ADDITIONAL CHANGES Alpha-Beta search * Change back to recursive alphabeta with implicit stack * Add atomic_bool parameter that stops search when set to false * Update tests accordingly Evaluation * Fix bug where black pawns are using white's positional modifier bonus Makefile * Add -march=native to clang release builds
442 lines
12 KiB
C
442 lines
12 KiB
C
/* TODO: candidate for code-generation */
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#pragma once
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enum game_progress {
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GP_OPENING,
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GP_MIDDLE,
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GP_END,
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GP_COUNT,
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};
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static char const* game_progress_str[GP_COUNT] = {
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[GP_OPENING] = "GP_OPENING",
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[GP_MIDDLE] = "GP_MIDDLE",
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[GP_END] = "GP_END",
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};
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static enum game_progress endgameness(struct pos const* pos)
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{
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/* piece_value is already defined similarly elsewhere, but this one should
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* remain independent of minor tweaks in the global table */
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static int const piece_value[PIECE_COUNT] = {
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[PIECE_KING] = 0,
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[PIECE_PAWN] = 1,
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[PIECE_BISHOP] = 3,
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[PIECE_KNIGHT] = 3,
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[PIECE_ROOK] = 5,
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[PIECE_QUEEN] = 9,
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};
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int npm = 0; /* non-pawn material */
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for (enum player pl = PLAYER_BEGIN; pl < PLAYER_COUNT; ++pl) {
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npm += piece_value[PIECE_QUEEN] * bitboard_popcount(pos->pieces[pl][PIECE_QUEEN]);
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npm += piece_value[PIECE_BISHOP] * bitboard_popcount(pos->pieces[pl][PIECE_BISHOP]);
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npm += piece_value[PIECE_KNIGHT] * bitboard_popcount(pos->pieces[pl][PIECE_KNIGHT]);
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npm += piece_value[PIECE_ROOK] * bitboard_popcount(pos->pieces[pl][PIECE_ROOK]);
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}
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/**/ if (npm > 24) {
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return GP_OPENING;
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}
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else if (npm > 14) {
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return GP_MIDDLE;
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}
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else {
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return GP_END;
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}
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}
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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 REL_RANK_1 \
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REL_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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1,1,1,1,1,1,1,1)
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#define REL_RANK_2 \
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REL_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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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 REL_RANK_3 \
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REL_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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1,1,1,1,1,1,1,1, \
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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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#define REL_RANK_4 \
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REL_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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1,1,1,1,1,1,1,1, \
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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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#define REL_RANK_5 \
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REL_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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1,1,1,1,1,1,1,1, \
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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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#define REL_RANK_6 \
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REL_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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1,1,1,1,1,1,1,1, \
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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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#define REL_RANK_7 \
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REL_BITBOARD( \
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0,0,0,0,0,0,0,0, \
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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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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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#define REL_RANK_8 \
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REL_BITBOARD( \
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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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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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#define REL_DIAGONAL_A1_H8 \
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REL_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 REL_DIAGONAL_A8_H1 \
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REL_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 REL_BISHOP_KING_ATTACK \
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REL_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 REL_BISHOP_QUEEN_ATTACK \
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REL_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 REL_KING_CASTLE_KINGSIDE \
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REL_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 REL_KING_CASTLE_QUEENSIDE \
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REL_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 REL_EARLY_PAWN_STRUCTURE \
