2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #include "ucioption.h"
34 // Struct EvalInfo contains various information computed and collected
35 // by the evaluation functions.
38 // Pointers to material and pawn hash table entries
42 // attackedBy[color][piece type] is a bitboard representing all squares
43 // attacked by a given color and piece type, attackedBy[color][0] contains
44 // all squares attacked by the given color.
45 Bitboard attackedBy[2][8];
47 // kingRing[color] is the zone around the king which is considered
48 // by the king safety evaluation. This consists of the squares directly
49 // adjacent to the king, and the three (or two, for a king on an edge file)
50 // squares two ranks in front of the king. For instance, if black's king
51 // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
52 // f7, g7, h7, f6, g6 and h6.
55 // kingAttackersCount[color] is the number of pieces of the given color
56 // which attack a square in the kingRing of the enemy king.
57 int kingAttackersCount[2];
59 // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
60 // given color which attack a square in the kingRing of the enemy king. The
61 // weights of the individual piece types are given by the variables
62 // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
63 // KnightAttackWeight in evaluate.cpp
64 int kingAttackersWeight[2];
66 // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
67 // directly adjacent to the king of the given color. Pieces which attack
68 // more than one square are counted multiple times. For instance, if black's
69 // king is on g8 and there's a white knight on g5, this knight adds
70 // 2 to kingAdjacentZoneAttacksCount[BLACK].
71 int kingAdjacentZoneAttacksCount[2];
74 // Evaluation grain size, must be a power of 2
75 const int GrainSize = 8;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
82 #define S(mg, eg) make_score(mg, eg)
84 // Internal evaluation weights. These are applied on top of the evaluation
85 // weights read from UCI parameters. The purpose is to be able to change
86 // the evaluation weights while keeping the default values of the UCI
87 // parameters at 100, which looks prettier.
89 // Values modified by Joona Kiiski
90 const Score WeightsInternal[] = {
91 S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
94 // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
95 // end game, indexed by piece type and number of attacked squares not occupied
96 // by friendly pieces.
97 const Score MobilityBonus[][32] = {
99 { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
100 S( 31, 22), S( 38, 27), S( 38, 27) },
101 { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
102 S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
103 S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
104 { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
105 S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
106 S( 29,116), S( 30,117), S( 31,118), S(32,118) },
107 { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
108 S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
109 S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
110 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
111 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
112 S( 20, 35), S( 20, 35) }
115 // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
116 // bishops, indexed by piece type and square (from white's point of view).
117 const Value OutpostBonus[][64] = {
120 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
121 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
122 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
123 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
124 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
125 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
127 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
128 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
129 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
130 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
131 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
132 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
135 // ThreatBonus[attacking][attacked] contains threat bonuses according to
136 // which piece type attacks which one.
137 const Score ThreatBonus[][8] = {
139 { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
140 { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
141 { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
142 { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
145 // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
146 // piece type is attacked by an enemy pawn.
147 const Score ThreatenedByPawnPenalty[] = {
148 S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
153 // Rooks and queens on the 7th rank (modified by Joona Kiiski)
154 const Score RookOn7thBonus = make_score(47, 98);
155 const Score QueenOn7thBonus = make_score(27, 54);
157 // Rooks on open files (modified by Joona Kiiski)
158 const Score RookOpenFileBonus = make_score(43, 21);
159 const Score RookHalfOpenFileBonus = make_score(19, 10);
161 // Penalty for rooks trapped inside a friendly king which has lost the
163 const Value TrappedRookPenalty = Value(180);
165 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
166 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
167 // happen in Chess960 games.
168 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
170 // The SpaceMask[Color] contains the area of the board which is considered
171 // by the space evaluation. In the middle game, each side is given a bonus
172 // based on how many squares inside this area are safe and available for
173 // friendly minor pieces.
174 const Bitboard SpaceMask[] = {
175 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
176 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
177 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
178 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
179 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
180 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
183 // King danger constants and variables. The king danger scores are taken
184 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
185 // the strength of the enemy attack are added up into an integer, which
186 // is used as an index to KingDangerTable[].
