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33 pmbaty 1
#include "chess.h"
108 pmbaty 2
#include "evaluate.h"
33 pmbaty 3
#include "data.h"
154 pmbaty 4
/* last modified 08/03/16 */
33 pmbaty 5
/*
6
 *******************************************************************************
7
 *                                                                             *
8
 *   Evaluate() is used to evaluate the chess board.  Broadly, it addresses    *
9
 *   four (4) distinct areas:  (1) material score which is simply a summing of *
10
 *   piece types multiplied by piece values;  (2) pawn scoring which considers *
11
 *   placement of pawns and also evaluates passed pawns, particularly in end-  *
12
 *   game situations;  (3) piece scoring which evaluates the placement of each *
13
 *   piece as well as things like piece mobility;  (4) king safety which       *
108 pmbaty 14
 *   considers the pawn shelter around the king and enemy pieces and how close *
15
 *   they are to assist in a king-side attack.                                 *
33 pmbaty 16
 *                                                                             *
17
 *******************************************************************************
18
 */
19
int Evaluate(TREE * RESTRICT tree, int ply, int wtm, int alpha, int beta) {
20
  PAWN_HASH_ENTRY *ptable;
21
  PXOR *pxtable;
108 pmbaty 22
  int score, side, can_win = 3, phase, lscore, cutoff;
33 pmbaty 23
 
24
/*
108 pmbaty 25
 *************************************************************
26
 *                                                           *
27
 *  First thing we do is if -DSKILL was passed in to the     *
28
 *  compiler, we burn some time to slow the search down,     *
29
 *  then we fall into the normal evaluation code.            *
30
 *                                                           *
31
 *************************************************************
33 pmbaty 32
 */
33
#if defined(SKILL)
34
  if (skill < 100) {
35
    int i, j;
108 pmbaty 36
    for (i = 0; i < burnc[skill / 10] && !abort_search; i++)
37
      for (j = 1; j < 10 && !abort_search; j++)
33 pmbaty 38
        burner[j - 1] = burner[j - 1] * burner[j];
108 pmbaty 39
    if (TimeCheck(tree, 1))
40
      abort_search = 1;
33 pmbaty 41
  }
42
#endif
43
/*
108 pmbaty 44
 *************************************************************
45
 *                                                           *
46
 *  First lazy cutoff attempt.  If the material score is way *
47
 *  below alpha or way above beta (way above means so far    *
48
 *  above it is very unlikely the positional score can bring *
49
 *  the total score back into the alpha / beta window) then  *
50
 *  we take what is known as a "lazy evaluation exit" and    *
51
 *  avoid the computational cost of a full evaluation in a   *
52
 *  position where one side is way ahead or behind.          *
53
 *                                                           *
54
 *************************************************************
33 pmbaty 55
 */
108 pmbaty 56
  cutoff = (TotalPieces(white, occupied) && TotalPieces(black, occupied))
57
      ? KNIGHT_VALUE : ROOK_VALUE;
58
  lscore = MaterialSTM(wtm);
59
  if (lscore + cutoff < alpha)
60
    return alpha;
61
  if (lscore - cutoff > beta)
62
    return beta;
33 pmbaty 63
/*
108 pmbaty 64
 *************************************************************
65
 *                                                           *
66
 *  Check for draws where one side seems to be ahead, but    *
67
 *  has no actual winning chances.  One simple example is a  *
68
 *  king, bishop and rook pawn, with the wrong colored       *
69
 *  bishop and the enemy king too close to the promotion     *
70
 *  square.                                                  *
71
 *                                                           *
72
 *  The variable "can_win" uses 2 bits.  If White can        *
73
 *  actually win in this position, bit 1 is set.  If Black   *
74
 *  can actually win in this position, bit 0 is set.  If     *
75
 *  both sides can win, both bits are set.  This is used     *
76
 *  later to drag the score closer to a draw score if the    *
77
 *  side with the better score can't actually win.           *
78
 *                                                           *
79
 *  Note that we only set these bits in minimal material     *
80
 *  positions (both sides have < 13 points of material       *
81
 *  total).  Otherwise we assume normal scoring should       *
82
 *  apply.                                                   *
83
 *                                                           *
84
 *************************************************************
33 pmbaty 85
 */
108 pmbaty 86
  tree->evaluations++;
87
  tree->score_mg = 0;
88
  tree->score_eg = 0;
89
  EvaluateMaterial(tree, wtm);
90
  if (TotalPieces(white, occupied) < 13 && TotalPieces(black, occupied) < 13)
91
    for (side = black; side <= white; side++)
92
      if (!EvaluateWinningChances(tree, side, wtm))
93
        can_win ^= (1 << side);
33 pmbaty 94
/*
108 pmbaty 95
 *************************************************************
96
 *                                                           *
97
 *  Determine if this position should be evaluated to force  *
98
 *  mate (neither side has pawns) or if it should be         *
99
 *  evaluated normally.                                      *
100
 *                                                           *
101
 *  Note the special case of no pawns, one side is ahead in  *
102
 *  total material, but the game is a hopeless draw.  KRN vs *
103
 *  KR is one example.  If EvaluateWinningChances()          *
104
 *  determines that the side with extra material can not     *
105
 *  win, the score is pulled closer to a draw although it    *
106
 *  can not collapse completely to the drawscore as it is    *
107
 *  possible to lose KRB vs KR if the KR side lets the king  *
108
 *  get trapped on the edge of the board.                    *
109
 *                                                           *
110
 *************************************************************
33 pmbaty 111
 */
112
  tree->all_pawns = Pawns(black) | Pawns(white);
113
  if (!tree->all_pawns) {
114
    if (TotalPieces(white, occupied) > 3 || TotalPieces(black, occupied) > 3) {
115
      if (Material > 0)
116
        EvaluateMate(tree, white);
117
      else if (Material < 0)
118
        EvaluateMate(tree, black);
108 pmbaty 119
      if (tree->score_eg > DrawScore(1) && !(can_win & 2))
120
        tree->score_eg = tree->score_eg / 16;
121
      if (tree->score_eg < DrawScore(1) && !(can_win & 1))
122
        tree->score_eg = tree->score_eg / 16;
33 pmbaty 123
#if defined(SKILL)
124
      if (skill < 100)
156 pmbaty 125
        tree->score_eg = (int) // Pierre-Marie Baty -- added type cast
126
            (skill * tree->score_eg / 100 + ((100 -
33 pmbaty 127
                skill) * PAWN_VALUE * (uint64_t) Random32() /
156 pmbaty 128
            0x100000000ull) / 100);
33 pmbaty 129
#endif
130
      return (wtm) ? tree->score_eg : -tree->score_eg;
131
    }
132
  }
133
/*
108 pmbaty 134
 *************************************************************
135
 *                                                           *
136
 *  Now evaluate pawns.  If the pawn hash signature has not  *
137
 *  changed from the last entry to Evaluate() then we        *
138
 *  already have everything we need in the pawn hash entry.  *
139
 *  In this case, we do not need to call EvaluatePawns() at  *
140
 *  all.  EvaluatePawns() does all of the analysis for       *
141
 *  information specifically regarding only pawns.  In many  *
142
 *  cases, it merely records the presence/absence of         *
143
 *  positional pawn features because those features also     *
144
 *  depends on pieces.                                       *
145
 *                                                           *
146
 *  Note that anything put into EvaluatePawns() can only     *
147
 *  consider the placement of pawns.  Kings or other pieces  *
148
 *  can not influence the score because those pieces are not *
149
 *  hashed into the pawn hash signature.  Violating this     *
150
 *  principle leads to lots of very difficult and            *
151
 *  challenging debugging problems.                          *
152
 *                                                           *
153
 *************************************************************
33 pmbaty 154
 */
155
  else {
156
    if (PawnHashKey == tree->pawn_score.key) {
157
      tree->score_mg += tree->pawn_score.score_mg;
158
      tree->score_eg += tree->pawn_score.score_eg;
159
    }
160
/*
108 pmbaty 161
 *************************************************************
162
 *                                                           *
163
 *  First check to see if this position has been handled     *
164
 *  before.  If so, we can skip the work saved in the pawn   *
165
 *  hash table.                                              *
166
 *                                                           *
167
 *************************************************************
33 pmbaty 168
 */
169
    else {
170
      ptable = pawn_hash_table + (PawnHashKey & pawn_hash_mask);
171
      pxtable = (PXOR *) & (tree->pawn_score);
172
      tree->pawn_score = *ptable;
108 pmbaty 173
      tree->pawn_score.key ^= pxtable->entry[1] ^ pxtable->entry[2];
33 pmbaty 174
      if (tree->pawn_score.key != PawnHashKey) {
175
        tree->pawn_score.key = PawnHashKey;
176
        tree->pawn_score.score_mg = 0;
177
        tree->pawn_score.score_eg = 0;
178
        for (side = black; side <= white; side++)
179
          EvaluatePawns(tree, side);
180
        ptable->key =
108 pmbaty 181
            pxtable->entry[0] ^ pxtable->entry[1] ^ pxtable->entry[2];
182
        memcpy((char *) ptable + 8, (char *) &(tree->pawn_score) + 8,
183
            sizeof(PAWN_HASH_ENTRY) - 8);
33 pmbaty 184
      }
185
      tree->score_mg += tree->pawn_score.score_mg;
186
      tree->score_eg += tree->pawn_score.score_eg;
187
    }
188
/*
108 pmbaty 189
 *************************************************************
190
 *                                                           *
191
 *  If there are any passed pawns, first call                *
192
 *  EvaluatePassedPawns() to evaluate them.  Then, if one    *
193
 *  side has a passed pawn and the other side has no pieces, *
194
 *  call EvaluatePassedPawnRaces() to see if the passed pawn *
195
 *  can be stopped from promoting.                           *
196
 *                                                           *
197
 *************************************************************
33 pmbaty 198
 */
199
    if (tree->pawn_score.passed[black] || tree->pawn_score.passed[white]) {
200
      for (side = black; side <= white; side++)
201
        if (tree->pawn_score.passed[side])
202
          EvaluatePassedPawns(tree, side, wtm);
203
      if ((TotalPieces(white, occupied) == 0 &&
204
              tree->pawn_score.passed[black])
205
          || (TotalPieces(black, occupied) == 0 &&
206
              tree->pawn_score.passed[white]))
207
        EvaluatePassedPawnRaces(tree, wtm);
208
    }
209
  }
210
/*
108 pmbaty 211
 *************************************************************
212
 *                                                           *
213
 *  Call EvaluateCastling() to evaluate castling potential.  *
214
 *   Note we  only do this when that side has not castled at *
215
 *  the root.                                                *
216
 *                                                           *
217
 *************************************************************
33 pmbaty 218
 */
219
  for (side = black; side <= white; side++)
108 pmbaty 220
    if (Castle(1, side) > 0)
221
      EvaluateCastling(tree, ply, side);
33 pmbaty 222
/*
108 pmbaty 223
 *************************************************************
224
 *                                                           *
225
 *  The "dangerous" flag simply indicates whether that side  *
226
 *  has enough material to whip up a mating attack if the    *
227
 *  other side is careless (Q + minor or better, or RR + two *
228
 *  minors or better).                                       *
229
 *                                                           *
230
 *************************************************************
33 pmbaty 231
 */
108 pmbaty 232
  tree->dangerous[white] = (Queens(white) && TotalPieces(white, occupied) > 9)
233
      || (TotalPieces(white, rook) > 1 && TotalPieces(white, occupied) > 15);
234
  tree->dangerous[black] = (Queens(black) && TotalPieces(black, occupied) > 9)
235
      || (TotalPieces(black, rook) > 1 && TotalPieces(black, occupied) > 15);
236
/*
237
 *************************************************************
238
 *                                                           *
239
 *  Second lazy evaluation test.  We have computed the large *
240
 *  positional scores (except for king safety).  If the      *
241
 *  score is too far outside the alpha/beta window, we skip  *
242
 *  the piece scoring which is the most expensive of all the *
243
 *  evaluation terms, and simply use what we have at this    *
244
 *  point.                                                   *
245
 *                                                           *
246
 *************************************************************
247
 */
33 pmbaty 248
  phase =
249
      Min(62, TotalPieces(white, occupied) + TotalPieces(black, occupied));
250
  score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62;
251
  lscore = (wtm) ? score : -score;
108 pmbaty 252
  int w_mat = (2 * TotalPieces(white, rook)) + TotalPieces(white,
253
      knight) + TotalPieces(white, bishop);
254
  int b_mat = (2 * TotalPieces(black, rook)) + TotalPieces(black,
255
      knight) + TotalPieces(black, bishop);
256
  cutoff = 72 + (w_mat + b_mat) * 8 + abs(w_mat - b_mat) * 16;
257
  if (tree->dangerous[white] || tree->dangerous[black])
258
    cutoff += 35;
259
/*
260
 *************************************************************
261
 *                                                           *
262
 *  Then evaluate pieces if the lazy eval test fails.        *
263
 *                                                           *
264
 *  Note:  We MUST evaluate kings last, since their scoring  *
265
 *  depends on the tropism scores computed by the other      *
266
 *  piece evaluators.  Do NOT try to collapse the following  *
267
 *  loops into one loop.  That will break things since it    *
268
 *  would violate the kings last rule.  More importantly     *
269
 *  there is no benefit as the loops below are unrolled by   *
270
 *  the compiler anyway.                                     *
271
 *                                                           *
272
 *************************************************************
273
 */
33 pmbaty 274
  if (lscore + cutoff > alpha && lscore - cutoff < beta) {
275
    tree->tropism[white] = 0;
276
    tree->tropism[black] = 0;
277
    for (side = black; side <= white; side++)
154 pmbaty 278
      if (Knights(side))
279
        EvaluateKnights(tree, side);
33 pmbaty 280
    for (side = black; side <= white; side++)
154 pmbaty 281
      if (Bishops(side))
282
        EvaluateBishops(tree, side);
33 pmbaty 283
    for (side = black; side <= white; side++)
154 pmbaty 284
      if (Rooks(side))
285
        EvaluateRooks(tree, side);
33 pmbaty 286
    for (side = black; side <= white; side++)
154 pmbaty 287
      if (Queens(side))
288
        EvaluateQueens(tree, side);
33 pmbaty 289
    for (side = black; side <= white; side++)
108 pmbaty 290
      EvaluateKing(tree, ply, side);
33 pmbaty 291
  }
292
/*
108 pmbaty 293
 *************************************************************
294
 *                                                           *
295
 *  Caclulate the final score, which is interpolated between *
296
 *  the middlegame score and endgame score based on the      *
297
 *  material left on the board.                              *
298
 *                                                           *
299
 *  Adjust the score if one side can't win, but the score    *
300
 *  actually favors that side significantly.                 *
301
 *                                                           *
302
 *************************************************************
33 pmbaty 303
 */
304
  score = ((tree->score_mg * phase) + (tree->score_eg * (62 - phase))) / 62;
305
  score = EvaluateDraws(tree, ply, can_win, score);
306
#if defined(SKILL)
307
  if (skill < 100)
156 pmbaty 308
    score = (int) // Pierre-Marie Baty -- added type cast
309
        (skill * score / 100 + ((100 -
33 pmbaty 310
            skill) * PAWN_VALUE * (uint64_t) Random32() / 0x100000000ull) /
156 pmbaty 311
        100);
33 pmbaty 312
#endif
313
  return (wtm) ? score : -score;
314
}
315
 
