2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5 Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
7 Stockfish is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version.
12 Stockfish is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program. If not, see <http://www.gnu.org/licenses/>.
23 #include <cstring> // For std::memset
35 enum Tracing { NO_TRACE, TRACE };
37 enum Term { // The first 8 entries are reserved for PieceType
38 MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
41 Score scores[TERM_NB][COLOR_NB];
43 double to_cp(Value v) { return double(v) / PawnValueEg; }
45 void add(int idx, Color c, Score s) {
49 void add(int idx, Score w, Score b = SCORE_ZERO) {
50 scores[idx][WHITE] = w;
51 scores[idx][BLACK] = b;
54 std::ostream& operator<<(std::ostream& os, Score s) {
55 os << std::setw(5) << to_cp(mg_value(s)) << " "
56 << std::setw(5) << to_cp(eg_value(s));
60 std::ostream& operator<<(std::ostream& os, Term t) {
62 if (t == MATERIAL || t == IMBALANCE || t == INITIATIVE || t == TOTAL)
63 os << " ---- ----" << " | " << " ---- ----";
65 os << scores[t][WHITE] << " | " << scores[t][BLACK];
67 os << " | " << scores[t][WHITE] - scores[t][BLACK] << "\n";
72 using namespace Trace;
76 constexpr Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB;
77 constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB;
78 constexpr Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB;
79 constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB);
81 constexpr Bitboard KingFlank[FILE_NB] = {
82 QueenSide, QueenSide, QueenSide,
83 CenterFiles, CenterFiles,
84 KingSide, KingSide, KingSide
87 // Threshold for lazy and space evaluation
88 constexpr Value LazyThreshold = Value(1500);
89 constexpr Value SpaceThreshold = Value(12222);
91 // KingAttackWeights[PieceType] contains king attack weights by piece type
92 constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 };
94 // Penalties for enemy's safe checks
95 constexpr int QueenSafeCheck = 780;
96 constexpr int RookSafeCheck = 880;
97 constexpr int BishopSafeCheck = 435;
98 constexpr int KnightSafeCheck = 790;
100 #define S(mg, eg) make_score(mg, eg)
102 // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game,
103 // indexed by piece type and number of attacked squares in the mobility area.
104 constexpr Score MobilityBonus[][32] = {
105 { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights
106 S( 22, 26), S( 29, 29), S( 36, 29) },
107 { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops
108 S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86),
109 S( 91, 88), S( 98, 97) },
110 { S(-58,-76), S(-27,-18), S(-15, 28), S(-10, 55), S( -5, 69), S( -2, 82), // Rooks
111 S( 9,112), S( 16,118), S( 30,132), S( 29,142), S( 32,155), S( 38,165),
112 S( 46,166), S( 48,169), S( 58,171) },
113 { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens
114 S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104),
115 S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136),
116 S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175),
117 S(106,184), S(109,191), S(113,206), S(116,212) }
120 // Outpost[knight/bishop][supported by pawn] contains bonuses for minor
121 // pieces if they occupy or can reach an outpost square, bigger if that
122 // square is supported by a pawn.
123 constexpr Score Outpost[][2] = {
124 { S(22, 6), S(36,12) }, // Knight
125 { S( 9, 2), S(15, 5) } // Bishop
128 // RookOnFile[semiopen/open] contains bonuses for each rook when there is
129 // no (friendly) pawn on the rook file.
130 constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) };
132 // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to
133 // which piece type attacks which one. Attacks on lesser pieces which are
134 // pawn-defended are not considered.
135 constexpr Score ThreatByMinor[PIECE_TYPE_NB] = {
136 S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120)
139 constexpr Score ThreatByRook[PIECE_TYPE_NB] = {
140 S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38)
143 // ThreatByKing[on one/on many] contains bonuses for king attacks on
144 // pawns or pieces which are not pawn-defended.
