#include "incbin/incbin.h"
-// Macro to embed the default NNUE file data in the engine binary (using incbin.h, by Dale Weiler).
+// Macro to embed the default efficiently updatable neural network (NNUE) file
+// data in the engine binary (using incbin.h, by Dale Weiler).
// This macro invocation will declare the following three variables
// const unsigned char gEmbeddedNNUEData[]; // a pointer to the embedded data
// const unsigned char *const gEmbeddedNNUEEnd; // a marker to the end
// const unsigned int gEmbeddedNNUESize; // the size of the embedded file
-// Note that this does not work in Microsof Visual Studio.
+// Note that this does not work in Microsoft Visual Studio.
#if !defined(_MSC_VER) && !defined(NNUE_EMBEDDING_OFF)
INCBIN(EmbeddedNNUE, EvalFileDefaultName);
#else
using namespace std;
-using namespace Eval::NNUE;
+
+namespace Stockfish {
namespace Eval {
bool useNNUE;
string eval_file_loaded = "None";
- /// NNUE::init() tries to load a nnue network at startup time, or when the engine
+ /// NNUE::init() tries to load a NNUE network at startup time, or when the engine
/// receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
- /// The name of the nnue network is always retrieved from the EvalFile option.
+ /// The name of the NNUE network is always retrieved from the EvalFile option.
/// We search the given network in three locations: internally (the default
/// network may be embedded in the binary), in the active working directory and
/// in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
attackedBy[Us][Pt] = 0;
- while (b1) {
- Square s = pop_lsb(&b1);
+ while (b1)
+ {
+ Square s = pop_lsb(b1);
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
score += BishopOnKingRing;
int mob = popcount(b & mobilityArea[Us]);
-
mobility[Us] += MobilityBonus[Pt - 2][mob];
if (Pt == BISHOP || Pt == KNIGHT)
// Penalty if the piece is far from the king
score -= KingProtector[Pt == BISHOP] * distance(pos.square<KING>(Us), s);
- if (Pt == BISHOP)
+ if constexpr (Pt == BISHOP)
{
// Penalty according to the number of our pawns on the same color square as the
// bishop, bigger when the center files are blocked with pawns and smaller
}
}
- if (Pt == ROOK)
+ if constexpr (Pt == ROOK)
{
// Bonuses for rook on a (semi-)open or closed file
if (pos.is_on_semiopen_file(Us, s))
}
}
- if (Pt == QUEEN)
+ if constexpr (Pt == QUEEN)
{
// Penalty if any relative pin or discovered attack against the queen
Bitboard queenPinners;
score -= WeakQueen;
}
}
- if (T)
+ if constexpr (T)
Trace::add(Pt, Us, score);
return score;
// Penalty if king flank is under attack, potentially moving toward the king
score -= FlankAttacks * kingFlankAttack;
- if (T)
+ if constexpr (T)
Trace::add(KING, Us, score);
return score;
{
b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
while (b)
- score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(&b)))];
+ score += ThreatByMinor[type_of(pos.piece_on(pop_lsb(b)))];
b = weak & attackedBy[Us][ROOK];
while (b)
- score += ThreatByRook[type_of(pos.piece_on(pop_lsb(&b)))];
+ score += ThreatByRook[type_of(pos.piece_on(pop_lsb(b)))];
if (weak & attackedBy[Us][KING])
score += ThreatByKing;
score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]) * (1 + queenImbalance);
}
- if (T)
+ if constexpr (T)
Trace::add(THREAT, Us, score);
return score;
while (b)
{
- Square s = pop_lsb(&b);
+ Square s = pop_lsb(b);
assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
score += bonus - PassedFile * edge_distance(file_of(s));
}
- if (T)
+ if constexpr (T)
Trace::add(PASSED, Us, score);
return score;
int weight = pos.count<ALL_PIECES>(Us) - 3 + std::min(pe->blocked_count(), 9);
Score score = make_score(bonus * weight * weight / 16, 0);
- if (T)
+ if constexpr (T)
Trace::add(SPACE, Us, score);
return score;
+ eg * int(PHASE_MIDGAME - me->game_phase()) * ScaleFactor(sf) / SCALE_FACTOR_NORMAL;
v /= PHASE_MIDGAME;
- if (T)
+ if constexpr (T)
{
Trace::add(WINNABLE, make_score(u, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL - eg_value(score)));
Trace::add(TOTAL, make_score(mg, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL));
Value v = winnable(score);
// In case of tracing add all remaining individual evaluation terms
- if (T)
+ if constexpr (T)
{
Trace::add(MATERIAL, pos.psq_score());
Trace::add(IMBALANCE, me->imbalance());
return v;
}
-} // namespace
+
+ /// Fisher Random Chess: correction for cornered bishops, to fix chess960 play with NNUE
+
+ Value fix_FRC(const Position& pos) {
+
+ constexpr Bitboard Corners = 1ULL << SQ_A1 | 1ULL << SQ_H1 | 1ULL << SQ_A8 | 1ULL << SQ_H8;
+
+ if (!(pos.pieces(BISHOP) & Corners))
+ return VALUE_ZERO;
+
+ constexpr int penalty1 = -209;
+ constexpr int penalty2 = -136;
+ constexpr int penalty3 = -148;
+
+ int correction = 0;
+
+ if ( pos.piece_on(SQ_A1) == W_BISHOP
+ && pos.piece_on(SQ_B2) == W_PAWN)
+ correction += !pos.empty(SQ_B3) ? penalty1
+ : pos.piece_on(SQ_C3) == W_PAWN ? penalty2
+ : penalty3;
+
+ if ( pos.piece_on(SQ_H1) == W_BISHOP
+ && pos.piece_on(SQ_G2) == W_PAWN)
+ correction += !pos.empty(SQ_G3) ? penalty1
+ : pos.piece_on(SQ_F3) == W_PAWN ? penalty2
+ : penalty3;
+
+ if ( pos.piece_on(SQ_A8) == B_BISHOP
+ && pos.piece_on(SQ_B7) == B_PAWN)
+ correction += !pos.empty(SQ_B6) ? -penalty1
+ : pos.piece_on(SQ_C6) == B_PAWN ? -penalty2
+ : -penalty3;
+
+ if ( pos.piece_on(SQ_H8) == B_BISHOP
+ && pos.piece_on(SQ_G7) == B_PAWN)
+ correction += !pos.empty(SQ_G6) ? -penalty1
+ : pos.piece_on(SQ_F6) == B_PAWN ? -penalty2
+ : -penalty3;
+
+ return pos.side_to_move() == WHITE ? Value(correction)
+ : -Value(correction);
+ }
+
+} // namespace Eval
/// evaluate() is the evaluator for the outer world. It returns a static
else
{
// Scale and shift NNUE for compatibility with search and classical evaluation
- auto adjusted_NNUE = [&](){
- int mat = pos.non_pawn_material() + PawnValueMg * pos.count<PAWN>();
- return NNUE::evaluate(pos) * (679 + mat / 32) / 1024 + Tempo;
+ auto adjusted_NNUE = [&]()
+ {
+ int material = pos.non_pawn_material() + 2 * PawnValueMg * pos.count<PAWN>();
+ int scale = 641
+ + material / 32
+ - 4 * pos.rule50_count();
+
+ Value nnue = NNUE::evaluate(pos) * scale / 1024 + Tempo;
+
+ if (pos.is_chess960())
+ nnue += fix_FRC(pos);
+
+ return nnue;
};
// If there is PSQ imbalance use classical eval, with small probability if it is small
return ss.str();
}
+
+} // namespace Stockfish