108 pmbaty 316
/* last modified 10/19/15 */
33 pmbaty 317
/*
318
 *******************************************************************************
319
 *                                                                             *
320
 *  EvaluateBishops() is used to evaluate bishops.                             *
321
 *                                                                             *
322
 *******************************************************************************
323
 */
324
void EvaluateBishops(TREE * RESTRICT tree, int side) {
325
  uint64_t temp, moves;
108 pmbaty 326
  int square, special, i, mobility;
327
  int score_eg = 0, score_mg = 0, enemy = Flip(side), tpawns;
33 pmbaty 328
/*
329
 ************************************************************
330
 *                                                          *
331
 *  First, locate each bishop and add in its piece/square   *
108 pmbaty 332
 *  table score.                                            *
33 pmbaty 333
 *                                                          *
334
 ************************************************************
335
 */
336
  for (temp = Bishops(side); temp; temp &= temp - 1) {
337
    square = LSB(temp);
338
    score_mg += bval[mg][side][square];
339
    score_eg += bval[eg][side][square];
340
/*
341
 ************************************************************
342
 *                                                          *
343
 *  Evaluate for "outposts" which is a bishop that can't be *
344
 *  driven off by an enemy pawn, and which is supported by  *
345
 *  a friendly pawn.                                        *
346
 *                                                          *
347
 *  If the enemy has NO minor to take this bishop, then     *
348
 *  increase the bonus.                                     *
349
 *                                                          *
350
 ************************************************************
351
 */
108 pmbaty 352
    special = bishop_outpost[side][square];
353
    if (special) {
354
      if (!(mask_pattacks[enemy][square] & Pawns(enemy))) {
355
        if (pawn_attacks[enemy][square] & Pawns(side)) {
356
          special += special / 2;
357
          if (!Knights(enemy) && !(Color(square) & Bishops(enemy)))
358
            special += bishop_outpost[side][square];
33 pmbaty 359
        }
108 pmbaty 360
        score_eg += special;
361
        score_mg += special;
33 pmbaty 362
      }
108 pmbaty 363
    }
33 pmbaty 364
/*
365
 ************************************************************
366
 *                                                          *
108 pmbaty 367
 *  Next we count the number of friendly pawns on the same  *
368
 *  color squares as the bishop.  This is a bad thing since *
369
 *  it restricts the bishop's ability to move.  We only do  *
370
 *  this if there is only one bishop for this side.         *
33 pmbaty 371
 *                                                          *
372
 ************************************************************
373
 */
108 pmbaty 374
    if (TotalPieces(side, bishop) == 1) {
375
      if (dark_squares & SetMask(square))
376
        tpawns = PopCnt(dark_squares & Pawns(side));
377
      else
378
        tpawns = PopCnt(~dark_squares & Pawns(side));
379
      score_mg -= tpawns * bishop_pawns_on_color[mg];
380
      score_eg -= tpawns * bishop_pawns_on_color[eg];
33 pmbaty 381
    }
382
/*
383
 ************************************************************
384
 *                                                          *
108 pmbaty 385
 *  Mobility counts the number of squares the bishop        *
386
 *  attacks, excluding squares with friendly pieces, and    *
387
 *  weighs each square according to centralization.         *
33 pmbaty 388
 *                                                          *
389
 ************************************************************
390
 */
391
    mobility = BishopMobility(square, OccupiedSquares);
392
    if (mobility < 0 && (pawn_attacks[enemy][square] & Pawns(side))
393
        && (File(square) == FILEA || File(square) == FILEH))
394
      mobility -= 8;
395
    score_mg += mobility;
396
    score_eg += mobility;
397
/*
398
 ************************************************************
399
 *                                                          *
400
 *  Adjust the tropism count for this piece.                *
401
 *                                                          *
402
 ************************************************************
403
 */
404
    if (tree->dangerous[side]) {
405
      moves = king_attacks[KingSQ(enemy)];
108 pmbaty 406
      i = ((bishop_attacks[square] & moves) &&
407
          ((BishopAttacks(square, OccupiedSquares & ~Queens(side))) & moves))
408
          ? 1 : Distance(square, KingSQ(enemy));
409
      tree->tropism[side] += king_tropism_b[i];
33 pmbaty 410
    }
411
  }
108 pmbaty 412
/*
413
 ************************************************************
414
 *                                                          *
415
 *  Add a bonus if this side has a pair of bishops, which   *
416
 *  can become very strong in open positions.               *
417
 *                                                          *
418
 ************************************************************
419
 */
420
  if (TotalPieces(side, bishop) > 1) {
421
    score_mg += bishop_pair[mg];
422
    score_eg += bishop_pair[eg];
423
  }
154 pmbaty 424
/*
425
 ************************************************************
426
 *                                                          *
427
 *  Check for pawns on both wings, which makes a bishop     *
428
 *  even more valuable against an enemy knight              *
429
 *                                                          *
430
 ************************************************************
431
 */
432
  else {
433
    if (tree->all_pawns & mask_fgh && tree->all_pawns & mask_abc) {
434
      score_mg += bishop_wing_pawns[mg];
435
      score_eg += bishop_wing_pawns[eg];
436
    }
437
  }
33 pmbaty 438
  tree->score_mg += sign[side] * score_mg;
439
  tree->score_eg += sign[side] * score_eg;
440
}
441
 