145 constexpr Score ThreatByKing[] = { S(3, 65), S(9, 145) };
147 // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
148 constexpr Score PassedRank[RANK_NB] = {
149 S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269)
152 // PassedFile[File] contains a bonus according to the file of a passed pawn
153 constexpr Score PassedFile[FILE_NB] = {
154 S( 9, 10), S(2, 10), S(1, -8), S(-20,-12),
155 S(-20,-12), S(1, -8), S(2, 10), S( 9, 10)
158 // PassedDanger[Rank] contains a term to weight the passed score
159 constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 };
161 // KingProtector[PieceType-2] contains a penalty according to distance from king
162 constexpr Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) };
164 // Assorted bonuses and penalties
165 constexpr Score BishopPawns = S( 8, 12);
166 constexpr Score CloseEnemies = S( 7, 0);
167 constexpr Score Connectivity = S( 3, 1);
168 constexpr Score CorneredBishop = S( 50, 50);
169 constexpr Score Hanging = S( 52, 30);
170 constexpr Score HinderPassedPawn = S( 8, 1);
171 constexpr Score KnightOnQueen = S( 21, 11);
172 constexpr Score LongDiagonalBishop = S( 22, 0);
173 constexpr Score MinorBehindPawn = S( 16, 0);
174 constexpr Score PawnlessFlank = S( 20, 80);
175 constexpr Score RookOnPawn = S( 8, 24);
176 constexpr Score SliderOnQueen = S( 42, 21);
177 constexpr Score ThreatByPawnPush = S( 47, 26);
178 constexpr Score ThreatByRank = S( 16, 3);
179 constexpr Score ThreatBySafePawn = S(175,168);
180 constexpr Score TrappedRook = S( 92, 0);
181 constexpr Score WeakQueen = S( 50, 10);
182 constexpr Score WeakUnopposedPawn = S( 5, 25);
186 // Evaluation class computes and stores attacks tables and other working data
191 Evaluation() = delete;
192 explicit Evaluation(const Position& p) : pos(p) {}
193 Evaluation& operator=(const Evaluation&) = delete;
197 template<Color Us> void initialize();
198 template<Color Us, PieceType Pt> Score pieces();
199 template<Color Us> Score king() const;
200 template<Color Us> Score threats() const;
201 template<Color Us> Score passed() const;
202 template<Color Us> Score space() const;
203 ScaleFactor scale_factor(Value eg) const;
204 Score initiative(Value eg) const;
209 Bitboard mobilityArea[COLOR_NB];
210 Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
212 // attackedBy[color][piece type] is a bitboard representing all squares
213 // attacked by a given color and piece type. Special "piece types" which
214 // is also calculated is ALL_PIECES.
215 Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
217 // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
218 // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
219 // pawn or squares attacked by 2 pawns are not explicitly added.
220 Bitboard attackedBy2[COLOR_NB];
222 // kingRing[color] are the squares adjacent to the king, plus (only for a
223 // king on its first rank) the squares two ranks in front. For instance,
224 // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
225 // and h6. It is set to 0 when king safety evaluation is skipped.
226 Bitboard kingRing[COLOR_NB];
228 // kingAttackersCount[color] is the number of pieces of the given color
229 // which attack a square in the kingRing of the enemy king.
230 int kingAttackersCount[COLOR_NB];
232 // kingAttackersWeight[color] is the sum of the "weights" of the pieces of
233 // the given color which attack a square in the kingRing of the enemy king.
234 // The weights of the individual piece types are given by the elements in
235 // the KingAttackWeights array.
236 int kingAttackersWeight[COLOR_NB];
238 // kingAttacksCount[color] is the number of attacks by the given color to
239 // squares directly adjacent to the enemy king. Pieces which attack more
240 // than one square are counted multiple times. For instance, if there is
241 // a white knight on g5 and black's king is on g8, this white knight adds 2
242 // to kingAttacksCount[WHITE].
243 int kingAttacksCount[COLOR_NB];
247 // Evaluation::initialize() computes king and pawn attacks, and the king ring
248 // bitboard for a given color. This is done at the beginning of the evaluation.
249 template<Tracing T> template<Color Us>
250 void Evaluation<T>::initialize() {
252 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
253 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
254 constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
255 constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
257 // Find our pawns that are blocked or on the first two ranks
258 Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
260 // Squares occupied by those pawns, by our king, or controlled by enemy pawns
261 // are excluded from the mobility area.