188 // KingAttackWeights[PieceType] contains king attack weights by piece type
189 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
191 // Bonuses for enemy's safe checks
192 const int QueenContactCheckBonus = 6;
193 const int RookContactCheckBonus = 4;
194 const int QueenCheckBonus = 3;
195 const int RookCheckBonus = 2;
196 const int BishopCheckBonus = 1;
197 const int KnightCheckBonus = 1;
199 // InitKingDanger[Square] contains penalties based on the position of the
200 // defending king, indexed by king's square (from white's point of view).
201 const int InitKingDanger[] = {
202 2, 0, 2, 5, 5, 2, 0, 2,
203 2, 2, 4, 8, 8, 4, 2, 2,
204 7, 10, 12, 12, 12, 12, 10, 7,
205 15, 15, 15, 15, 15, 15, 15, 15,
206 15, 15, 15, 15, 15, 15, 15, 15,
207 15, 15, 15, 15, 15, 15, 15, 15,
208 15, 15, 15, 15, 15, 15, 15, 15,
209 15, 15, 15, 15, 15, 15, 15, 15
212 // KingDangerTable[Color][attackUnits] contains the actual king danger
213 // weighted scores, indexed by color and by a calculated integer number.
214 Score KingDangerTable[2][128];
216 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
217 // evaluation terms, used when tracing.
218 Score TracedScores[2][16];
219 std::stringstream TraceStream;
222 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
223 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
226 // Function prototypes
228 Value do_evaluate(const Position& pos, Value& margin);
231 void init_eval_info(const Position& pos, EvalInfo& ei);
233 template<Color Us, bool Trace>
234 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
236 template<Color Us, bool Trace>
237 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
240 Score evaluate_threats(const Position& pos, EvalInfo& ei);
243 int evaluate_space(const Position& pos, EvalInfo& ei);
246 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
248 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
250 inline Score apply_weight(Score v, Score weight);
251 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
252 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
253 double to_cp(Value v);
254 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
255 void trace_row(const char* name, int idx);
263 /// evaluate() is the main evaluation function. It always computes two
264 /// values, an endgame score and a middle game score, and interpolates
265 /// between them based on the remaining material.
267 Value evaluate(const Position& pos, Value& margin) {
268 return do_evaluate<false>(pos, margin);
272 /// init() computes evaluation weights from the corresponding UCI parameters
273 /// and setup king tables.
277 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
278 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
279 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
280 Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
281 Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
283 // King safety is asymmetrical. Our king danger level is weighted by
284 // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
285 // If running in analysis mode, make sure we use symmetrical king safety. We
286 // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem]
288 if (Options["UCI_AnalyseMode"])
289 Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
291 const int MaxSlope = 30;
292 const int Peak = 1280;
294 for (int t = 0, i = 1; i < 100; i++)
296 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
298 KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
299 KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
304 /// trace() is like evaluate() but instead of a value returns a string suitable
305 /// to be print on stdout with the detailed descriptions and values of each
306 /// evaluation term. Used mainly for debugging.
308 std::string trace(const Position& pos) {
313 RootColor = pos.side_to_move();
316 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
317 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
319 do_evaluate<true>(pos, margin);
321 totals = TraceStream.str();
324 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
325 << " | MG EG | MG EG | MG EG \n"
326 << "---------------------+-------------+-------------+---------------\n";
328 trace_row("Material, PST, Tempo", PST);
329 trace_row("Material imbalance", IMBALANCE);
330 trace_row("Pawns", PAWN);
331 trace_row("Knights", KNIGHT);
332 trace_row("Bishops", BISHOP);
333 trace_row("Rooks", ROOK);
334 trace_row("Queens", QUEEN);
335 trace_row("Mobility", MOBILITY);
336 trace_row("King safety", KING);
337 trace_row("Threats", THREAT);
338 trace_row("Passed pawns", PASSED);
339 trace_row("Unstoppable pawns", UNSTOPPABLE);
340 trace_row("Space", SPACE);
342 TraceStream << "---------------------+-------------+-------------+---------------\n";
343 trace_row("Total", TOTAL);
344 TraceStream << totals;
346 return TraceStream.str();
355 Value do_evaluate(const Position& pos, Value& margin) {
359 Score score, mobilityWhite, mobilityBlack;
361 assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
362 assert(!pos.in_check());
364 // Initialize score by reading the incrementally updated scores included
365 // in the position object (material + piece square tables).
368 // margins[] store the uncertainty estimation of position's evaluation
369 // that typically is used by the search for pruning decisions.
370 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
372 // Probe the material hash table
373 ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
374 score += ei.mi->material_value();
376 // If we have a specialized evaluation function for the current material
377 // configuration, call it and return.
378 if (ei.mi->specialized_eval_exists())
381 return ei.mi->evaluate(pos);
384 // Probe the pawn hash table
385 ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
386 score += ei.pi->pawns_value();
388 // Initialize attack and king safety bitboards
389 init_eval_info<WHITE>(pos, ei);
390 init_eval_info<BLACK>(pos, ei);
392 // Evaluate pieces and mobility
393 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
394 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
396 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
398 // Evaluate kings after all other pieces because we need complete attack
399 // information when computing the king safety evaluation.
400 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
401 - evaluate_king<BLACK, Trace>(pos, ei, margins);
403 // Evaluate tactical threats, we need full attack information including king
404 score += evaluate_threats<WHITE>(pos, ei)
405 - evaluate_threats<BLACK>(pos, ei);
407 // Evaluate passed pawns, we need full attack information including king
408 score += evaluate_passed_pawns<WHITE>(pos, ei)
409 - evaluate_passed_pawns<BLACK>(pos, ei);
411 // If one side has only a king, check whether exists any unstoppable passed pawn
412 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
413 score += evaluate_unstoppable_pawns(pos, ei);
415 // Evaluate space for both sides, only in middle-game.
416 if (ei.mi->space_weight())
418 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
419 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
422 // Scale winning side if position is more drawish that what it appears
423 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
424 : ei.mi->scale_factor(pos, BLACK);
426 // If we don't already have an unusual scale factor, check for opposite
427 // colored bishop endgames, and use a lower scale for those.
428 if ( ei.mi->game_phase() < PHASE_MIDGAME
429 && pos.opposite_colored_bishops()
430 && sf == SCALE_FACTOR_NORMAL)
432 // Only the two bishops ?
433 if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
434 && pos.non_pawn_material(BLACK) == BishopValueMidgame)
436 // Check for KBP vs KB with only a single pawn that is almost
437 // certainly a draw or at least two pawns.
438 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
439 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
442 // Endgame with opposite-colored bishops, but also other pieces. Still
443 // a bit drawish, but not as drawish as with only the two bishops.
444 sf = ScaleFactor(50);
447 // Interpolate between the middle game and the endgame score
448 margin = margins[pos.side_to_move()];
449 Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf);
451 // In case of tracing add all single evaluation contributions for both white and black
454 trace_add(PST, pos.value());
455 trace_add(IMBALANCE, ei.mi->material_value());
456 trace_add(PAWN, ei.pi->pawns_value());
457 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
458 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
459 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
460 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
461 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
462 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
463 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
464 trace_add(TOTAL, score);
465 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
466 << ", Black: " << to_cp(margins[BLACK])
467 << "\nScaling: " << std::noshowpos
468 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
469 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
470 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
471 << "Total evaluation: " << to_cp(v);
474 return pos.side_to_move() == WHITE ? v : -v;
478 // init_eval_info() initializes king bitboards for given color adding
479 // pawn attacks. To be done at the beginning of the evaluation.
482 void init_eval_info(const Position& pos, EvalInfo& ei) {
484 const Color Them = (Us == WHITE ? BLACK : WHITE);
486 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
487 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
489 // Init king safety tables only if we are going to use them
490 if ( pos.piece_count(Us, QUEEN)
491 && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
493 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
494 b &= ei.attackedBy[Us][PAWN];
495 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
496 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
498 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
502 // evaluate_outposts() evaluates bishop and knight outposts squares
504 template<PieceType Piece, Color Us>
505 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
507 const Color Them = (Us == WHITE ? BLACK : WHITE);
509 assert (Piece == BISHOP || Piece == KNIGHT);
511 // Initial bonus based on square
512 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
514 // Increase bonus if supported by pawn, especially if the opponent has
515 // no minor piece which can exchange the outpost piece.
516 if (bonus && (ei.attackedBy[Us][PAWN] & s))
518 if ( !pos.pieces(KNIGHT, Them)
519 && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
520 bonus += bonus + bonus / 2;
524 return make_score(bonus, bonus);
528 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
530 template<PieceType Piece, Color Us, bool Trace>
531 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
537 Score score = SCORE_ZERO;
539 const Color Them = (Us == WHITE ? BLACK : WHITE);
540 const Square* pl = pos.piece_list(Us, Piece);
542 ei.attackedBy[Us][Piece] = 0;
544 while ((s = *pl++) != SQ_NONE)
546 // Find attacked squares, including x-ray attacks for bishops and rooks
547 if (Piece == KNIGHT || Piece == QUEEN)
548 b = pos.attacks_from<Piece>(s);
549 else if (Piece == BISHOP)
550 b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
551 else if (Piece == ROOK)
552 b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
556 ei.attackedBy[Us][Piece] |= b;
558 if (b & ei.kingRing[Them])
560 ei.kingAttackersCount[Us]++;
561 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
562 Bitboard bb = (b & ei.attackedBy[Them][KING]);
564 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
567 mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
568 : popcount<Full >(b & mobilityArea));
570 mobility += MobilityBonus[Piece][mob];
572 // Add a bonus if a slider is pinning an enemy piece
573 if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
574 && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
576 b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
580 if (single_bit(b) && (b & pos.pieces(Them)))
581 score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
584 // Decrease score if we are attacked by an enemy pawn. Remaining part
585 // of threat evaluation must be done later when we have full attack info.
586 if (ei.attackedBy[Them][PAWN] & s)
587 score -= ThreatenedByPawnPenalty[Piece];
589 // Bishop and knight outposts squares
590 if ( (Piece == BISHOP || Piece == KNIGHT)
591 && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
592 score += evaluate_outposts<Piece, Us>(pos, ei, s);
594 // Queen or rook on 7th rank
595 if ( (Piece == ROOK || Piece == QUEEN)
596 && relative_rank(Us, s) == RANK_7
597 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
599 score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
602 // Special extra evaluation for bishops
603 if (Piece == BISHOP && pos.is_chess960())
605 // An important Chess960 pattern: A cornered bishop blocked by
606 // a friendly pawn diagonally in front of it is a very serious
607 // problem, especially when that pawn is also blocked.
608 if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
610 Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
611 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
613 if (!pos.square_is_empty(s + d + pawn_push(Us)))
614 score -= 2*TrappedBishopA1H1Penalty;
615 else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
616 score -= TrappedBishopA1H1Penalty;
618 score -= TrappedBishopA1H1Penalty / 2;
623 // Special extra evaluation for rooks
626 // Open and half-open files
628 if (ei.pi->file_is_half_open(Us, f))
630 if (ei.pi->file_is_half_open(Them, f))
631 score += RookOpenFileBonus;
633 score += RookHalfOpenFileBonus;
636 // Penalize rooks which are trapped inside a king. Penalize more if
637 // king has lost right to castle.
638 if (mob > 6 || ei.pi->file_is_half_open(Us, f))
641 ksq = pos.king_square(Us);
643 if ( file_of(ksq) >= FILE_E
644 && file_of(s) > file_of(ksq)
645 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
647 // Is there a half-open file between the king and the edge of the board?
648 if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
649 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
650 : (TrappedRookPenalty - mob * 16), 0);
652 else if ( file_of(ksq) <= FILE_D
653 && file_of(s) < file_of(ksq)
654 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
656 // Is there a half-open file between the king and the edge of the board?
657 if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
658 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
659 : (TrappedRookPenalty - mob * 16), 0);
665 TracedScores[Us][Piece] = score;
671 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
672 // and the type of attacked one.
675 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
677 const Color Them = (Us == WHITE ? BLACK : WHITE);
680 Score score = SCORE_ZERO;
682 // Undefended minors get penalized even if not under attack
683 Bitboard undefended = pos.pieces(Them)
684 & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
685 & ~ei.attackedBy[Them][0];
687 score += make_score(25, 10) * popcount<Max15>(undefended);
689 // Enemy pieces not defended by a pawn and under our attack
690 Bitboard weakEnemies = pos.pieces(Them)
691 & ~ei.attackedBy[Them][PAWN]
692 & ei.attackedBy[Us][0];
696 // Add bonus according to type of attacked enemy piece and to the
697 // type of attacking piece, from knights to queens. Kings are not
698 // considered because are already handled in king evaluation.