108 pmbaty 442
/* last modified 01/03/15 */
33 pmbaty 443
/*
444
 *******************************************************************************
445
 *                                                                             *
108 pmbaty 446
 *   EvaluateCastling() is called when "side" has not castled at the root.     *
447
 *   Its main purpose is to determine if it has either castled somewhere in    *
448
 *   the tree, or else has lost all (or some) castling rights, which reduces   *
449
 *   options significantly.                                                    *
33 pmbaty 450
 *                                                                             *
451
 *******************************************************************************
452
 */
108 pmbaty 453
void EvaluateCastling(TREE * RESTRICT tree, int ply, int side) {
454
  int enemy = Flip(side), oq, score_mg = 0;;
33 pmbaty 455
 
456
/*
457
 ************************************************************
458
 *                                                          *
108 pmbaty 459
 *  If the king castled during the search, we are done and  *
460
 *  we leave it to EvaluateKing() to figure out how safe it *
461
 *  is.  If it has not castled, we give a significant       *
462
 *  penalty if the king moves since that loses all castling *
463
 *  rights, otherwise we give a smaller penalty for moving  *
464
 *  a rook and giving up castling rights to that side of    *
465
 *  the board.  The penalty is always increased if the      *
466
 *  opponent has a queen since the position is much more    *
467
 *  dangerous.                                              *
33 pmbaty 468
 *                                                          *
469
 ************************************************************
470
 */
108 pmbaty 471
  oq = (Queens(enemy)) ? 3 : 1;
472
  if (Castle(ply, side) != Castle(1, side)) {
473
    if (Castle(ply, side) == 0)
474
      score_mg -= oq * development_losing_castle;
475
    else if (Castle(ply, side) > 0)
476
      score_mg -= (oq * development_losing_castle) / 2;
477
  } else
478
    score_mg -= oq * development_not_castled;
33 pmbaty 479
  tree->score_mg += sign[side] * score_mg;
480
}
481
 
108 pmbaty 482
/* last modified 01/03/15 */
33 pmbaty 483
/*
484
 *******************************************************************************
485
 *                                                                             *
486
 *   EvaluateDraws() is used to adjust the score based on whether the side     *
487
 *   that appears to be better according the computed score can actually win   *
488
 *   the game or not.  If the answer is "no" then the score is reduced         *
489
 *   significantly to reflect the lack of winning chances.                     *
490
 *                                                                             *
491
 *******************************************************************************
492
 */
493
int EvaluateDraws(TREE * RESTRICT tree, int ply, int can_win, int score) {
494
/*
495
 ************************************************************
496
 *                                                          *
497
 *  If the ending has only bishops of opposite colors, the  *
108 pmbaty 498
 *  score is pulled closer to a draw.                       *
33 pmbaty 499
 *                                                          *
500
 *  If this is a pure BOC ending, it is very drawish unless *
501
 *  one side has at least 4 pawns.  More pawns makes it     *
502
 *  harder for a bishop and king to stop them all from      *
503
 *  advancing.                                              *
504
 *                                                          *
108 pmbaty 505
 *  If the following are both true:                         *
506
 *                                                          *
507
 *    black and white have less than a queen left (pieces   *
508
 *    only).                                                *
509
 *                                                          *
510
 *    both have one bishop and they are opposite colored.   *
511
 *                                                          *
512
 *  then either                                             *
513
 *                                                          *
514
 *    (a) both have just one bishop, both have less than 4  *
515
 *    pawns or one side has only one more pawn than the     *
516
 *    other side then score is divided by 2 with draw score *
517
 *    added in; or                                          *
518
 *                                                          *
519
 *    (b) pieces are equal, then score is reduced by 25%    *
520
 *    with draw score added in.                             *
521
 *                                                          *
33 pmbaty 522
 ************************************************************
523
 */
524
  if (TotalPieces(white, occupied) <= 8 && TotalPieces(black, occupied) <= 8) {
525
    if (TotalPieces(white, bishop) == 1 && TotalPieces(black, bishop) == 1)
526
      if (square_color[LSB(Bishops(black))] !=
527
          square_color[LSB(Bishops(white))]) {
528
        if (TotalPieces(white, occupied) == 3 &&
529
            TotalPieces(black, occupied) == 3 &&
530
            ((TotalPieces(white, pawn) < 4 && TotalPieces(black, pawn) < 4)
531
                || Abs(TotalPieces(white, pawn) - TotalPieces(black,
532
                        pawn)) < 2))
533
          score = score / 2 + DrawScore(1);
534
        else if (TotalPieces(white, occupied) == TotalPieces(black, occupied))
535
          score = 3 * score / 4 + DrawScore(1);
536
      }
537
  }
108 pmbaty 538
/*
539
 ************************************************************
540
 *                                                          *
541
 *  Final score adjustment.  If the score says white is     *
542
 *  better, but can_win says white can not win, or if the   *
543
 *  score says black is better, but can_win says black can  *
544
 *  not win, then we divide the score by 16, and then add   *
545
 *  in the draw score.  If the can_win says neither side    *
546
 *  can win, we just set the score to draw score and exit.  *
547
 *                                                          *
548
 ************************************************************
549
 */
33 pmbaty 550
  if (can_win != 3) {
108 pmbaty 551
    if (can_win & 1) {
552
      if (score > DrawScore(1))
553
        score = score / 16 + DrawScore(1);
554
    } else if (can_win & 2) {
555
      if (score < DrawScore(1))
556
        score = score / 16 + DrawScore(1);
557
    } else
558
      score = DrawScore(1);
33 pmbaty 559
  }
560
/*
561
 ************************************************************
562
 *                                                          *
563
 *  If we are running into the 50-move rule, then start     *
564
 *  dragging the score toward draw.  This is the idea of a  *
565
 *  "weariness factor" as mentioned by Dave Slate many      *
566
 *  times.  This avoids slamming into a draw at move 50 and *
567
 *  having to move something quickly, rather than slowly    *
568
 *  discovering that the score is dropping and that pushing *
569
 *  a pawn or capturing something will cause it to go back  *
570
 *  to its correct value a bit more smoothly.               *
571
 *                                                          *
572
 ************************************************************
573
 */
574
  if (Reversible(ply) > 80) {
108 pmbaty 575
    int closeness = 101 - Reversible(ply);
33 pmbaty 576
 
108 pmbaty 577
    score = DrawScore(1) + score * closeness / 20;
33 pmbaty 578
  }
579
  return score;
580
}
581
 
108 pmbaty 582
/* last modified 01/03/15 */
33 pmbaty 583
/*
584
 *******************************************************************************
585
 *                                                                             *
586
 *   EvaluateHasOpposition() is used to determine if one king stands in        *
587
 *   "opposition" to the other.  If the kings are opposed on the same file or  *
588
 *   else are opposed on the same diagonal, then the side not-to-move has the  *
589
 *   opposition and the side-to-move must give way.                            *
590
 *                                                                             *
591
 *******************************************************************************
592
 */
593
int EvaluateHasOpposition(int on_move, int king, int enemy_king) {
594
  int file_distance, rank_distance;
595
 
596
  file_distance = FileDistance(king, enemy_king);
597
  rank_distance = RankDistance(king, enemy_king);
598
  if (rank_distance < 2)
599
    return 1;
600
  if (on_move) {
601
    if (rank_distance & 1)
602
      rank_distance--;
603
    if (file_distance & 1)
604
      file_distance--;
605
  }
606
  if (!(file_distance & 1) && !(rank_distance & 1))
607
    return 1;
608
  return 0;
609
}
610
 
108 pmbaty 611
/* last modified 01/03/15 */
33 pmbaty 612
/*
613
 *******************************************************************************
614
 *                                                                             *
108 pmbaty 615
 *   EvaluateKing() is used to evaluate a king.                                *
33 pmbaty 616
 *                                                                             *
617
 *******************************************************************************
618
 */
108 pmbaty 619
void EvaluateKing(TREE * RESTRICT tree, int ply, int side) {
33 pmbaty 620
  int score_eg = 0, score_mg = 0, defects;
621
  int ksq = KingSQ(side), enemy = Flip(side);
622
 
623
/*
624
 ************************************************************
625
 *                                                          *
626
 *  First, check for where the king should be if this is an *
108 pmbaty 627
 *  endgame.  The basic idea is to centralize unless the    *
628
 *  king is needed to deal with a passed enemy pawn.        *
33 pmbaty 629
 *                                                          *
630
 ************************************************************
631
 */
108 pmbaty 632
  score_eg += kval[side][ksq];
33 pmbaty 633
/*
634
 ************************************************************
635
 *                                                          *
636
 *  Do castle scoring, if the king has castled, the pawns   *
637
 *  in front are important.  If not castled yet, the pawns  *
638
 *  on the kingside should be preserved for this.           *
639
 *                                                          *
640
 ************************************************************
641
 */
642
  if (tree->dangerous[enemy]) {
643
    defects = 0;
644
    if (Castle(ply, side) <= 0) {
108 pmbaty 645
      if (File(ksq) > FILEE)
646
        defects = tree->pawn_score.defects_k[side];
647
      else if (File(ksq) < FILED)
648
        defects = tree->pawn_score.defects_q[side];
649
      else
650
        defects = tree->pawn_score.defects_m[side];
33 pmbaty 651
    } else {
652
      if (Castle(ply, side) == 3)
653
        defects =
654
            Min(Min(tree->pawn_score.defects_k[side],
108 pmbaty 655
                tree->pawn_score.defects_m[side]),
33 pmbaty 656
            tree->pawn_score.defects_q[side]);
657
      else if (Castle(ply, side) == 1)
658
        defects =
659
            Min(tree->pawn_score.defects_k[side],
108 pmbaty 660
            tree->pawn_score.defects_m[side]);
33 pmbaty 661
      else
662
        defects =
663
            Min(tree->pawn_score.defects_q[side],
108 pmbaty 664
            tree->pawn_score.defects_m[side]);
33 pmbaty 665
      if (defects < 3)
666
        defects = 3;
667
    }
668
/*
669
 ************************************************************
670
 *                                                          *
671
 *  Fold in the king tropism and king pawn shelter scores   *
672
 *  together.                                               *
673
 *                                                          *
674
 ************************************************************
675
 */
676
    if (tree->tropism[enemy] < 0)
677
      tree->tropism[enemy] = 0;
678
    else if (tree->tropism[enemy] > 15)
679
      tree->tropism[enemy] = 15;
680
    if (defects > 15)
681
      defects = 15;
682
    score_mg -= king_safety[defects][tree->tropism[enemy]];
683
  }
684
  tree->score_mg += sign[side] * score_mg;
685
  tree->score_eg += sign[side] * score_eg;
686
}
687
 