262 mobilityArea[Us] = ~(b | pos.square<KING>(Us) | pe->pawn_attacks(Them));
264 // Initialise attackedBy bitboards for kings and pawns
265 attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
266 attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
267 attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
268 attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
270 // Init our king safety tables only if we are going to use them
271 if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg)
273 kingRing[Us] = attackedBy[Us][KING];
274 if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
275 kingRing[Us] |= shift<Up>(kingRing[Us]);
277 if (file_of(pos.square<KING>(Us)) == FILE_H)
278 kingRing[Us] |= shift<WEST>(kingRing[Us]);
280 else if (file_of(pos.square<KING>(Us)) == FILE_A)
281 kingRing[Us] |= shift<EAST>(kingRing[Us]);
283 kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them));
284 kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
287 kingRing[Us] = kingAttackersCount[Them] = 0;
291 // Evaluation::pieces() scores pieces of a given color and type
292 template<Tracing T> template<Color Us, PieceType Pt>
293 Score Evaluation<T>::pieces() {
295 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
296 constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
297 : Rank5BB | Rank4BB | Rank3BB);
298 const Square* pl = pos.squares<Pt>(Us);
302 Score score = SCORE_ZERO;
305 attackedBy[Us][Pt] = 0;
307 while ((s = *pl++) != SQ_NONE)
309 // Find attacked squares, including x-ray attacks for bishops and rooks
310 b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
311 : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
312 : pos.attacks_from<Pt>(s);
314 if (pos.blockers_for_king(Us) & s)
315 b &= LineBB[pos.square<KING>(Us)][s];
317 attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
318 attackedBy[Us][Pt] |= b;
319 attackedBy[Us][ALL_PIECES] |= b;
321 if (b & kingRing[Them])
323 kingAttackersCount[Us]++;
324 kingAttackersWeight[Us] += KingAttackWeights[Pt];
325 kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
328 mob = (Pt == KNIGHT || Pt == BISHOP) ? popcount(b & mobilityArea[Us] & ~pos.pieces(Us, QUEEN))
329 : popcount(b & mobilityArea[Us]);
331 mobility[Us] += MobilityBonus[Pt - 2][mob];
333 // Penalty if the piece is far from the king
334 score -= KingProtector[Pt - 2] * distance(s, pos.square<KING>(Us));
336 if (Pt == BISHOP || Pt == KNIGHT)
338 // Bonus if piece is on an outpost square or can reach one
339 bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
341 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
343 else if (bb &= b & ~pos.pieces(Us))
344 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
346 // Bonus when behind a pawn
347 if ( relative_rank(Us, s) < RANK_5
348 && (pos.pieces(PAWN) & (s + pawn_push(Us))))
349 score += MinorBehindPawn;
353 // Penalty according to number of pawns on the same color square as the bishop
354 score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s);
356 // Bonus for bishop on a long diagonal which can "see" both center squares
357 if (more_than_one(Center & (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) | s)))
358 score += LongDiagonalBishop;
361 // An important Chess960 pattern: A cornered bishop blocked by a friendly
362 // pawn diagonally in front of it is a very serious problem, especially
363 // when that pawn is also blocked.
366 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
368 Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
369 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
370 score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
371 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
378 // Bonus for aligning rook with enemy pawns on the same rank/file
379 if (relative_rank(Us, s) >= RANK_5)
380 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
382 // Bonus for rook on an open or semi-open file
383 if (pe->semiopen_file(Us, file_of(s)))
384 score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
386 // Penalty when trapped by the king, even more if the king cannot castle
389 File kf = file_of(pos.square<KING>(Us));
390 if ((kf < FILE_E) == (file_of(s) < kf))
391 score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us));
397 // Penalty if any relative pin or discovered attack against the queen
398 Bitboard queenPinners;
399 if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
404 Trace::add(Pt, Us, score);
410 // Evaluation::king() assigns bonuses and penalties to a king of a given color
411 template<Tracing T> template<Color Us>
412 Score Evaluation<T>::king() const {
414 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
415 constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
416 : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
418 const Square ksq = pos.square<KING>(Us);
419 Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned;
421 // King shelter and enemy pawns storm
422 Score score = pe->king_safety<Us>(pos, ksq);
424 // Main king safety evaluation
425 if (kingAttackersCount[Them] > 1 - pos.count<QUEEN>(Them))
430 // Attacked squares defended at most once by our queen or king
431 weak = attackedBy[Them][ALL_PIECES]
433 & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
435 // Analyse the safe enemy's checks which are possible on next move
436 safe = ~pos.pieces(Them);
437 safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
439 b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
440 b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
442 // Enemy queen safe checks
443 if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
444 kingDanger += QueenSafeCheck;
446 b1 &= attackedBy[Them][ROOK];
447 b2 &= attackedBy[Them][BISHOP];
449 // Enemy rooks checks
451 kingDanger += RookSafeCheck;
455 // Enemy bishops checks
457 kingDanger += BishopSafeCheck;
461 // Enemy knights checks
462 b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
464 kingDanger += KnightSafeCheck;
468 // Unsafe or occupied checking squares will also be considered, as long as
469 // the square is in the attacker's mobility area.