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REL_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_6X6 \
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((FILE_MASK_B | FILE_MASK_C | FILE_MASK_D | FILE_MASK_E | FILE_MASK_F | FILE_MASK_G) \
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& (RANK_MASK_2 | RANK_MASK_3 | RANK_MASK_4 | RANK_MASK_5 | RANK_MASK_6 | RANK_MASK_7))
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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_MODIFIER_COUNT 4
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/* ------------------------------ early game ------------------------------- */
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#define EARLY_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, REL_DIAGONAL_A1_H8 | REL_DIAGONAL_A8_H1) \
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X(PIECE_KING, 0.15, REL_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 EARLY_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, REL_BISHOP_KING_ATTACK) \
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/**/
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#define EARLY_POSITIONAL_BONUS_2 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, -0.10, ~REL_EARLY_PAWN_STRUCTURE) \
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X(PIECE_BISHOP, 0.05, CORNERS) \
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/**/
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#define EARLY_POSITIONAL_BONUS_3 \
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/* piece bonus area*/ \
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X(PIECE_BISHOP, 0.02, REL_BISHOP_QUEEN_ATTACK)
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/* ------------------------------ middle game ------------------------------ */
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/* (almost same as opening for now, but queen is not punished for moving) */
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#define MIDDLE_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, REL_DIAGONAL_A1_H8 | REL_DIAGONAL_A8_H1) \
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X(PIECE_KING, 0.15, REL_KING_CASTLE_KINGSIDE) \
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/**/
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#define MIDDLE_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, REL_BISHOP_KING_ATTACK) \
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/**/
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#define MIDDLE_POSITIONAL_BONUS_2 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, -0.10, ~REL_EARLY_PAWN_STRUCTURE) \
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X(PIECE_BISHOP, 0.05, CORNERS) \
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/**/
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#define MIDDLE_POSITIONAL_BONUS_3 \
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/* piece bonus area*/ \
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X(PIECE_BISHOP, 0.02, REL_BISHOP_QUEEN_ATTACK) \
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/**/
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/* ------------------------------- end game -------------------------------- */
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#define LATE_POSITIONAL_BONUS_0 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, 0.30, REL_RANK_7 | REL_RANK_6 | REL_RANK_5) \
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X(PIECE_KING, 0.10, BOARD_CENTER_6X6) \
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/**/
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#define LATE_POSITIONAL_BONUS_1 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, 0.30, REL_RANK_7 | REL_RANK_6) \
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X(PIECE_KING, 0.10, BOARD_CENTER_4X4) \
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/**/
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#define LATE_POSITIONAL_BONUS_2 \
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/* piece bonus area*/ \
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X(PIECE_PAWN, 0.70, REL_RANK_7) \
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X(PIECE_KING, 0.10, BOARD_CENTER_2X2) \
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/**/
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#define LATE_POSITIONAL_BONUS_3 \
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/* piece bonus area*/ \
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X(PIECE_KING, -0.50, ~BOARD_CENTER_6X6) \
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/**/
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struct posmod {
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bitboard const area;
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double const val;
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};
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static inline struct posmod positional_modifier(enum player pl, enum game_progress st, size_t layer, enum piece pz)
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{
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static struct posmod const
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lookup[PLAYER_COUNT][GP_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 REL_BITBOARD BITBOARD_WHITE
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[PLAYER_WHITE] = {
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[GP_OPENING] = {
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{EARLY_POSITIONAL_BONUS_0},
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{EARLY_POSITIONAL_BONUS_1},
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{EARLY_POSITIONAL_BONUS_2},
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{EARLY_POSITIONAL_BONUS_3},
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},
|
|
[GP_MIDDLE] = {
|
|
{MIDDLE_POSITIONAL_BONUS_0},
|
|
{MIDDLE_POSITIONAL_BONUS_1},
|
|
{MIDDLE_POSITIONAL_BONUS_2},
|
|
{MIDDLE_POSITIONAL_BONUS_3},
|
|
},
|
|
[GP_END] = {
|
|
{LATE_POSITIONAL_BONUS_0},
|
|
{LATE_POSITIONAL_BONUS_1},
|
|
{LATE_POSITIONAL_BONUS_2},
|
|
{LATE_POSITIONAL_BONUS_3},
|
|
},
|
|
},
|
|
#undef REL_BITBOARD
|
|
|
|
#define REL_BITBOARD BITBOARD_BLACK
|
|
[PLAYER_BLACK] = {
|
|
[GP_OPENING] = {
|
|
{EARLY_POSITIONAL_BONUS_0},
|
|
{EARLY_POSITIONAL_BONUS_1},
|
|
{EARLY_POSITIONAL_BONUS_2},
|
|
{EARLY_POSITIONAL_BONUS_3},
|
|
},
|
|
[GP_MIDDLE] = {
|
|
{MIDDLE_POSITIONAL_BONUS_0},
|
|
{MIDDLE_POSITIONAL_BONUS_1},
|
|
{MIDDLE_POSITIONAL_BONUS_2},
|
|
{MIDDLE_POSITIONAL_BONUS_3},
|
|
},
|
|
[GP_END] = {
|
|
{LATE_POSITIONAL_BONUS_0},
|
|
{LATE_POSITIONAL_BONUS_1},
|
|
{LATE_POSITIONAL_BONUS_2},
|
|
{LATE_POSITIONAL_BONUS_3},
|
|
},
|
|
}
|
|
#undef REL_BITBOARD
|
|
};
|
|
|
|
return lookup[pl][st][layer][pz];
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
#undef POSITIONAL_BONUS_0
|
|
#undef POSITIONAL_BONUS_1
|
|
#undef POSITIONAL_BONUS_2
|
|
#undef POSITIONAL_BONUS_3
|
|
#undef CORNERS
|
|
#undef BOARD_CENTER_4X4
|
|
#undef BOARD_CENTER_2X2
|
|
#undef BITBOARD_WHITE
|
|
#undef BITBOARD_BLACK
|
|
#undef REL_DIAGONAL_A1_H8
|
|
#undef REL_DIAGONAL_A8_H1
|
|
#undef REL_BISHOP_KING_ATTACK
|
|
#undef REL_BISHOP_QUEEN_ATTACK
|
|
#undef REL_KING_CASTLE_KINGSIDE
|
|
#undef REL_KING_CASTLE_QUEENSIDE
|