108 pmbaty 688
/* last modified 01/03/15 */
33 pmbaty 689
/*
690
 *******************************************************************************
691
 *                                                                             *
692
 *   EvaluateKingsFile computes defects for a file, based on whether the file  *
693
 *   is open or half-open.  If there are friendly pawns still on the file,     *
694
 *   they are penalized for advancing in front of the king.                    *
695
 *                                                                             *
696
 *******************************************************************************
697
 */
108 pmbaty 698
int EvaluateKingsFile(TREE * RESTRICT tree, int side, int first, int last) {
699
  int defects = 0, file, enemy = Flip(side);
33 pmbaty 700
 
108 pmbaty 701
  for (file = first; file <= last; file++)
33 pmbaty 702
    if (!(file_mask[file] & tree->all_pawns))
703
      defects += open_file[file];
704
    else {
705
      if (!(file_mask[file] & Pawns(enemy)))
706
        defects += half_open_file[file] / 2;
707
      else
708
        defects +=
108 pmbaty 709
            pawn_defects[side][Rank(MostAdvanced(enemy,
33 pmbaty 710
                    file_mask[file] & Pawns(enemy)))];
711
      if (!(file_mask[file] & Pawns(side)))
712
        defects += half_open_file[file];
713
      else if (!(Pawns(side) & SetMask(sqflip[side][A2] + file))) {
714
        defects++;
715
        if (!(Pawns(side) & SetMask(sqflip[side][A3] + file)))
716
          defects++;
717
      }
718
    }
719
  return defects;
720
}
721
 
108 pmbaty 722
/* last modified 10/19/15 */
33 pmbaty 723
/*
724
 *******************************************************************************
725
 *                                                                             *
726
 *   EvaluateKnights() is used to evaluate knights.                            *
727
 *                                                                             *
728
 *******************************************************************************
729
 */
730
void EvaluateKnights(TREE * RESTRICT tree, int side) {
731
  uint64_t temp;
108 pmbaty 732
  int square, special, i, score_eg = 0, score_mg = 0, enemy = Flip(side);
33 pmbaty 733
 
734
/*
735
 ************************************************************
736
 *                                                          *
737
 *  First fold in centralization score from the piece/      *
738
 *  square table "nval".                                    *
739
 *                                                          *
740
 ************************************************************
741
 */
742
  for (temp = Knights(side); temp; temp &= temp - 1) {
743
    square = LSB(temp);
744
    score_mg += nval[mg][side][square];
745
    score_eg += nval[eg][side][square];
746
/*
747
 ************************************************************
748
 *                                                          *
749
 *  Evaluate for "outposts" which is a knight that can't    *
750
 *  be driven off by an enemy pawn, and which is supported  *
751
 *  by a friendly pawn.                                     *
752
 *                                                          *
753
 *  If the enemy has NO minor to take this knight, then     *
754
 *  increase the bonus.                                     *
755
 *                                                          *
756
 ************************************************************
757
 */
108 pmbaty 758
    special = knight_outpost[side][square];
759
    if (special && !(mask_pattacks[enemy][square] & Pawns(enemy))) {
33 pmbaty 760
      if (pawn_attacks[enemy][square] & Pawns(side)) {
108 pmbaty 761
        special += special / 2;
33 pmbaty 762
        if (!Knights(enemy) && !(Color(square) & Bishops(enemy)))
108 pmbaty 763
          special += knight_outpost[side][square];
33 pmbaty 764
      }
108 pmbaty 765
      score_eg += special;
766
      score_mg += special;
33 pmbaty 767
    }
768
/*
769
 ************************************************************
770
 *                                                          *
771
 *  Adjust the tropism count for this piece.                *
772
 *                                                          *
773
 ************************************************************
774
 */
775
    if (tree->dangerous[side]) {
108 pmbaty 776
      i = Distance(square, KingSQ(enemy));
777
      tree->tropism[side] += king_tropism_n[i];
33 pmbaty 778
    }
779
  }
780
  tree->score_mg += sign[side] * score_mg;
781
  tree->score_eg += sign[side] * score_eg;
782
}
783
 
108 pmbaty 784
/* last modified 03/30/15 */
33 pmbaty 785
/*
786
 *******************************************************************************
787
 *                                                                             *
788
 *   EvaluateMate() is used to evaluate positions where neither side has pawns *
789
 *   and one side has enough material to force checkmate.  It simply trys to   *
790
 *   force the losing king to the edge of the board, and then to the corner    *
791
 *   where mates are easier to find.                                           *
792
 *                                                                             *
793
 *******************************************************************************
794
 */
795
void EvaluateMate(TREE * RESTRICT tree, int side) {
108 pmbaty 796
  int mate_score = 0, enemy = Flip(side);
33 pmbaty 797
 
798
/*
799
 ************************************************************
800
 *                                                          *
108 pmbaty 801
 *  If the winning side has a bishop + knight and the other *
802
 *  side has no pieces or pawns, then use the special       *
803
 *  bishop_knight scoring board for the losing king to      *
804
 *  force it to the right corner for mate.                  *
33 pmbaty 805
 *                                                          *
806
 ************************************************************
807
 */
108 pmbaty 808
  if (!TotalPieces(enemy, occupied) && TotalPieces(side, bishop) == 1 &&
809
      TotalPieces(side, knight) == 1) {
33 pmbaty 810
    if (dark_squares & Bishops(side))
811
      mate_score = b_n_mate_dark_squares[KingSQ(enemy)];
812
    else
813
      mate_score = b_n_mate_light_squares[KingSQ(enemy)];
814
  }
815
/*
816
 ************************************************************
817
 *                                                          *
108 pmbaty 818
 *  The winning side has to force the losing king to the    *
33 pmbaty 819
 *  edge of the board.                                      *
820
 *                                                          *
821
 ************************************************************
822
 */
108 pmbaty 823
  else
33 pmbaty 824
    mate_score = mate[KingSQ(enemy)];
108 pmbaty 825
/*
826
 ************************************************************
827
 *                                                          *
828
 *  And for either, it is important to bring the winning    *
829
 *  king to help force mate.                                *
830
 *                                                          *
831
 ************************************************************
832
 */
833
  mate_score -= Distance(KingSQ(side), KingSQ(enemy)) * king_king_tropism;
33 pmbaty 834
  tree->score_eg += sign[side] * mate_score;
835
}
836
 
108 pmbaty 837
/* last modified 10/19/15 */
33 pmbaty 838
/*
839
 *******************************************************************************
840
 *                                                                             *
841
 *  EvaluateMaterial() is used to evaluate material on the board.  It really   *
842
 *  accomplishes detecting cases where one side has made a 'bad trade' as the  *
843
 *  comments below show.                                                       *
844
 *                                                                             *
845
 *******************************************************************************
846
 */
847
void EvaluateMaterial(TREE * RESTRICT tree, int wtm) {
108 pmbaty 848
  int score_mg, score_eg, majors, minors;
33 pmbaty 849
 
850
/*
108 pmbaty 851
 *************************************************************
852
 *                                                           *
853
 *  We start with the raw Material balance for the current   *
854
 *  position, then adjust this with a small bonus for the    *
855
 *  side on move.                                            *
856
 *                                                           *
857
 *************************************************************
33 pmbaty 858
 */
859
  score_mg = Material + ((wtm) ? wtm_bonus[mg] : -wtm_bonus[mg]);
860
  score_eg = Material + ((wtm) ? wtm_bonus[eg] : -wtm_bonus[eg]);
861
/*
108 pmbaty 862
 *************************************************************
863
 *                                                           *
864
 *  test 1.  if Majors or Minors are not balanced, then if   *
865
 *  one side is only an exchange up or down, we give a       *
866
 *  penalty to the side that is an exchange down, but not as *
867
 *  big a penalty as the bad trade case below.               *
868
 *                                                           *
869
 *  test 2.  if Majors or Minors are not balanced, then if   *
870
 *  one side has more piece material points than the other   *
871
 *  (using normal piece values of 3, 3, 5, 9 for N, B, R     *
872
 *  and Q) then the side that is behind in piece material    *
873
 *  gets a penalty.                                          *
874
 *                                                           *
875
 *************************************************************
33 pmbaty 876
 */
108 pmbaty 877
  majors =
878
      TotalPieces(white, rook) + 2 * TotalPieces(white,
879
      queen) - TotalPieces(black, rook) - 2 * TotalPieces(black, queen);
880
  minors =
881
      TotalPieces(white, knight) + TotalPieces(white,
882
      bishop) - TotalPieces(black, knight) - TotalPieces(black, bishop);
883
  if (majors || minors) {
884
    if (Abs(TotalPieces(white, occupied) - TotalPieces(black, occupied)) != 2
885
        && TotalPieces(white, occupied) - TotalPieces(black, occupied) != 0) {
886
      score_mg +=
887
          Sign(TotalPieces(white, occupied) - TotalPieces(black,
888
              occupied)) * bad_trade;
889
      score_eg +=
890
          Sign(TotalPieces(white, occupied) - TotalPieces(black,
891
              occupied)) * bad_trade;
33 pmbaty 892
    }
893
  }
894
  tree->score_mg += score_mg;
895
  tree->score_eg += score_eg;
896
}
897
 
