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Bonus for reachable outpost
Give a bonus for outpost squares which in reach of a bishop or knight. STC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 22725 W: 4570 L: 4339 D: 13816 LTC: LLR: 2.96 (-2.94,2.94) [0.00,5.00] Total: 15019 W: 2333 L: 2157 D: 10529 Bench: 8503181 Resolves #495
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76ed0ab501
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3 changed files with 28 additions and 7 deletions
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@ -141,6 +141,11 @@ namespace {
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S(112,125), S(113,127), S(117,137), S(122,143) }
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};
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// Mask of allowed outpost squares indexed by color
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const Bitboard OutpostMask[COLOR_NB] = {
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Rank4BB | Rank5BB | Rank6BB, Rank5BB | Rank4BB | Rank3BB
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};
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// Outpost[knight/bishop][supported by pawn] contains bonuses for knights and
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// bishops outposts, bigger if outpost piece is supported by a pawn.
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const Score Outpost[][2] = {
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@ -148,6 +153,13 @@ namespace {
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{ S(18, 5), S(27, 8) } // Bishops
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};
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// ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for knights and
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// bishops which can reach a outpost square in one move, bigger if outpost square is supported by a pawn.
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const Score ReachableOutpost[][2] = {
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{ S(21, 5), S(31, 8) }, // Knights
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{ S( 8, 2), S(13, 4) } // Bishops
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};
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// Threat[minor/rook][attacked PieceType] contains
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// bonuses according to which piece type attacks which one.
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// Attacks on lesser pieces which are pawn defended are not considered.
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@ -257,7 +269,7 @@ namespace {
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template<PieceType Pt, Color Us, bool DoTrace>
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Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, const Bitboard* mobilityArea) {
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Bitboard b;
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Bitboard b, bb;
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Square s;
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Score score = SCORE_ZERO;
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@ -283,7 +295,7 @@ namespace {
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{
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ei.kingAttackersCount[Us]++;
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ei.kingAttackersWeight[Us] += KingAttackWeights[Pt];
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Bitboard bb = b & ei.attackedBy[Them][KING];
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bb = b & ei.attackedBy[Them][KING];
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if (bb)
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ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
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}
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@ -299,11 +311,16 @@ namespace {
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if (Pt == BISHOP || Pt == KNIGHT)
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{
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// Bonus for outpost square
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if ( relative_rank(Us, s) >= RANK_4
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&& relative_rank(Us, s) <= RANK_6
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&& !(pos.pieces(Them, PAWN) & pawn_attack_span(Us, s)))
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// Bonus for outpost squares
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bb = OutpostMask[Us] & ~ei.pi->pawn_attacks_span(Them);
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if (bb & s)
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score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)];
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else
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{
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bb &= b & ~pos.pieces(Us);
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if (bb)
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score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)];
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}
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// Bonus when behind a pawn
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if ( relative_rank(Us, s) < RANK_5
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@ -116,7 +116,7 @@ namespace {
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Bitboard ourPawns = pos.pieces(Us , PAWN);
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Bitboard theirPawns = pos.pieces(Them, PAWN);
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e->passedPawns[Us] = 0;
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e->passedPawns[Us] = e->pawnAttacksSpan[Us] = 0;
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e->kingSquares[Us] = SQ_NONE;
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e->semiopenFiles[Us] = 0xFF;
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e->pawnAttacks[Us] = shift_bb<Right>(ourPawns) | shift_bb<Left>(ourPawns);
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@ -133,6 +133,8 @@ namespace {
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// This file cannot be semi-open
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e->semiopenFiles[Us] &= ~(1 << f);
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e->pawnAttacksSpan[Us] |= pawn_attack_span(Us, s);
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// Flag the pawn
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neighbours = ourPawns & adjacent_files_bb(f);
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doubled = ourPawns & forward_bb(Us, s);
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@ -35,6 +35,7 @@ struct Entry {
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Score pawns_score() const { return score; }
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Bitboard pawn_attacks(Color c) const { return pawnAttacks[c]; }
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Bitboard passed_pawns(Color c) const { return passedPawns[c]; }
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Bitboard pawn_attacks_span(Color c) const { return pawnAttacksSpan[c]; }
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int pawn_span(Color c) const { return pawnSpan[c]; }
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int pawn_asymmetry() const { return asymmetry; }
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@ -66,6 +67,7 @@ struct Entry {
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Score score;
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Bitboard passedPawns[COLOR_NB];
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Bitboard pawnAttacks[COLOR_NB];
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Bitboard pawnAttacksSpan[COLOR_NB];
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Square kingSquares[COLOR_NB];
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Score kingSafety[COLOR_NB];
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int castlingRights[COLOR_NB];
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