Make engine dep-free/standalone and add Wasm target
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202
evaluations.h
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202
evaluations.h
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/* TODO: candidate for code-generation */
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#pragma once
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#define BITBOARD_WHITE( \
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a8,b8,c8,d8,e8,f8,g8,h8, \
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a7,b7,c7,d7,e7,f7,g7,h7, \
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a6,b6,c6,d6,e6,f6,g6,h6, \
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a5,b5,c5,d5,e5,f5,g5,h5, \
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a4,b4,c4,d4,e4,f4,g4,h4, \
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a3,b3,c3,d3,e3,f3,g3,h3, \
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a2,b2,c2,d2,e2,f2,g2,h2, \
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a1,b1,c1,d1,e1,f1,g1,h1) \
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(bitboard)\
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0b##\
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h8##g8##f8##e8##d8##c8##b8##a8##\
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h7##g7##f7##e7##d7##c7##b7##a7##\
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h6##g6##f6##e6##d6##c6##b6##a6##\
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h5##g5##f5##e5##d5##c5##b5##a5##\
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h4##g4##f4##e4##d4##c4##b4##a4##\
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h3##g3##f3##e3##d3##c3##b3##a3##\
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h2##g2##f2##e2##d2##c2##b2##a2##\
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h1##g1##f1##e1##d1##c1##b1##a1##\
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ULL
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#define BITBOARD_BLACK( \
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a8,b8,c8,d8,e8,f8,g8,h8, \
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a7,b7,c7,d7,e7,f7,g7,h7, \
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a6,b6,c6,d6,e6,f6,g6,h6, \
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a5,b5,c5,d5,e5,f5,g5,h5, \
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a4,b4,c4,d4,e4,f4,g4,h4, \
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a3,b3,c3,d3,e3,f3,g3,h3, \
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a2,b2,c2,d2,e2,f2,g2,h2, \
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a1,b1,c1,d1,e1,f1,g1,h1) \
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(bitboard)\
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0b##\
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h1##g1##f1##e1##d1##c1##b1##a1##\
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h2##g2##f2##e2##d2##c2##b2##a2##\
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h3##g3##f3##e3##d3##c3##b3##a3##\
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h4##g4##f4##e4##d4##c4##b4##a4##\
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h5##g5##f5##e5##d5##c5##b5##a5##\
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h6##g6##f6##e6##d6##c6##b6##a6##\
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h7##g7##f7##e7##d7##c7##b7##a7##\
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h8##g8##f8##e8##d8##c8##b8##a8##\
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ULL
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#define RELATIVE_DIAGONAL_A1_H8 \
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RELATIVE_BITBOARD( \
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0,0,0,0,0,0,0,1, \
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0,0,0,0,0,0,1,0, \
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0,0,0,0,0,1,0,0, \
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0,0,0,0,1,0,0,0, \
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0,0,0,1,0,0,0,0, \
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0,0,1,0,0,0,0,0, \
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0,1,0,0,0,0,0,0, \
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1,0,0,0,0,0,0,0)
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#define RELATIVE_DIAGONAL_A8_H1 \
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RELATIVE_BITBOARD( \
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1,0,0,0,0,0,0,0, \
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0,1,0,0,0,0,0,0, \
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0,0,1,0,0,0,0,0, \
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0,0,0,1,0,0,0,0, \
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0,0,0,0,1,0,0,0, \
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0,0,0,0,0,1,0,0, \
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0,0,0,0,0,0,1,0, \
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0,0,0,0,0,0,0,1)
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#define RELATIVE_BISHOP_KING_ATTACK \
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RELATIVE_BITBOARD( \
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0,0,0,0,0,0,1,1, \
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0,0,0,0,0,1,1,0, \
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0,0,0,0,1,1,0,0, \
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0,0,0,1,1,0,0,0, \
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0,0,1,1,0,0,0,0, \
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0,1,1,0,0,0,0,0, \
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1,1,0,0,0,0,0,0, \
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1,0,0,0,0,0,0,0)
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#define RELATIVE_BISHOP_QUEEN_ATTACK \
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RELATIVE_BITBOARD( \
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1,1,0,0,0,0,0,0, \
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0,1,1,0,0,0,0,0, \
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0,0,1,1,0,0,0,0, \
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0,0,0,1,1,0,0,0, \
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0,0,0,0,1,1,0,0, \
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0,0,0,0,0,1,1,0, \