108 pmbaty 898
/* last modified 11/27/15 */
33 pmbaty 899
/*
900
 *******************************************************************************
901
 *                                                                             *
902
 *   EvaluatePassedPawns() is used to evaluate passed pawns and the danger     *
108 pmbaty 903
 *   they produce.  This code considers pieces as well, so it MUST NOT be done *
904
 *   in the normal EvaluatePawns() code since that hashes information based    *
905
 *   only on the position of pawns.                                            *
33 pmbaty 906
 *                                                                             *
108 pmbaty 907
 *   This is a significant rewrite of passed pawn evaluation, with the primary *
908
 *   change being to collect the passed pawn scoring into one place, rather    *
909
 *   than have it scattered around all over the place.  One example is the old *
910
 *   rook_behind_passed_pawn scoring term that was done in rook scoring.  It   *
911
 *   is now done here along with other passed pawn terms such as blockaded and *
912
 *   the ability to advance or not.                                            *
913
 *                                                                             *
33 pmbaty 914
 *******************************************************************************
915
 */
916
void EvaluatePassedPawns(TREE * RESTRICT tree, int side, int wtm) {
108 pmbaty 917
  uint64_t behind, forward, backward, attacked, defended, thispawn;
918
  int file, square, score, score_mg = 0, score_eg = 0, next_sq;
919
  int pawns, rank, mg_base, eg_base, bonus, enemy = Flip(side);
920
  uint64_t fsliders = Queens(side) | Rooks(side);
921
  uint64_t esliders = Queens(enemy) | Rooks(enemy);
33 pmbaty 922
 
923
/*
924
 ************************************************************
925
 *                                                          *
108 pmbaty 926
 *  Initialize.  The base value "passed_pawn[rank]" is      *
927
 *  almost the "square" of the rank.  That got a bit too    *
928
 *  big, so a hand-tuned set of values, one per rank,       *
929
 *  proved to be a better value.                            *
33 pmbaty 930
 *                                                          *
931
 ************************************************************
932
 */
933
  for (pawns = tree->pawn_score.passed[side]; pawns; pawns &= pawns - 1) {
934
    file = LSB8Bit(pawns);
108 pmbaty 935
    thispawn = Pawns(side) & file_mask[file];
936
    if (thispawn) {
937
      square = MostAdvanced(side, thispawn);
938
      rank = rankflip[side][Rank(square)];
939
      score = passed_pawn[rank];
33 pmbaty 940
/*
941
 ************************************************************
942
 *                                                          *
108 pmbaty 943
 *  For endgame only, we add in a bonus based on how close  *
944
 *  our king is to this pawn and a penalty based on how     *
945
 *  close the enemy king is.  We also try to keep our king  *
946
 *  ahead of the pawn so it can escort it to promotion.  We *
947
 *  only do this for passed pawns whose base score value is *
948
 *  greater than zero (ie pawns on ranks 4-7 since those    *
949
 *  are the ones threatening to become a major problem.)    *
950
 *  Also, if you happen to think that a small bonus for a   *
951
 *  passed pawn on the 3rd rank might be useful, consider   *
952
 *  speed.  If the 3rd rank score is non-zero, that will    *
953
 *  trigger a significant amount of work below.  In testing *
954
 *  the additional cost more than offset the gain and so it *
955
 *  is basically ignored unless rank > 3.                   *
956
 *                                                          *
33 pmbaty 957
 ************************************************************
958
 */
108 pmbaty 959
      if (score) {
960
        mg_base = score * passed_pawn_base[mg];
961
        eg_base = score * passed_pawn_base[eg];
962
        next_sq = square + direction[side];
963
        eg_base +=
964
            Distance(KingSQ(enemy),
965
            next_sq) * 2 * score - Distance(KingSQ(side), next_sq) * score;
966
        if (rank < RANK7)
967
          eg_base -=
968
              Distance(KingSQ(side), next_sq + direction[side]) * score / 2;
33 pmbaty 969
/*
970
 ************************************************************
971
 *                                                          *
108 pmbaty 972
 *  If the pawn is not blockaded, we need to see whether it *
973
 *  can actually advance or not.  Note that this directly   *
974
 *  gives a bonus for blockading a passed pawn since the    *
975
 *  mobility evaluation below will not be applied when the  *
976
 *  pawn is blockaded by any piece.                         *
33 pmbaty 977
 *                                                          *
108 pmbaty 978
 *  Step one is to determine if the squares in front of the *
979
 *  pawn are attacked by the enemy.  If not, we add in a    *
980
 *  significant score bonus.  If some are attacked, we look *
981
 *  to see if at least the square directly in front of the  *
982
 *  pawn is not attacked so that we can advance one square, *
983
 *  anyway.  This gets a smaller score bonus.               *
33 pmbaty 984
 *                                                          *
985
 ************************************************************
986
 */
108 pmbaty 987
        if (!(OccupiedSquares & SetMask(next_sq))) {
988
          bonus = 0;
989
          if (Pawns(side) & pawn_attacks[enemy][next_sq])
990
            bonus = passed_pawn_free_advance;
991
          else {
992
            attacked = 0;
993
            forward = (side) ? plus8dir[square] : minus8dir[square];
994
            backward = (side) ? minus8dir[square] : plus8dir[square];
995
            if ((behind = backward & esliders) &&
996
                (FileAttacks(square) & behind))
997
              attacked = forward;
998
            else
999
              attacked = Attacked(tree, enemy, forward);
1000
            if (!attacked)
1001
              bonus = passed_pawn_free_advance;
1002
            else if (!(attacked & SetMask(next_sq)))
1003
              bonus = passed_pawn_free_advance_1;
33 pmbaty 1004
/*
1005
 ************************************************************
1006
 *                                                          *
108 pmbaty 1007
 *  Step two is to determine if the squares in front of the *
1008
 *  pawn are are defended by the friendly side.  If all are *
1009
 *  defended (such as with a rook or queen behind the pawn  *
1010
 *  or the king in front and to one side of the pawn, then  *
1011
 *  we give a bonus (but smaller than the previous cases).  *
1012
 *  As a last resort, if we at least defend the square in   *
1013
 *  front of the pawn, we give a small bonus.               *
33 pmbaty 1014
 *                                                          *
1015
 ************************************************************
1016
 */
108 pmbaty 1017
            if ((behind = backward & fsliders) &&
1018
                (FileAttacks(square) & behind))
1019
              defended = forward;
1020
            else
1021
              defended = Attacked(tree, side, forward);
1022
            if (defended == forward)
1023
              bonus += passed_pawn_defended;
1024
            else if (defended & SetMask(next_sq))
1025
              bonus += passed_pawn_defended_1;
1026
          }
33 pmbaty 1027
/*
1028
 ************************************************************
1029
 *                                                          *
108 pmbaty 1030
 *  Fold in the bonus for this pawn and move on to the next *
1031
 *  (if there is one).  Note that the bonus computed above  *
1032
 *  is multiplied by the base passed pawn score for this    *
1033
 *  particular rank.                                        *
33 pmbaty 1034
 *                                                          *
1035
 ************************************************************
1036
 */
108 pmbaty 1037
          mg_base += bonus * score;
1038
          eg_base += bonus * score;
1039
        }
1040
        score_mg += mg_base;
1041
        score_eg += eg_base;
1042
      } else
1043
        score_eg += 4;
33 pmbaty 1044
    }
1045
  }
1046
/*
1047
 ************************************************************
1048
 *                                                          *
108 pmbaty 1049
 *  All pawns done, add score to the two evaluation values  *
1050
 *  and return.                                             *
33 pmbaty 1051
 *                                                          *
1052
 ************************************************************
1053
 */
1054
  tree->score_mg += sign[side] * score_mg;
1055
  tree->score_eg += sign[side] * score_eg;
1056
}
1057
 
