Clarify difference between king zone and adjacent zone

There are subtle differences in the king evaluation
that should be clear to avoid misunderstandings.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2008-09-25 15:08:41 +02:00
parent 453e815d4b
commit 2e3faae067
2 changed files with 23 additions and 20 deletions

View File

@@ -501,9 +501,11 @@ void init_eval(int threads) {
/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
for(int i = 0; i < THREAD_MAX; i++) {
delete PawnTable[i];
delete MaterialTable[i];
for (int i = 0; i < THREAD_MAX; i++)
{
delete PawnTable[i];
delete MaterialTable[i];
}
}
@@ -542,11 +544,11 @@ namespace {
// King attack
if (b & ei.kingZone[us])
{
ei.kingAttackersCount[us]++;
ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
ei.kingAttackersCount[us]++;
ei.kingAttackersWeight[us] += AttackWeight;
Bitboard bb = (b & ei.attackedBy[them][KING]);
if (bb)
ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
@@ -717,7 +719,7 @@ namespace {
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
&& ei.kingZoneAttacksCount[them]) {
&& ei.kingAdjacentZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
@@ -738,7 +740,7 @@ namespace {
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
+ (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks: