos.occupied_squares(), b, b2;
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undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
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undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT)
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| ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
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| ei.attacked_by(Us, QUEEN));
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// Initialize the 'attackUnits' variable, which is used later on as an
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// index to the SafetyTable[] array. The initial value is based on the
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// index to the SafetyTable[] array. The initial value is based on the
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// number and types of the attacking pieces, the number of attacked and
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// undefended squares around the king, the square of the king, and the
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// quality of the pawn shelter.
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int attackUnits =
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Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
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+ (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
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+ InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
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attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
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+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
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+ InitKingDanger[relative_square(Us, s)]
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- (shelter >> 5);
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// Analyse safe queen contact checks
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b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
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if (b)
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{
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Bitboard attackedByOthers =
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ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
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| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
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attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT)
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| ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
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b &= attackedByOthers;
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// Squares attacked by the queen and supported by another enemy piece and
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// not defended by other pieces but our king.
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if (b)
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{
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// The bitboard b now contains the squares available for safe queen
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// contact checks.
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int count = count_1s_max_15<HasPopCnt>(b);
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attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
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// The bitboard b now contains the squares available for safe queen
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// contact checks.
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count = count_1s_max_15<HasPopCnt>(b);
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attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
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// Is there a mate threat?
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if (QueenContactMates && !pos.is_check())
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{
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Bitboard escapeSquares =
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pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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while (b)
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// Is there a mate threat?
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if (QueenContactMates && !pos.is_check())
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{
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Square from, to = pop_1st_bit(&b);
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
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escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
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occ = pos.occupied_squares();
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while (b)
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{
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// We have a mate, unless the queen is pinned or there
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// is an X-ray attack through the queen.
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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to = pop_1st_bit(&b);
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ei.mateThreat[Them] = make_move(from, to);
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// Do we have escape squares from queen contact check attack ?
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if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
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{
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// We have a mate, unless the queen is pinned or there
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// is an X-ray attack through the queen.
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for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
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{
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from = pos.piece_list(Them, QUEEN, i);
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if ( bit_is_set(pos.attacks_from<QUEEN>(from), to)
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&& !bit_is_set(pos.pinned_pieces(Them), from)
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&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
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&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
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// Set the mate threat move
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ei.mateThreat[Them] = make_move(from, to);
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}
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}
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}
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}
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}
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}
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}
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// Analyse safe distance checks
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safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
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if (QueenCheckBonus > 0 || RookCheckBonus > 0)
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{
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b = pos.attacks_from<ROOK>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<ROOK>(s) & safe;
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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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@ -822,7 +829,7 @@ namespace {
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}
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if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
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{
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b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<BISHOP>(s) & safe;
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// Queen checks
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b2 = b & ei.attacked_by(Them, QUEEN);
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@ -836,7 +843,7 @@ namespace {
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}
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if (KnightCheckBonus > 0)
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{
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b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
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b = pos.attacks_from<KNIGHT>(s) & safe;
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// Knight checks
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b2 = b & ei.attacked_by(Them, KNIGHT);
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@ -848,12 +855,12 @@ namespace {
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// adding pawns later).
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if (DiscoveredCheckBonus)
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{
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
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if (b)
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attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
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}
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// Has a mate threat been found? We don't do anything here if the
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// Has a mate threat been found? We don't do anything here if the
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// side with the mating move is the side to move, because in that
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// case the mating side will get a huge bonus at the end of the main
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// evaluation function instead.
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@ -861,15 +868,11 @@ namespace {
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attackUnits += MateThreatBonus;
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// Ensure that attackUnits is between 0 and 99, in order to avoid array
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// out of bounds errors:
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if (attackUnits < 0)
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attackUnits = 0;
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if (attackUnits >= 100)
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attackUnits = 99;
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// out of bounds errors.
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attackUnits = Min(99, Max(0, attackUnits));
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// Finally, extract the king safety score from the SafetyTable[] array.
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// Add the score to the evaluation, and also to ei.futilityMargin. The
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// Add the score to the evaluation, and also to ei.futilityMargin. The
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// reason for adding the king safety score to the futility margin is
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// that the king safety scores can sometimes be very big, and that
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// capturing a single attacking piece can therefore result in a score
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