108 pmbaty 1058
/* last modified 11/27/15 */
33 pmbaty 1059
/*
1060
 *******************************************************************************
1061
 *                                                                             *
1062
 *   EvaluatePassedPawnRaces() is used to evaluate passed pawns when one       *
1063
 *   side has passed pawns and the other side (or neither) has pieces.  In     *
108 pmbaty 1064
 *   such a case, the critical question is can the defending king stop the     *
1065
 *   pawn from queening or is it too far away?  If only one side has pawns     *
1066
 *   that can "run" then the situation is simple.  When both sides have pawns  *
1067
 *   that can "run" it becomes more complex as it then becomes necessary to    *
1068
 *   see if one side can use a forced king move to stop the other side, while  *
1069
 *   the other side doesn't have the same ability to stop ours.                *
33 pmbaty 1070
 *                                                                             *
1071
 *   In the case of king and pawn endings with exactly one pawn, the simple    *
1072
 *   evaluation rules are used:  if the king is two squares in front of the    *
1073
 *   pawn then it is a win, if the king is one one square in front with the    *
1074
 *   opposition, then it is a win,  if the king is on the 6th rank with the    *
1075
 *   pawn close by, it is a win.  Rook pawns are handled separately and are    *
1076
 *   more difficult to queen because the king can get trapped in front of the  *
1077
 *   pawn blocking promotion.                                                  *
1078
 *                                                                             *
1079
 *******************************************************************************
1080
 */
1081
void EvaluatePassedPawnRaces(TREE * RESTRICT tree, int wtm) {
108 pmbaty 1082
  uint64_t pawns, thispawn;
1083
  int file, square, queen_distance, pawnsq, passed, side, enemy;
33 pmbaty 1084
  int queener[2] = { 8, 8 };
1085
/*
1086
 ************************************************************
1087
 *                                                          *
1088
 *  Check to see if side has one pawn and neither side has  *
1089
 *  any pieces.  If so, use the simple pawn evaluation      *
1090
 *  logic.                                                  *
1091
 *                                                          *
1092
 ************************************************************
1093
 */
1094
  for (side = black; side <= white; side++) {
1095
    enemy = Flip(side);
1096
    if (Pawns(side) && !Pawns(enemy) && TotalPieces(white, occupied) == 0 &&
1097
        TotalPieces(black, occupied) == 0) {
1098
      for (pawns = Pawns(side); pawns; pawns &= pawns - 1) {
1099
        pawnsq = LSB(pawns);
1100
/*
1101
 ************************************************************
1102
 *                                                          *
1103
 *  King must be in front of the pawn or we go no further.  *
1104
 *                                                          *
1105
 ************************************************************
1106
 */
1107
        if (sign[side] * Rank(KingSQ(side)) <= sign[side] * Rank(pawnsq))
1108
          continue;
1109
/*
1110
 ************************************************************
1111
 *                                                          *
1112
 *  First a special case.  If this is a rook pawn, then the *
1113
 *  king must be on the adjacent file, and be closer to the *
1114
 *  queening square than the opposing king.                 *
1115
 *                                                          *
1116
 ************************************************************
1117
 */
1118
        if (File(pawnsq) == FILEA) {
1119
          if (File(KingSQ(side)) == FILEB &&
1120
              Distance(KingSQ(side),
1121
                  sqflip[side][A8]) < Distance(KingSQ(enemy),
1122
                  sqflip[side][A8])) {
1123
            tree->score_eg += sign[side] * pawn_can_promote;
1124
            return;
1125
          }
1126
          continue;
1127
        } else if (File(pawnsq) == FILEH) {
1128
          if (File(KingSQ(side)) == FILEG &&
1129
              Distance(KingSQ(side),
1130
                  sqflip[side][H8]) < Distance(KingSQ(enemy),
1131
                  sqflip[side][H8])) {
1132
            tree->score_eg += sign[side] * pawn_can_promote;
1133
            return;
1134
          }
1135
          continue;
1136
        }
1137
/*
1138
 ************************************************************
1139
 *                                                          *
1140
 *  If king is two squares in front of the pawn then it's a *
1141
 *  win immediately.  If the king is on the 6th rank and    *
1142
 *  closer to the pawn than the opposing king, it's also a  *
1143
 *  win.                                                    *
1144
 *                                                          *
1145
 ************************************************************
1146
 */
1147
        if (Distance(KingSQ(side), pawnsq) < Distance(KingSQ(enemy), pawnsq)) {
1148
          if (sign[side] * Rank(KingSQ(side)) >
1149
              sign[side] * (Rank(pawnsq) - 1 + 2 * side)) {
1150
            tree->score_eg += sign[side] * pawn_can_promote;
1151
            return;
1152
          }
108 pmbaty 1153
          if (Rank(KingSQ(side)) == rank6[side]) {
33 pmbaty 1154
            tree->score_eg += sign[side] * pawn_can_promote;
1155
            return;
1156
          }
1157
/*
1158
 ************************************************************
1159
 *                                                          *
1160
 *  Last chance:  if the king is one square in front of the *
1161
 *  pawn and has the opposition, then it's still a win.     *
1162
 *                                                          *
1163
 ************************************************************
1164
 */
1165
          if (Rank(KingSQ(side)) == Rank(pawnsq) - 1 + 2 * side &&
1166
              EvaluateHasOpposition(wtm == side, KingSQ(side),
1167
                  KingSQ(enemy))) {
1168
            tree->score_eg += sign[side] * pawn_can_promote;
1169
            return;
1170
          }
1171
        }
1172
      }
1173
    }
1174
/*
1175
 ************************************************************
1176
 *                                                          *
1177
 *  Check to see if enemy is out of pieces and stm has      *
1178
 *  passed pawns.  If so, see if any of these passed pawns  *
1179
 *  can outrun the defending king and promote.              *
1180
 *                                                          *
1181
 ************************************************************
1182
 */
1183
    if (TotalPieces(enemy, occupied) == 0 && tree->pawn_score.passed[side]) {
1184
      passed = tree->pawn_score.passed[side];
1185
      for (; passed; passed &= passed - 1) {
1186
        file = LSB8Bit(passed);
108 pmbaty 1187
        thispawn = Pawns(side) & file_mask[file];
1188
        if (thispawn) {
1189
          square = MostAdvanced(side, thispawn);
1190
          if (!(pawn_race[side][wtm][square] & Kings(enemy))) {
1191
            queen_distance = Abs(rank8[side] - Rank(square));
1192
            if (Kings(side) & ((side) ? plus8dir[square] : minus8dir[square])) {
1193
              if (file == FILEA || file == FILEH)
1194
                queen_distance = 99;
1195
              queen_distance++;
1196
            }
1197
            if (Rank(square) == rank2[side])
1198
              queen_distance--;
1199
            if (queen_distance < queener[side])
1200
              queener[side] = queen_distance;
33 pmbaty 1201
          }
1202
        }
1203
      }
1204
    }
1205
  }
1206
/*
1207
 ************************************************************
1208
 *                                                          *
1209
 *  Now that we know which pawns can outrun the kings for   *
108 pmbaty 1210
 *  each side, we need to do determine if one side queens   *
1211
 *  before the other.  If so, that side wins.  If they      *
1212
 *  queen at the same time, then we will have to rely on    *
1213
 *  the search to handle queening with check or queening    *
1214
 *  and attacking the opponent's queening square.           *
33 pmbaty 1215
 *                                                          *
1216
 ************************************************************
1217
 */
108 pmbaty 1218
  if (queener[white] < queener[black])
33 pmbaty 1219
    tree->score_eg += pawn_can_promote + (5 - queener[white]) * 10;
108 pmbaty 1220
  else if (queener[black] < queener[white])
1221
    tree->score_eg -= pawn_can_promote + (5 - queener[black]) * 10;
33 pmbaty 1222
}
1223
 
108 pmbaty 1224
/* last modified 11/27/15 */
33 pmbaty 1225
/*
1226
 *******************************************************************************
1227
 *                                                                             *
1228
 *   EvaluatePawns() is used to evaluate pawns.  It evaluates pawns for only   *
1229
 *   one side, and fills in the pawn hash entry information.  It requires two  *
1230
 *   calls to evaluate all pawns on the board.  Comments below indicate the    *
1231
 *   particular pawn structure features that are evaluated.                    *
1232
 *                                                                             *
108 pmbaty 1233
 *   This procedure also flags which pawns are passed, since this is scored in *
1234
 *   another part of the evaluation because that includes piece information    *
1235
 *   which can not be used here since the pawn hash signature does not include *
1236
 *   piece information of any kind.                                            *
33 pmbaty 1237
 *                                                                             *
108 pmbaty 1238
 *   Note that a pawn is not penalized for two different reasons.  If it is    *
1239
 *   isolated, it is not backward.  Etc.  This simplifies evaluation tuning    *
1240
 *   not to mention eliminating the overlap and interaction that was happening *
1241
 *   previously when multiple penalties could be applied.                      *
1242
 *                                                                             *
33 pmbaty 1243
 *******************************************************************************
1244
 */
1245
void EvaluatePawns(TREE * RESTRICT tree, int side) {
108 pmbaty 1246
  uint64_t pawns, attackers, defenders;
1247
  uint64_t doubled, supported, connected, passed, backward;
1248
  int square, file, rank, score_eg = 0, score_mg = 0, enemy = Flip(side);
1249
  unsigned int isolated, pawn_files = 0;
33 pmbaty 1250
 