470 unsafeChecks &= mobilityArea[Them];
471 pinned = pos.blockers_for_king(Us) & pos.pieces(Us);
473 kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
474 + 102 * kingAttacksCount[Them]
475 + 191 * popcount(kingRing[Us] & weak)
476 + 143 * popcount(pinned | unsafeChecks)
477 - 848 * !pos.count<QUEEN>(Them)
478 - 9 * mg_value(score) / 8
481 // Transform the kingDanger units into a Score, and subtract it from the evaluation
484 int mobilityDanger = mg_value(mobility[Them] - mobility[Us]);
485 kingDanger = std::max(0, kingDanger + mobilityDanger);
486 score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
490 Bitboard kf = KingFlank[file_of(ksq)];
492 // Penalty when our king is on a pawnless flank
493 if (!(pos.pieces(PAWN) & kf))
494 score -= PawnlessFlank;
496 // Find the squares that opponent attacks in our king flank, and the squares
497 // which are attacked twice in that flank but not defended by our pawns.
498 b1 = attackedBy[Them][ALL_PIECES] & kf & Camp;
499 b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN];
501 // King tropism, to anticipate slow motion attacks on our king
502 score -= CloseEnemies * (popcount(b1) + popcount(b2));
505 Trace::add(KING, Us, score);
511 // Evaluation::threats() assigns bonuses according to the types of the
512 // attacking and the attacked pieces.
513 template<Tracing T> template<Color Us>
514 Score Evaluation<T>::threats() const {
516 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
517 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
518 constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
520 Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats;
521 Score score = SCORE_ZERO;
523 // Non-pawn enemies attacked by a pawn
524 nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN);
526 // Our safe or protected pawns
527 b = pos.pieces(Us, PAWN)
528 & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]);
530 safeThreats = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
531 score += ThreatBySafePawn * popcount(safeThreats);
533 // Squares strongly protected by the enemy, either because they defend the
534 // square with a pawn, or because they defend the square twice and we don't.
535 stronglyProtected = attackedBy[Them][PAWN]
536 | (attackedBy2[Them] & ~attackedBy2[Us]);
538 // Non-pawn enemies, strongly protected
539 defended = nonPawnEnemies & stronglyProtected;
541 // Enemies not strongly protected and under our attack
542 weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
544 // Bonus according to the kind of attacking pieces
547 b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
550 Square s = pop_lsb(&b);
551 score += ThreatByMinor[type_of(pos.piece_on(s))];
552 if (type_of(pos.piece_on(s)) != PAWN)
553 score += ThreatByRank * (int)relative_rank(Them, s);
556 b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK];
559 Square s = pop_lsb(&b);
560 score += ThreatByRook[type_of(pos.piece_on(s))];
561 if (type_of(pos.piece_on(s)) != PAWN)
562 score += ThreatByRank * (int)relative_rank(Them, s);
565 score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
567 b = weak & attackedBy[Us][KING];
569 score += ThreatByKing[more_than_one(b)];
572 // Bonus for enemy unopposed weak pawns
573 if (pos.pieces(Us, ROOK, QUEEN))
574 score += WeakUnopposedPawn * pe->weak_unopposed(Them);
576 // Find squares where our pawns can push on the next move
577 b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
578 b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
580 // Keep only the squares which are not completely unsafe
581 b &= ~attackedBy[Them][PAWN]
582 & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
584 // Bonus for safe pawn threats on the next move
585 b = pawn_attacks_bb<Us>(b)
587 & ~attackedBy[Us][PAWN];
589 score += ThreatByPawnPush * popcount(b);
591 // Bonus for threats on the next moves against enemy queen
592 if (pos.count<QUEEN>(Them) == 1)
594 Square s = pos.square<QUEEN>(Them);
595 safeThreats = mobilityArea[Us] & ~stronglyProtected;
597 b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
599 score += KnightOnQueen * popcount(b & safeThreats);
601 b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
602 | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
604 score += SliderOnQueen * popcount(b & safeThreats & attackedBy2[Us]);
607 // Connectivity: ensure that knights, bishops, rooks, and queens are protected
608 b = (pos.pieces(Us) ^ pos.pieces(Us, PAWN, KING)) & attackedBy[Us][ALL_PIECES];
609 score += Connectivity * popcount(b);
612 Trace::add(THREAT, Us, score);
617 // Evaluation::passed() evaluates the passed pawns and candidate passed
618 // pawns of the given color.
