diff --git a/src/evaluate.cpp b/src/evaluate.cpp index da4860fe..0a68387e 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -652,10 +652,10 @@ namespace { // Find the attacked squares around the king which has no defenders // apart from the king itself - undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING); - undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT) - | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK) - | ei.attacked_by(Us, QUEEN)); + undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN]); // Initialize the 'attackUnits' variable, which is used later on as an // index to the KingDangerTable[] array. The initial value is based on @@ -669,39 +669,39 @@ namespace { // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... - b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); + b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them); if (b) { // ...then remove squares not supported by another enemy piece - b &= ( ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) - | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK)); + b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] + | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); if (b) attackUnits += QueenContactCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); + safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; // Enemy queen safe checks - b = (b1 | b2) & ei.attacked_by(Them, QUEEN); + b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; if (b) attackUnits += QueenCheckBonus * count_1s_max_15(b); // Enemy rooks safe checks - b = b1 & ei.attacked_by(Them, ROOK); + b = b1 & ei.attackedBy[Them][ROOK]; if (b) attackUnits += RookCheckBonus * count_1s_max_15(b); // Enemy bishops safe checks - b = b2 & ei.attacked_by(Them, BISHOP); + b = b2 & ei.attackedBy[Them][BISHOP]; if (b) attackUnits += BishopCheckBonus * count_1s_max_15(b); // Enemy knights safe checks - b = pos.attacks_from(ksq) & ei.attacked_by(Them, KNIGHT) & safe; + b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe; if (b) attackUnits += KnightCheckBonus * count_1s_max_15(b); @@ -759,7 +759,7 @@ namespace { if (pos.square_is_empty(blockSq)) { squaresToQueen = squares_in_front_of(Us, s); - defendedSquares = squaresToQueen & ei.attacked_by(Us); + defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. Otherwise consider only @@ -768,7 +768,7 @@ namespace { && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them)); // If there aren't enemy attacks or pieces along the path to queen give // huge bonus. Even bigger if we protect the pawn's path. @@ -834,8 +834,8 @@ namespace { // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safe = SpaceMask[Us] & ~pos.pieces(PAWN, Us) - & ~ei.attacked_by(Them, PAWN) - & (ei.attacked_by(Us) | ~ei.attacked_by(Them)); + & ~ei.attackedBy[Them][PAWN] + & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(PAWN, Us); diff --git a/src/evaluate.h b/src/evaluate.h index 0a37cd7c..6a8ef7f1 100644 --- a/src/evaluate.h +++ b/src/evaluate.h @@ -42,14 +42,19 @@ /// contents to make intelligent search decisions. /// /// At the moment, this is not utilized very much: The only part of the -/// EvalInfo object which is used by the search is futilityMargin. +/// EvalInfo object which is used by the search is margin. class Position; struct EvalInfo { - // Middle game and endgame evaluations + // Middle and end game position's static evaluations Score value; + // margin[color] stores the evaluation margins we should consider for + // the given position. This is a kind of uncertainty estimation and + // typically is used by the search for pruning decisions. + Value margin[2]; + // Pointers to material and pawn hash table entries MaterialInfo* mi; PawnInfo* pi; @@ -58,8 +63,6 @@ struct EvalInfo { // attacked by a given color and piece type, attackedBy[color][0] contains // all squares attacked by the given color. Bitboard attackedBy[2][8]; - Bitboard attacked_by(Color c) const { return attackedBy[c][0]; } - Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; } // kingZone[color] is the zone around the enemy king which is considered // by the king safety evaluation. This consists of the squares directly @@ -86,9 +89,6 @@ struct EvalInfo { // king is on g8 and there's a white knight on g5, this knight adds // 2 to kingAdjacentZoneAttacksCount[BLACK]. int kingAdjacentZoneAttacksCount[2]; - - // Value of the score margin we should consider for the given color - Value margin[2]; };