699 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
701 b = ei.attackedBy[Us][pt1] & weakEnemies;
703 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
704 if (b & pos.pieces(pt2))
705 score += ThreatBonus[pt1][pt2];
711 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
712 // pieces of a given color.
714 template<Color Us, bool Trace>
715 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
717 const Color Them = (Us == WHITE ? BLACK : WHITE);
719 Score score = mobility = SCORE_ZERO;
721 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
722 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
724 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
725 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
726 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
727 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
729 // Sum up all attacked squares
730 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
731 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
732 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
737 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
739 template<Color Us, bool Trace>
740 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
742 const Color Them = (Us == WHITE ? BLACK : WHITE);
744 Bitboard undefended, b, b1, b2, safe;
746 const Square ksq = pos.king_square(Us);
749 Score score = ei.pi->king_shelter<Us>(pos, ksq);
751 // King safety. This is quite complicated, and is almost certainly far
752 // from optimally tuned.
753 if ( ei.kingAttackersCount[Them] >= 2
754 && ei.kingAdjacentZoneAttacksCount[Them])
756 // Find the attacked squares around the king which has no defenders
757 // apart from the king itself
758 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
759 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
760 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
761 | ei.attackedBy[Us][QUEEN]);
763 // Initialize the 'attackUnits' variable, which is used later on as an
764 // index to the KingDangerTable[] array. The initial value is based on
765 // the number and types of the enemy's attacking pieces, the number of
766 // attacked and undefended squares around our king, the square of the
767 // king, and the quality of the pawn shelter.
768 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
769 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
770 + InitKingDanger[relative_square(Us, ksq)]
771 - mg_value(ei.pi->king_shelter<Us>(pos, ksq)) / 32;
773 // Analyse enemy's safe queen contact checks. First find undefended
774 // squares around the king attacked by enemy queen...
775 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
778 // ...then remove squares not supported by another enemy piece
779 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
780 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
782 attackUnits += QueenContactCheckBonus
784 * (Them == pos.side_to_move() ? 2 : 1);
787 // Analyse enemy's safe rook contact checks. First find undefended
788 // squares around the king attacked by enemy rooks...
789 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
791 // Consider only squares where the enemy rook gives check
792 b &= PseudoAttacks[ROOK][ksq];
796 // ...then remove squares not supported by another enemy piece
797 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
798 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
800 attackUnits += RookContactCheckBonus
802 * (Them == pos.side_to_move() ? 2 : 1);
805 // Analyse enemy's safe distance checks for sliders and knights
806 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
808 b1 = pos.attacks_from<ROOK>(ksq) & safe;
809 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
811 // Enemy queen safe checks
812 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
814 attackUnits += QueenCheckBonus * popcount<Max15>(b);
816 // Enemy rooks safe checks
817 b = b1 & ei.attackedBy[Them][ROOK];
819 attackUnits += RookCheckBonus * popcount<Max15>(b);
821 // Enemy bishops safe checks
822 b = b2 & ei.attackedBy[Them][BISHOP];
824 attackUnits += BishopCheckBonus * popcount<Max15>(b);
826 // Enemy knights safe checks
827 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
829 attackUnits += KnightCheckBonus * popcount<Max15>(b);
831 // To index KingDangerTable[] attackUnits must be in [0, 99] range
832 attackUnits = std::min(99, std::max(0, attackUnits));
834 // Finally, extract the king danger score from the KingDangerTable[]
835 // array and subtract the score from evaluation. Set also margins[]
836 // value that will be used for pruning because this value can sometimes
837 // be very big, and so capturing a single attacking piece can therefore
838 // result in a score change far bigger than the value of the captured piece.