620 template<Tracing T> template<Color Us>
621 Score Evaluation<T>::passed() const {
623 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
624 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
626 auto king_proximity = [&](Color c, Square s) {
627 return std::min(distance(pos.square<KING>(c), s), 5);
630 Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
631 Score score = SCORE_ZERO;
633 b = pe->passed_pawns(Us);
637 Square s = pop_lsb(&b);
639 assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
641 bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them));
642 score -= HinderPassedPawn * popcount(bb);
644 int r = relative_rank(Us, s);
645 int w = PassedDanger[r];
647 Score bonus = PassedRank[r];
651 Square blockSq = s + Up;
653 // Adjust bonus based on the king's proximity
654 bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
655 - king_proximity(Us, blockSq) * 2) * w);
657 // If blockSq is not the queening square then consider also a second push
659 bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
661 // If the pawn is free to advance, then increase the bonus
662 if (pos.empty(blockSq))
664 // If there is a rook or queen attacking/defending the pawn from behind,
665 // consider all the squaresToQueen. Otherwise consider only the squares
666 // in the pawn's path attacked or occupied by the enemy.
667 defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
669 bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
671 if (!(pos.pieces(Us) & bb))
672 defendedSquares &= attackedBy[Us][ALL_PIECES];
674 if (!(pos.pieces(Them) & bb))
675 unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
677 // If there aren't any enemy attacks, assign a big bonus. Otherwise
678 // assign a smaller bonus if the block square isn't attacked.
679 int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
681 // If the path to the queen is fully defended, assign a big bonus.
682 // Otherwise assign a smaller bonus if the block square is defended.
683 if (defendedSquares == squaresToQueen)
686 else if (defendedSquares & blockSq)
689 bonus += make_score(k * w, k * w);
691 else if (pos.pieces(Us) & blockSq)
692 bonus += make_score(w + r * 2, w + r * 2);
695 // Scale down bonus for candidate passers which need more than one
696 // pawn push to become passed or have a pawn in front of them.
697 if ( !pos.pawn_passed(Us, s + Up)
698 || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
701 score += bonus + PassedFile[file_of(s)];
705 Trace::add(PASSED, Us, score);
711 // Evaluation::space() computes the space evaluation for a given side. The
712 // space evaluation is a simple bonus based on the number of safe squares
713 // available for minor pieces on the central four files on ranks 2--4. Safe
714 // squares one, two or three squares behind a friendly pawn are counted
715 // twice. Finally, the space bonus is multiplied by a weight. The aim is to
716 // improve play on game opening.
718 template<Tracing T> template<Color Us>
719 Score Evaluation<T>::space() const {
721 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
722 constexpr Bitboard SpaceMask =
723 Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
724 : CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
726 if (pos.non_pawn_material() < SpaceThreshold)
729 // Find the safe squares for our pieces inside the area defined by
730 // SpaceMask. A square is unsafe if it is attacked by an enemy
731 // pawn, or if it is undefended and attacked by an enemy piece.
732 Bitboard safe = SpaceMask
733 & ~pos.pieces(Us, PAWN)
734 & ~attackedBy[Them][PAWN]
735 & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]);
737 // Find all squares which are at most three squares behind some friendly pawn
738 Bitboard behind = pos.pieces(Us, PAWN);
739 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
740 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
742 int bonus = popcount(safe) + popcount(behind & safe);
743 int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
745 Score score = make_score(bonus * weight * weight / 16, 0);
748 Trace::add(SPACE, Us, score);
754 // Evaluation::initiative() computes the initiative correction value
755 // for the position. It is a second order bonus/malus based on the
756 // known attacking/defending status of the players.
759 Score Evaluation<T>::initiative(Value eg) const {
761 int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
762 - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
764 bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
765 && (pos.pieces(PAWN) & KingSide);
767 // Compute the initiative bonus for the attacking side
768 int complexity = 8 * outflanking
769 + 8 * pe->pawn_asymmetry()
770 + 12 * pos.count<PAWN>()
771 + 16 * pawnsOnBothFlanks
772 + 48 * !pos.non_pawn_material()
775 // Now apply the bonus: note that we find the attacking side by extracting
776 // the sign of the endgame value, and that we carefully cap the bonus so
777 // that the endgame score will never change sign after the bonus.
778 int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
781 Trace::add(INITIATIVE, make_score(0, v));
783 return make_score(0, v);
787 // Evaluation::scale_factor() computes the scale factor for the winning side
790 ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
792 Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
793 int sf = me->scale_factor(pos, strongSide);
795 // If we don't already have an unusual scale factor, check for certain
796 // types of endgames, and use a lower scale for those.