1251
/*
1252
 ************************************************************
1253
 *                                                          *
108 pmbaty 1254
 *  Loop through all pawns for this side.                   *
33 pmbaty 1255
 *                                                          *
1256
 ************************************************************
1257
 */
1258
  tree->pawn_score.passed[side] = 0;
1259
  for (pawns = Pawns(side); pawns; pawns &= pawns - 1) {
1260
    square = LSB(pawns);
1261
    file = File(square);
1262
    rank = rankflip[side][Rank(square)];
108 pmbaty 1263
    pawn_files |= 1 << file;
33 pmbaty 1264
/*
1265
 ************************************************************
1266
 *                                                          *
1267
 *  Evaluate pawn advances.  Center pawns are encouraged to *
108 pmbaty 1268
 *  occupy central squares, edge pawns are penalized on all *
1269
 *  edge squares to encourage capture toward the center,    *
1270
 *  the rest are neutral.                                   *
33 pmbaty 1271
 *                                                          *
1272
 ************************************************************
1273
 */
154 pmbaty 1274
    score_mg += pval[side][square];
33 pmbaty 1275
/*
1276
 ************************************************************
1277
 *                                                          *
108 pmbaty 1278
 *  Evaluate isolated pawns, which are penalized based on   *
1279
 *  which file they occupy.                                 *
33 pmbaty 1280
 *                                                          *
1281
 ************************************************************
1282
 */
108 pmbaty 1283
    isolated = !(Pawns(side) & mask_pawn_isolated[square]);
1284
    if (isolated) {
1285
      score_mg -= pawn_isolated[mg][file];
1286
      score_eg -= pawn_isolated[eg][file];
33 pmbaty 1287
    }
1288
/*
1289
 ************************************************************
1290
 *                                                          *
108 pmbaty 1291
 *  Evaluate unsupported pawns, which provide a target      *
1292
 *  since they are undefended by a pawn.  We exclude pawns  *
1293
 *  that are isolated since they have already been given a  *
1294
 *  penalty.                                                *
33 pmbaty 1295
 *                                                          *
1296
 ************************************************************
1297
 */
108 pmbaty 1298
    supported = Pawns(side) & pawn_attacks[enemy][square];
1299
    if (!isolated && !supported) {
1300
      score_mg += pawn_unsupported[mg];
1301
      score_eg += pawn_unsupported[eg];
1302
    }
33 pmbaty 1303
/*
1304
 ************************************************************
1305
 *                                                          *
108 pmbaty 1306
 *  Evaluate doubled pawns.  If there are other pawns on    *
1307
 *  this file in front of this pawn, penalize this pawn.    *
1308
 *  Note that this will NOT penalize both pawns, just the   *
1309
 *  most rearward one that is really almost worthless.      *
33 pmbaty 1310
 *                                                          *
108 pmbaty 1311
 *  The farther apart two doubled pawns (same file) are,    *
1312
 *  the less weak they are, so the penalty is reduced as    *
1313
 *  this distance increases.                                *
1314
 *                                                          *
33 pmbaty 1315
 ************************************************************
1316
 */
108 pmbaty 1317
    doubled = Pawns(side) & ((side) ? plus8dir[square] : minus8dir[square]);
1318
    if (doubled) {
1319
      score_mg -=
1320
          pawn_doubled[mg][file] / RankDistance(square, MostAdvanced(side,
1321
              doubled));
1322
      score_eg -=
1323
          pawn_doubled[eg][file] / RankDistance(square, MostAdvanced(side,
1324
              doubled));
1325
    }
33 pmbaty 1326
/*
1327
 ************************************************************
1328
 *                                                          *
108 pmbaty 1329
 *  Test the pawn to see if it is connected to a neighbor   *
1330
 *  which makes it easier to defend.                        *
33 pmbaty 1331
 *                                                          *
1332
 ************************************************************
1333
 */
108 pmbaty 1334
    connected = Pawns(side) & mask_pawn_connected[side][square];
1335
    if (connected) {
154 pmbaty 1336
      score_mg += pawn_connected[mg][rank][file];
1337
      score_eg += pawn_connected[eg][rank][file];
108 pmbaty 1338
    }
33 pmbaty 1339
/*
1340
 ************************************************************
1341
 *                                                          *
108 pmbaty 1342
 *  Flag passed pawns for use later when we finally call    *
1343
 *  EvaluatePassedPawns.                                    *
33 pmbaty 1344
 *                                                          *
1345
 ************************************************************
1346
 */
108 pmbaty 1347
    passed = !(Pawns(enemy) & mask_passed[side][square]);
1348
    if (passed)
1349
      tree->pawn_score.passed[side] |= 1 << file;
33 pmbaty 1350
/*
1351
 ************************************************************
1352
 *                                                          *
108 pmbaty 1353
 *  Test the pawn to see if it is backward which makes it a *
1354
 *  target that ties down pieces to defend it.              *
33 pmbaty 1355
 *                                                          *
1356
 ************************************************************
1357
 */
108 pmbaty 1358
    backward = 0;
1359
    if (!(passed | isolated | connected | (Pawns(side) &
1360
                mask_pattacks[side][square]) | (Pawns(enemy) &
1361
                PawnAttacks(side, square))))
1362
      backward = Pawns(enemy) & PawnAttacks(side, square + direction[side]);
1363
    if (backward) {
1364
      score_mg -= pawn_backward[mg][file];
1365
      score_eg -= pawn_backward[eg][file];
1366
    }
33 pmbaty 1367
/*
1368
 ************************************************************
1369
 *                                                          *
108 pmbaty 1370
 *  Determine if this pawn is a candidate passed pawn,      *
1371
 *  which is a pawn on a file with no enemy pawns in front  *
1372
 *  of it, and if it advances until it contacts an enemy    *
1373
 *  pawn, and it is defended at least as many times as it   *
1374
 *  is attacked when it reaches that pawn, then it will end *
1375
 *  up passed.                                              *
33 pmbaty 1376
 *                                                          *
1377
 ************************************************************
1378
 */
108 pmbaty 1379
    if (!(passed | backward | isolated) &&
1380
        !(Pawns(enemy) & ((side) ? plus8dir[square] : minus8dir[square]))) {
1381
      defenders = mask_pattacks[side][square + direction[side]] & Pawns(side);
1382
      attackers = mask_pattacks[enemy][square] & Pawns(enemy);
1383
      if (PopCnt(defenders) >= PopCnt(attackers)) {
1384
        score_mg += passed_pawn_candidate[mg][rank];
1385
        score_eg += passed_pawn_candidate[eg][rank];
33 pmbaty 1386
      }
1387
    }
108 pmbaty 1388
  }
33 pmbaty 1389
/*
1390
 ************************************************************
1391
 *                                                          *
108 pmbaty 1392
 *  Give a bonus for distance between left-most pawn and    *
1393
 *  right-most pawn.  The idea is that the wider the gap    *
1394
 *  between the pawns, the harder they are for a lone king  *
1395
 *  to control in the endgame.  Botvinnik referred to this  *
1396
 *  concept as "trousers" (pants with two legs, the farther *
1397
 *  the legs are apart, the better for the side with those  *
1398
 *  pawns).                                                 *
33 pmbaty 1399
 *                                                          *
1400
 ************************************************************
1401
 */
108 pmbaty 1402
  score_eg += pawn_file_width * (MSB8Bit(pawn_files) - LSB8Bit(pawn_files));
33 pmbaty 1403
/*
1404
 ************************************************************
1405
 *                                                          *
1406
 *  Evaluate king safety.                                   *
1407
 *                                                          *
108 pmbaty 1408
 *  This uses the function EvaluateKingsFile() and looks at *
1409
 *  three possible positions for the king, either castled   *
33 pmbaty 1410
 *  kingside, queenside or else standing on the d or e file *
1411
 *  stuck in the middle.  This essentially is about the     *
1412
 *  pawns in front of the king and what kind of "shelter"   *
1413
 *  they provide for the king during the middlegame.        *
1414
 *                                                          *
1415
 ************************************************************
1416
 */
108 pmbaty 1417
  tree->pawn_score.defects_q[side] =
1418
      EvaluateKingsFile(tree, side, FILEA, FILEC);
1419
  tree->pawn_score.defects_m[side] =
1420
      EvaluateKingsFile(tree, side, FILEC, FILEF);
1421
  tree->pawn_score.defects_k[side] =
1422
      EvaluateKingsFile(tree, side, FILEF, FILEH);
1423
/*
1424
 ************************************************************
1425
 *                                                          *
1426
 *  Done.  Add mg/eg scores to final result (sign-corrected *
1427
 *  so that black = -, white = +) and return.               *
1428
 *                                                          *
1429
 ************************************************************
1430
 */
33 pmbaty 1431
  tree->pawn_score.score_mg += sign[side] * score_mg;
1432
  tree->pawn_score.score_eg += sign[side] * score_eg;
1433
}
1434
 
108 pmbaty 1435
/* last modified 10/19/15 */
33 pmbaty 1436
/*
1437
 *******************************************************************************
1438
 *                                                                             *
1439
 *   EvaluateQueens() is used to evaluate queens.                              *
1440
 *                                                                             *
1441
 *******************************************************************************
1442
 */
1443
void EvaluateQueens(TREE * RESTRICT tree, int side) {
1444
  uint64_t temp;
108 pmbaty 1445
  int square, i, score_mg = 0, score_eg = 0, enemy = Flip(side);
33 pmbaty 1446
 
1447
/*
1448
 ************************************************************
1449
 *                                                          *
1450
 *  First locate each queen and obtain it's centralization  *
1451
 *  score from the static piece/square table for queens.    *
1452
 *                                                          *
1453
 ************************************************************
1454
 */
1455
  for (temp = Queens(side); temp; temp &= temp - 1) {
1456
    square = LSB(temp);
1457
/*
1458
 ************************************************************
1459
 *                                                          *
1460
 *  Then, add in the piece/square table value for the       *
1461
 *  queen.                                                  *
1462
 *                                                          *
1463
 ************************************************************
1464
*/
1465
    score_mg += qval[mg][side][square];
1466
    score_eg += qval[eg][side][square];
1467
/*
1468
 ************************************************************
1469
 *                                                          *
1470
 *  Adjust the tropism count for this piece.                *
1471
 *                                                          *
1472
 ************************************************************
1473
 */
1474
    if (tree->dangerous[side]) {
108 pmbaty 1475
      i = KingSQ(enemy);
1476
      tree->tropism[side] += king_tropism_q[Distance(square, i)];
1477
      i = 8 - (RankDistance(square, i) + FileDistance(square, i));
1478
      score_mg += i;
1479
      score_eg += i;
33 pmbaty 1480
    }
1481
  }
1482
  tree->score_mg += sign[side] * score_mg;
1483
  tree->score_eg += sign[side] * score_eg;
1484
}
1485
 
108 pmbaty 1486
/* last modified 10/19/15 */
33 pmbaty 1487
/*
1488
 *******************************************************************************
1489
 *                                                                             *
1490
 *   EvaluateRooks() is used to evaluate rooks.                                *
1491
 *                                                                             *
1492
 *******************************************************************************
1493
 */
1494
void EvaluateRooks(TREE * RESTRICT tree, int side) {
1495
  uint64_t temp, moves;
108 pmbaty 1496
  int square, rank, file, i, mobility, score_mg = 0, score_eg = 0;
33 pmbaty 1497
  int enemy = Flip(side);
1498
 