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0,0,0,0,0,0,1,1, \
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0,0,0,0,0,0,0,1)
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#define RELATIVE_KING_CASTLE_KINGSIDE \
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RELATIVE_BITBOARD( \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,1,0)
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#define RELATIVE_KING_CASTLE_QUEENSIDE \
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RELATIVE_BITBOARD( \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,1,1,0,0,0,0,0)
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#define CORNERS \
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BITBOARD( \
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1,0,0,0,0,0,0,1, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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1,0,0,0,0,0,0,1)
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#define RELATIVE_PAWN_SAFE_ZONE \
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BITBOARD( \
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0,0,0,0,0,0,0,0, \
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0,0,0,0,0,0,0,0, \
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1,0,0,0,0,0,0,0, \
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1,0,0,1,1,0,0,0, \
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1,1,1,1,1,0,0,0, \
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1,1,1,1,1,0,0,1, \
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1,1,1,1,1,1,1,1, \
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0,0,0,0,0,0,0,0)
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#define BOARD_CENTER_4X4 \
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((FILE_MASK_C | FILE_MASK_D | FILE_MASK_E | FILE_MASK_F) \
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& (RANK_MASK_3 | RANK_MASK_4 | RANK_MASK_5 | RANK_MASK_6))
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#define BOARD_CENTER_2X2 \
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((FILE_MASK_D | FILE_MASK_E) \
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& (RANK_MASK_4 | RANK_MASK_5))
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#define POSITIONAL_BONUS_0 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, 0.02, BOARD_CENTER_4X4) \
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X(PIECE_KNIGHT, 0.05, BOARD_CENTER_4X4) \
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X(PIECE_BISHOP, 0.05, RELATIVE_DIAGONAL_A1_H8 | RELATIVE_DIAGONAL_A8_H1) \
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X(PIECE_KING, 0.15, RELATIVE_KING_CASTLE_KINGSIDE) \
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X(PIECE_QUEEN, -0.10, RANK_MASK_3 | RANK_MASK_4 | RANK_MASK_5 | RANK_MASK_6) \
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/**/
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#define POSITIONAL_BONUS_1 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, 0.02, BOARD_CENTER_2X2) \
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X(PIECE_BISHOP, 0.05, RELATIVE_BISHOP_KING_ATTACK) \
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/**/
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#define POSITIONAL_BONUS_2 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, -0.10, ~RELATIVE_PAWN_SAFE_ZONE) \
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X(PIECE_BISHOP, 0.05, CORNERS) \
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/**/
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#define POSITIONAL_BONUS_3 \
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/* piece bonus area*/ \
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X(PIECE_BISHOP, 0.02, RELATIVE_BISHOP_QUEEN_ATTACK)
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#define POSITIONAL_MODIFIER_COUNT 4
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static struct {bitboard const area; double const val;} const
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positional_modifier[PLAYER_COUNT][POSITIONAL_MODIFIER_COUNT][PIECE_COUNT] = {
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#define X(p, b, a) [p] = {.area = (a), .val = b},
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#define RELATIVE_BITBOARD BITBOARD_WHITE
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[PLAYER_WHITE] = {
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{POSITIONAL_BONUS_0},
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{POSITIONAL_BONUS_1},
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{POSITIONAL_BONUS_2},
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{POSITIONAL_BONUS_3},
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},
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[PLAYER_BLACK] = {
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#undef RELATIVE_BITBOARD
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#define RELATIVE_BITBOARD BITBOARD_BLACK
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{POSITIONAL_BONUS_0},
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{POSITIONAL_BONUS_1},
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{POSITIONAL_BONUS_2},
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{POSITIONAL_BONUS_3},
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}
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#undef X
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};
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#undef CORNERS
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#undef BOARD_CENTER_4X4
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#undef BOARD_CENTER_2X2
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#undef BITBOARD_WHITE
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#undef BITBOARD_BLACK
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#undef RELATIVE_DIAGONAL_A1_H8
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#undef RELATIVE_DIAGONAL_A8_H1
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#undef RELATIVE_BISHOP_KING_ATTACK
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#undef RELATIVE_BISHOP_QUEEN_ATTACK
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#undef RELATIVE_KING_CASTLE_KINGSIDE
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#undef RELATIVE_KING_CASTLE_QUEENSIDE
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