797 if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)
799 if (pos.opposite_bishops())
801 // Endgame with opposite-colored bishops and no other pieces is almost a draw
802 if ( pos.non_pawn_material(WHITE) == BishopValueMg
803 && pos.non_pawn_material(BLACK) == BishopValueMg)
806 // Endgame with opposite-colored bishops, but also other pieces. Still
807 // a bit drawish, but not as drawish as with only the two bishops.
811 // Endings where weaker side can place his king in front of the enemy's
812 // pawns are drawish.
813 else if ( abs(eg) <= BishopValueEg
814 && pos.count<PAWN>(strongSide) <= 2
815 && !pos.pawn_passed(~strongSide, pos.square<KING>(~strongSide)))
816 sf = 37 + 7 * pos.count<PAWN>(strongSide);
819 return ScaleFactor(sf);
823 // Evaluation::value() is the main function of the class. It computes the various
824 // parts of the evaluation and returns the value of the position from the point
825 // of view of the side to move.
828 Value Evaluation<T>::value() {
830 assert(!pos.checkers());
832 // Probe the material hash table
833 me = Material::probe(pos);
835 // If we have a specialized evaluation function for the current material
836 // configuration, call it and return.
837 if (me->specialized_eval_exists())
838 return me->evaluate(pos);
840 // Initialize score by reading the incrementally updated scores included in
841 // the position object (material + piece square tables) and the material
842 // imbalance. Score is computed internally from the white point of view.
843 Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt;
845 // Probe the pawn hash table
846 pe = Pawns::probe(pos);
847 score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
849 // Early exit if score is high
850 Value v = (mg_value(score) + eg_value(score)) / 2;
851 if (abs(v) > LazyThreshold)
852 return pos.side_to_move() == WHITE ? v : -v;
854 // Main evaluation begins here
859 // Pieces should be evaluated first (populate attack tables)
860 score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
861 + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
862 + pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
863 + pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
865 score += mobility[WHITE] - mobility[BLACK];
867 score += king< WHITE>() - king< BLACK>()
868 + threats<WHITE>() - threats<BLACK>()
869 + passed< WHITE>() - passed< BLACK>()
870 + space< WHITE>() - space< BLACK>();
872 score += initiative(eg_value(score));
874 // Interpolate between a middlegame and a (scaled by 'sf') endgame score
875 ScaleFactor sf = scale_factor(eg_value(score));
876 v = mg_value(score) * int(me->game_phase())
877 + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
879 v /= int(PHASE_MIDGAME);
881 // In case of tracing add all remaining individual evaluation terms
884 Trace::add(MATERIAL, pos.psq_score());
885 Trace::add(IMBALANCE, me->imbalance());
886 Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
887 Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
888 Trace::add(TOTAL, score);
891 return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
898 /// evaluate() is the evaluator for the outer world. It returns a static
899 /// evaluation of the position from the point of view of the side to move.
901 Value Eval::evaluate(const Position& pos) {
902 return Evaluation<NO_TRACE>(pos).value();
906 /// trace() is like evaluate(), but instead of returning a value, it returns
907 /// a string (suitable for outputting to stdout) that contains the detailed
908 /// descriptions and values of each evaluation term. Useful for debugging.
910 std::string Eval::trace(const Position& pos) {
912 std::memset(scores, 0, sizeof(scores));
914 pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
916 Value v = Evaluation<TRACE>(pos).value();
918 v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
920 std::stringstream ss;
921 ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
922 << " Term | White | Black | Total \n"
923 << " | MG EG | MG EG | MG EG \n"
924 << " ------------+-------------+-------------+------------\n"
925 << " Material | " << Term(MATERIAL)
926 << " Imbalance | " << Term(IMBALANCE)
927 << " Initiative | " << Term(INITIATIVE)
928 << " Pawns | " << Term(PAWN)
929 << " Knights | " << Term(KNIGHT)
930 << " Bishops | " << Term(BISHOP)
931 << " Rooks | " << Term(ROOK)
932 << " Queens | " << Term(QUEEN)
933 << " Mobility | " << Term(MOBILITY)
934 << " King safety | " << Term(KING)
935 << " Threats | " << Term(THREAT)
936 << " Passed | " << Term(PASSED)
937 << " Space | " << Term(SPACE)
938 << " ------------+-------------+-------------+------------\n"
939 << " Total | " << Term(TOTAL);
941 ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";