839 score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
840 margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
844 TracedScores[Us][KING] = score;
850 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
853 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
855 const Color Them = (Us == WHITE ? BLACK : WHITE);
857 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
858 Score score = SCORE_ZERO;
860 b = ei.pi->passed_pawns(Us);
866 Square s = pop_1st_bit(&b);
868 assert(pos.pawn_is_passed(Us, s));
870 int r = int(relative_rank(Us, s) - RANK_2);
871 int rr = r * (r - 1);
873 // Base bonus based on rank
874 Value mbonus = Value(20 * rr);
875 Value ebonus = Value(10 * (rr + r + 1));
879 Square blockSq = s + pawn_push(Us);
881 // Adjust bonus based on kings proximity
882 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
883 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
885 // If blockSq is not the queening square then consider also a second push
886 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
887 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
889 // If the pawn is free to advance, increase bonus
890 if (pos.square_is_empty(blockSq))
892 squaresToQueen = squares_in_front_of(Us, s);
893 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
895 // If there is an enemy rook or queen attacking the pawn from behind,
896 // add all X-ray attacks by the rook or queen. Otherwise consider only
897 // the squares in the pawn's path attacked or occupied by the enemy.
898 if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them))
899 && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
900 unsafeSquares = squaresToQueen;
902 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
904 // If there aren't enemy attacks or pieces along the path to queen give
905 // huge bonus. Even bigger if we protect the pawn's path.
907 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
909 // OK, there are enemy attacks or pieces (but not pawns). Are those
910 // squares which are attacked by the enemy also attacked by us ?
911 // If yes, big bonus (but smaller than when there are no enemy attacks),
912 // if no, somewhat smaller bonus.
913 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
917 // Increase the bonus if the passed pawn is supported by a friendly pawn
918 // on the same rank and a bit smaller if it's on the previous rank.
919 supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
920 if (supportingPawns & rank_bb(s))
921 ebonus += Value(r * 20);
923 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
924 ebonus += Value(r * 12);
926 // Rook pawns are a special case: They are sometimes worse, and
927 // sometimes better than other passed pawns. It is difficult to find
928 // good rules for determining whether they are good or bad. For now,
929 // we try the following: Increase the value for rook pawns if the
930 // other side has no pieces apart from a knight, and decrease the
931 // value if the other side has a rook or queen.
932 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
934 if (pos.non_pawn_material(Them) <= KnightValueMidgame)
935 ebonus += ebonus / 4;
936 else if (pos.pieces(ROOK, QUEEN, Them))
937 ebonus -= ebonus / 4;
939 score += make_score(mbonus, ebonus);
943 // Add the scores to the middle game and endgame eval
944 return apply_weight(score, Weights[PassedPawns]);
948 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
949 // conservative and returns a winning score only when we are very sure that the pawn is winning.
951 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
953 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
954 Square s, blockSq, queeningSquare;
955 Color c, winnerSide, loserSide;
956 bool pathDefended, opposed;
957 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
958 int pliesToQueen[] = { 256, 256 };
960 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
961 // record how many plies are required for promotion.
962 for (c = WHITE; c <= BLACK; c++)
964 // Skip if other side has non-pawn pieces
965 if (pos.non_pawn_material(~c))
968 b = ei.pi->passed_pawns(c);
973 queeningSquare = relative_square(c, make_square(file_of(s), RANK_8));
974 queeningPath = squares_in_front_of(c, s);
976 // Compute plies to queening and check direct advancement
977 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
978 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
979 pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
981 if (movesToGo >= oppMovesToGo && !pathDefended)
984 // Opponent king cannot block because path is defended and position
985 // is not in check. So only friendly pieces can be blockers.
986 assert(!pos.in_check());
987 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
989 // Add moves needed to free the path from friendly pieces and retest condition
990 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
992 if (movesToGo >= oppMovesToGo && !pathDefended)
995 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
996 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
1000 // Step 2. If either side cannot promote at least three plies before the other side then situation
1001 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
1002 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
1005 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
1006 loserSide = ~winnerSide;
1008 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
1009 b = candidates = pos.pieces(PAWN, loserSide);
1013 s = pop_1st_bit(&b);
1015 // Compute plies from queening
1016 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1017 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1018 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1020 // Check if (without even considering any obstacles) we're too far away or doubled
1021 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
1022 || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
1026 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
1027 if (candidates & ei.pi->passed_pawns(loserSide))
1030 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1035 s = pop_1st_bit(&b);
1036 sacptg = blockersCount = 0;
1037 minKingDist = kingptg = 256;
1039 // Compute plies from queening
1040 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1041 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1042 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1044 // Generate list of blocking pawns and supporters
1045 supporters = adjacent_files_bb(file_of(s)) & candidates;
1046 opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
1047 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
1051 // How many plies does it take to remove all the blocking pawns?
