/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #if !defined(EVALUATE_H_INCLUDED) #define EVALUATE_H_INCLUDED //// //// Includes //// #include "material.h" #include "pawns.h" #include "position.h" //// //// Types //// /// The EvalInfo struct contains various information computed and collected /// by the evaluation function. An EvalInfo object is passed as one of the /// arguments to the evaluation function, and the search can make use of its /// 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. struct EvalInfo { // Middle game and endgame evaluations: Value mgValue, egValue; // Pointers to material and pawn hash table entries: MaterialInfo *mi; PawnInfo *pi; // attackedBy[color][piece type] is a bitboard representing all squares // 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 // adjacent to the king, and the three (or two, for a king on an edge file) // squares two ranks in front of the king. For instance, if black's king // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8, // 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 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 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]; // 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 kingAdjacentZoneAttacksCount[BLACK]. int kingAdjacentZoneAttacksCount[2]; // mateThreat[color] is a move for the given side which gives a direct mate. Move mateThreat[2]; // Middle game and endgame mobility scores. Value mgMobility, egMobility; // Extra futility margin. This is added to the standard futility margin // in the quiescence search. Value futilityMargin; }; //// //// Prototypes //// extern Value evaluate(const Position &pos, EvalInfo &ei, int threadID); extern Value quick_evaluate(const Position &pos); extern void init_eval(int threads); extern void quit_eval(); extern void read_weights(Color sideToMove); #endif // !defined(EVALUATE_H_INCLUDED)