1499
/*
1500
 ************************************************************
1501
 *                                                          *
1502
 *  Initialize.                                             *
1503
 *                                                          *
1504
 ************************************************************
1505
 */
1506
  for (temp = Rooks(side); temp; temp &= temp - 1) {
1507
    square = LSB(temp);
1508
    file = File(square);
1509
    rank = Rank(square);
1510
/*
1511
 ************************************************************
1512
 *                                                          *
1513
 *  Determine if the rook is on an open file or on a half-  *
1514
 *  open file, either of which increases its ability to     *
1515
 *  attack important squares.                               *
1516
 *                                                          *
1517
 ************************************************************
1518
 */
1519
    if (!(file_mask[file] & Pawns(side))) {
1520
      if (!(file_mask[file] & Pawns(enemy))) {
1521
        score_mg += rook_open_file[mg];
1522
        score_eg += rook_open_file[eg];
1523
      } else {
1524
        score_mg += rook_half_open_file[mg];
1525
        score_eg += rook_half_open_file[eg];
1526
      }
1527
    }
1528
/*
1529
 ************************************************************
1530
 *                                                          *
108 pmbaty 1531
 *  Mobility counts the number of squares the rook attacks, *
1532
 *  excluding squares with friendly pieces, and weighs each *
1533
 *  square according to a complex formula that includes     *
1534
 *  files as well as total number of squares attacked.      *
1535
 *                                                          *
1536
 ************************************************************
1537
 */
1538
    mobility = RookMobility(square, OccupiedSquares);
1539
    score_mg += mobility;
1540
    score_eg += mobility;
1541
/*
1542
 ************************************************************
1543
 *                                                          *
33 pmbaty 1544
 *  Check to see if the king has been forced to move and    *
1545
 *  has trapped a rook at a1/b1/g1/h1, if so, then penalize *
108 pmbaty 1546
 *  the trapped rook to help extricate it.  We only need to *
1547
 *  check this if the rooks mobility is very low.           *
33 pmbaty 1548
 *                                                          *
1549
 ************************************************************
1550
 */
108 pmbaty 1551
    if (mobility < 0 && rank == rank1[side] && rank == Rank(KingSQ(side))) {
1552
      i = File(KingSQ(side));
1553
      if (i > FILEE) {
1554
        if (file > i) {
1555
          score_mg += mobility * 3;
1556
          score_eg += mobility * 3;
33 pmbaty 1557
        }
108 pmbaty 1558
      } else if (i < FILED && file < i) {
1559
        score_mg += mobility * 3;
1560
        score_eg += mobility * 3;
33 pmbaty 1561
      }
1562
    }
1563
/*
1564
 ************************************************************
1565
 *                                                          *
108 pmbaty 1566
 *   finally check to see if any rooks are on the 7th rank, *
1567
 *   with the opponent having pawns on that rank or the     *
1568
 *   opponent's king being hemmed in on the 7th/8th rank.   *
1569
 *   If so, we give a bonus for the strong rook.  If there  *
1570
 *   is another rook or queen on the 7th that is connected  *
1571
 *   with this one, then the positional advantage is even   *
1572
 *   stronger.                                              *
33 pmbaty 1573
 *                                                          *
1574
 ************************************************************
1575
 */
108 pmbaty 1576
    else if (rank == rank7[side] && (Rank(KingSQ(enemy)) == rank8[side]
1577
            || Pawns(enemy) & rank_mask[rank])) {
33 pmbaty 1578
      score_mg += rook_on_7th[mg];
1579
      score_eg += rook_on_7th[eg];
108 pmbaty 1580
      if (RankAttacks(square) & (Queens(side) | Rooks(side))) {
1581
        score_mg += rook_connected_7th[mg];
1582
        score_eg += rook_connected_7th[eg];
1583
      }
33 pmbaty 1584
    }
1585
/*
1586
 ************************************************************
1587
 *                                                          *
1588
 *  Adjust the tropism count for this piece.                *
1589
 *                                                          *
1590
 ************************************************************
1591
 */
1592
    if (tree->dangerous[side]) {
1593
      moves = king_attacks[KingSQ(enemy)];
108 pmbaty 1594
      i = (rook_attacks[square] & moves &&
33 pmbaty 1595
          RookAttacks(square,
108 pmbaty 1596
              OccupiedSquares & ~(Queens(side) | Rooks(side))) & moves) ? 1 :
1597
          Distance(square, KingSQ(enemy));
1598
      tree->tropism[side] += king_tropism_r[i];
33 pmbaty 1599
    }
1600
  }
1601
  tree->score_mg += sign[side] * score_mg;
1602
  tree->score_eg += sign[side] * score_eg;
1603
}
1604
 
108 pmbaty 1605
/* last modified 01/03/15 */
33 pmbaty 1606
/*
1607
 *******************************************************************************
1608
 *                                                                             *
1609
 *   EvaluateWinningChances() is used to determine if one side has reached a   *
1610
 *   position which can not be won, period, even though side may be ahead in   *
1611
 *   material in some way.                                                     *
1612
 *                                                                             *
1613
 *   Return values:                                                            *
108 pmbaty 1614
 *          0    ->     side on move can not win.                              *
1615
 *          1    ->     side on move can win.                                  *
33 pmbaty 1616
 *                                                                             *
1617
 *******************************************************************************
1618
 */
1619
int EvaluateWinningChances(TREE * RESTRICT tree, int side, int wtm) {
108 pmbaty 1620
  int square, ekd, promote, majors, minors, enemy = Flip(side);
33 pmbaty 1621
 
108 pmbaty 1622
  if (!Pawns(side)) {
33 pmbaty 1623
/*
1624
 ************************************************************
1625
 *                                                          *
1626
 *  If side has a piece and no pawn, it can not possibly    *
1627
 *  win.  If side is a piece ahead, the only way it can win *
1628
 *  is if the enemy is already trapped on the edge of the   *
1629
 *  board (special case to handle KRB vs KR which can be    *
1630
 *  won if the king gets trapped).                          *
1631
 *                                                          *
1632
 ************************************************************
1633
 */
1634
    if (TotalPieces(side, occupied) <= 3)
1635
      return 0;
1636
    if (TotalPieces(side, occupied) - TotalPieces(enemy, occupied) <= 3 &&
1637
        mask_not_edge & Kings(enemy))
1638
      return 0;
108 pmbaty 1639
/*
1640
 ************************************************************
1641
 *                                                          *
1642
 *  If one side is an exchange up, but has no pawns, then   *
1643
 *  that side can not possibly win.                         *
1644
 *                                                          *
1645
 ************************************************************
1646
 */
1647
    majors =
1648
        TotalPieces(white, rook) + 2 * TotalPieces(white,
1649
        queen) - TotalPieces(black, rook) - 2 * TotalPieces(black, queen);
1650
    if (Abs(majors) == 1) {
1651
      minors =
1652
          TotalPieces(black, knight) + TotalPieces(black,
1653
          bishop) - TotalPieces(white, knight) - TotalPieces(white, bishop);
1654
      if (majors == minors)
1655
        return 0;
1656
    }
1657
  } else {
1658
/*
1659
 ************************************************************
1660
 *                                                          *
1661
 *  If neither side has any pieces, and both sides have     *
1662
 *  non-rookpawns, then either side can win.                *
1663
 *                                                          *
1664
 ************************************************************
1665
 */
1666
    if (TotalPieces(white, occupied) == 0 && TotalPieces(black, occupied) == 0
1667
        && Pawns(white) & not_rook_pawns && Pawns(black) & not_rook_pawns)
1668
      return 1;
33 pmbaty 1669
  }
1670
/*
1671
 ************************************************************
1672
 *                                                          *
1673
 *  If "side" has a pawn, then either the pawn had better   *
108 pmbaty 1674
 *  not be a rook pawn, or else side had better have the    *
33 pmbaty 1675
 *  right color bishop or any other piece, otherwise it is  *
1676
 *  not winnable if the enemy king can get to the queening  *
1677
 *  square first.                                           *
1678
 *                                                          *
1679
 ************************************************************
1680
 */
108 pmbaty 1681
  if (!(Pawns(side) & not_rook_pawns))
33 pmbaty 1682
    do {
1683
      if (TotalPieces(side, occupied) > 3 || (TotalPieces(side, occupied) == 3
1684
              && Knights(side)))
1685
        continue;
1686
      if (file_mask[FILEA] & Pawns(side) && file_mask[FILEH] & Pawns(side))
1687
        continue;
1688
      if (Bishops(side)) {
1689
        if (Bishops(side) & dark_squares) {
1690
          if (file_mask[dark_corner[side]] & Pawns(side))
1691
            continue;
1692
        } else if (file_mask[light_corner[side]] & Pawns(side))
1693
          continue;
1694
      }
1695
      if (Pawns(side) & file_mask[FILEA])
1696
        promote = A8;
1697
      else
1698
        promote = H8;
1699
      ekd = Distance(KingSQ(enemy), sqflip[side][promote]) - (wtm != side);
1700
      if (ekd <= 1)
1701
        return 0;
1702
    } while (0);
1703
/*
1704
 ************************************************************
1705
 *                                                          *
108 pmbaty 1706
 *  Check to see if this is a KRP vs KR ending.  If so, and *
1707
 *  the losing king is in front of the passer, then this is *
1708
 *  a drawish ending.                                       *
33 pmbaty 1709
 *                                                          *
1710
 ************************************************************
1711
 */
1712
  if (TotalPieces(side, pawn) == 1 && TotalPieces(enemy, pawn) == 0 &&
108 pmbaty 1713
      TotalPieces(side, occupied) == 5 && TotalPieces(enemy, occupied) == 5) {
33 pmbaty 1714
    square = LSB(Pawns(side));
1715
    if (FileDistance(KingSQ(enemy), square) <= 1 &&
1716
        InFront(side, Rank(KingSQ(enemy)), Rank(square)))
1717
      return 0;
1718
  }
1719
/*
1720
 ************************************************************
1721
 *                                                          *
1722
 *  If this side has pawns, and we have made it through the *
1723
 *  previous tests, then this side has winning chances.     *
1724
 *                                                          *
1725
 ************************************************************
1726
 */
1727
  if (TotalPieces(side, pawn))
1728
    return 1;
1729
/*
1730
 ************************************************************
1731
 *                                                          *
1732
 *  If this side has two bishops, and the enemy has only a  *
1733
 *  single kinght, the two bishops win.                     *
1734
 *                                                          *
1735
 ************************************************************
1736
 */
1737
  if (TotalPieces(side, occupied) == 6)
1738
    if (TotalPieces(enemy, occupied) == 3 && (Knights(side)
1739
            || !Knights(enemy)))
1740
      return 0;
1741
/*
1742
 ************************************************************
1743
 *                                                          *
1744
 *  If one side is two knights ahead and the opponent has   *
1745
 *  no remaining material, it is a draw.                    *
1746
 *                                                          *
1747
 ************************************************************
1748
 */
1749
  if (TotalPieces(side, occupied) == 6 && !Bishops(side)
1750
      && TotalPieces(enemy, occupied) + TotalPieces(enemy, pawn) == 0)
1751
    return 0;
108 pmbaty 1752
/*
1753
 ************************************************************
1754
 *                                                          *
1755
 *  If we make it through all the above tests, then "side"  *
1756
 *  can win so we return 1.                                 *
1757
 *                                                          *
1758
 ************************************************************
1759
 */
33 pmbaty 1760
  return 1;
1761
}
108 pmbaty 1762
 
1763
/*
1764
 *******************************************************************************
1765
 *                                                                             *
1766
 *   InitializeKingSafety() is used to initialize the king safety matrix.      *
1767
 *   This is set so that the matrix, indexed by king safety pawn structure     *
1768
 *   index and by king safety piece tropism, combines the two indices to       *
1769
 *   produce a single score.  As either index rises, the king safety score     *
1770
 *   tracks along, but as both rise, the king safety score rises much more     *
1771
 *   quickly.                                                                  *
1772
 *                                                                             *
1773
 *******************************************************************************
1774
 */
1775
void InitializeKingSafety() {
1776
  int safety, tropism;
1777
 
1778
  for (safety = 0; safety < 16; safety++) {
1779
    for (tropism = 0; tropism < 16; tropism++) {
1780
      king_safety[safety][tropism] =
1781
          180 * ((safety_vector[safety] + 100) * (tropism_vector[tropism] +
1782
              100) / 100 - 100) / 100;
1783
    }
1784
  }
1785
}