1054 blockSq = pop_1st_bit(&blockers);
1057 // Check pawns that can give support to overcome obstacle, for instance
1058 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1061 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1063 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1065 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1066 movesToGo = std::min(movesToGo, d);
1070 // Check pawns that can be sacrificed against the blocking pawn
1071 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1073 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1075 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1076 movesToGo = std::min(movesToGo, d);
1079 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1080 // it's not a real obstacle and we have nothing to add to pliesToGo.
1084 // Plies needed to sacrifice against all the blocking pawns
1085 sacptg += movesToGo * 2;
1088 // Plies needed for the king to capture all the blocking pawns
1089 d = square_distance(pos.king_square(loserSide), blockSq);
1090 minKingDist = std::min(minKingDist, d);
1091 kingptg = (minKingDist + blockersCount) * 2;
1094 // Check if pawn sacrifice plan _may_ save the day
1095 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1098 // Check if king capture plan _may_ save the day (contains some false positives)
1099 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1103 // Winning pawn is unstoppable and will promote as first, return big score
1104 Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]);
1105 return winnerSide == WHITE ? score : -score;
1109 // evaluate_space() computes the space evaluation for a given side. The
1110 // space evaluation is a simple bonus based on the number of safe squares
1111 // available for minor pieces on the central four files on ranks 2--4. Safe
1112 // squares one, two or three squares behind a friendly pawn are counted
1113 // twice. Finally, the space bonus is scaled by a weight taken from the
1114 // material hash table. The aim is to improve play on game opening.
1116 int evaluate_space(const Position& pos, EvalInfo& ei) {
1118 const Color Them = (Us == WHITE ? BLACK : WHITE);
1120 // Find the safe squares for our pieces inside the area defined by
1121 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1122 // pawn, or if it is undefended and attacked by an enemy piece.
1123 Bitboard safe = SpaceMask[Us]
1124 & ~pos.pieces(PAWN, Us)
1125 & ~ei.attackedBy[Them][PAWN]
1126 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1128 // Find all squares which are at most three squares behind some friendly pawn
1129 Bitboard behind = pos.pieces(PAWN, Us);
1130 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1131 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1133 return popcount<Max15>(safe) + popcount<Max15>(behind & safe);
1137 // apply_weight() applies an evaluation weight to a value trying to prevent overflow
1139 inline Score apply_weight(Score v, Score w) {
1140 return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
1141 (int(eg_value(v)) * eg_value(w)) / 0x100);
1145 // scale_by_game_phase() interpolates between a middle game and an endgame score,
1146 // based on game phase. It also scales the return value by a ScaleFactor array.
1148 Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) {
1150 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1151 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1152 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1154 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1155 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1156 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1160 // weight_option() computes the value of an evaluation weight, by combining
1161 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1163 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1165 // Scale option value from 100 to 256
1166 int mg = Options[mgOpt] * 256 / 100;
1167 int eg = Options[egOpt] * 256 / 100;
1169 return apply_weight(make_score(mg, eg), internalWeight);
1173 // A couple of little helpers used by tracing code, to_cp() converts a value to
1174 // a double in centipawns scale, trace_add() stores white and black scores.
1176 double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
1178 void trace_add(int idx, Score wScore, Score bScore) {
1180 TracedScores[WHITE][idx] = wScore;
1181 TracedScores[BLACK][idx] = bScore;
1185 // trace_row() is an helper function used by tracing code to register the
1186 // values of a single evaluation term.
1188 void trace_row(const char* name, int idx) {
1190 Score wScore = TracedScores[WHITE][idx];
1191 Score bScore = TracedScores[BLACK][idx];
1194 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1195 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1196 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1197 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1200 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1201 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1202 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1203 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1204 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1206 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1207 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";