X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fevaluate.cpp;h=2169a1ac8995d9d37474e6289c00302708ffd3c0;hb=b95b1a970510b74dc567824ff428362e17e39066;hp=80f843e868eb4195b5637f67118a590acfd5fdcc;hpb=fe76787a77747660712f54319d1a129319959319;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 80f843e8..2169a1ac 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -46,9 +46,11 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - Score WeightMobility, WeightPawnStructure; - Score WeightPassedPawns, WeightSpace; - Score WeightKingSafety[2]; + enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem }; + Score Weights[6]; + + typedef Value V; + #define S(mg, eg) make_score(mg, eg) // Internal evaluation weights. These are applied on top of the evaluation // weights read from UCI parameters. The purpose is to be able to change @@ -56,19 +58,9 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const Score WeightMobilityInternal = make_score(248, 271); - const Score WeightPawnStructureInternal = make_score(233, 201); - const Score WeightPassedPawnsInternal = make_score(252, 259); - const Score WeightSpaceInternal = make_score( 46, 0); - const Score WeightKingSafetyInternal = make_score(247, 0); - const Score WeightKingOppSafetyInternal = make_score(259, 0); - - // Mobility and outposts bonus modified by Joona Kiiski - - typedef Value V; - #define S(mg, eg) make_score(mg, eg) - - CACHE_LINE_ALIGNMENT + const Score WeightsInternal[] = { + S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) + }; // Knight mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly piecess. @@ -211,10 +203,10 @@ namespace { (1ULL<get_pawn_info(pos); - ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure); + ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); // Initialize king attack bitboards and king attack zones for both sides ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); @@ -404,7 +396,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.value += apply_weight(ei.mobility, WeightMobility); + ei.value += apply_weight(ei.mobility, Weights[Mobility]); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those @@ -487,22 +479,23 @@ void quit_eval() { void read_weights(Color us) { - Color them = opposite_color(us); + // King safety is asymmetrical. Our king danger level is weighted by + // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". + const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem); + const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs); - WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal); - WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal); - WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal); - WeightSpace = weight_option("Space", "Space", WeightSpaceInternal); - WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal); + Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); + Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]); + Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); + Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); + Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); + Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); // If running in analysis mode, make sure we use symmetrical king safety. We do this - // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average. if (get_option_value_bool("UCI_AnalyseMode")) - { - WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; - WeightKingSafety[them] = WeightKingSafety[us]; - } + Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2; + init_safety(); } @@ -712,16 +705,16 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe; + Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe; Square from, to; bool sente; int attackUnits, count, shelter = 0; - const Square s = pos.king_square(Us); + const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, s) <= RANK_4) + if (relative_rank(Us, ksq) <= RANK_4) { - shelter = ei.pi->get_king_shelter(pos, Us, s); + shelter = ei.pi->get_king_shelter(pos, Us, ksq); ei.value += Sign[Us] * make_score(shelter, 0); } @@ -743,13 +736,13 @@ namespace { | ei.attacked_by(Us, QUEEN)); // Initialize the 'attackUnits' variable, which is used later on as an - // index to the SafetyTable[] array. The initial value is based on the - // number and types of the attacking pieces, the number of attacked and - // undefended squares around the king, the square of the king, and the - // quality of the pawn shelter. + // index to the KingDangerTable[] array. The initial value is based on + // the number and types of the enemy's attacking pieces, the number of + // attacked and undefended squares around our king, the square of the + // king, and the quality of the pawn shelter. attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) - + InitKingDanger[relative_square(Us, s)] + + InitKingDanger[relative_square(Us, ksq)] - (shelter >> 5); // Analyse safe queen contact checks @@ -773,14 +766,14 @@ namespace { // Is there a mate threat? if (QueenContactMates && !pos.is_check()) { - escapeSquares = pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; + escapeSquares = pos.attacks_from(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers; occ = pos.occupied_squares(); while (b) { to = pop_1st_bit(&b); // Do we have escape squares from queen contact check attack ? - if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s]))) + if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq]))) { // We have a mate, unless the queen is pinned or there // is an X-ray attack through the queen. @@ -801,55 +794,37 @@ namespace { } } - // Analyse safe distance checks + // Analyse enemy's safe distance checks safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); - if (QueenCheckBonus > 0 || RookCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; - - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + b1 = pos.attacks_from(ksq) & safe; + b2 = pos.attacks_from(ksq) & safe; - // Rook checks - b2 = b & ei.attacked_by(Them, ROOK); - if (b2) - attackUnits += RookCheckBonus * count_1s_max_15(b2); - } - if (QueenCheckBonus > 0 || BishopCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Enemy rooks safe checks + b = b1 & ei.attacked_by(Them, ROOK); + if (b) + attackUnits += RookCheckBonus * count_1s_max_15(b); - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + // Enemy bishops safe checks + b = b2 & ei.attacked_by(Them, BISHOP); + if (b) + attackUnits += BishopCheckBonus * count_1s_max_15(b); - // Bishop checks - b2 = b & ei.attacked_by(Them, BISHOP); - if (b2) - attackUnits += BishopCheckBonus * count_1s_max_15(b2); - } - if (KnightCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Enemy queens safe checks + b = (b1 | b2) & ei.attacked_by(Them, QUEEN); + if (b) + attackUnits += QueenCheckBonus * count_1s_max_15(b); - // Knight checks - b2 = b & ei.attacked_by(Them, KNIGHT); - if (b2) - attackUnits += KnightCheckBonus * count_1s_max_15(b2); - } + // Enemy knights safe checks + b = pos.attacks_from(ksq) & ei.attacked_by(Them, KNIGHT) & safe; + if (b) + attackUnits += KnightCheckBonus * count_1s_max_15(b); // Analyse discovered checks (only for non-pawns right now, consider // adding pawns later). - if (DiscoveredCheckBonus) - { - b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); - if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); - } + b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); + if (b) + attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); // Has a mate threat been found? We don't do anything here if the // side with the mating move is the side to move, because in that @@ -862,14 +837,13 @@ namespace { // out of bounds errors. attackUnits = Min(99, Max(0, attackUnits)); - // Finally, extract the king safety score from the SafetyTable[] array. - // Add the score to the evaluation, and also to ei.futilityMargin. The - // reason for adding the king safety score to the futility margin is - // that the king safety scores can sometimes be very big, and that - // capturing a single attacking piece can therefore result in a score - // change far bigger than the value of the captured piece. - ei.value -= Sign[Us] * SafetyTable[Us][attackUnits]; - ei.futilityMargin[Us] += mg_value(SafetyTable[Us][attackUnits]); + // Finally, extract the king danger score from the KingDangerTable[] + // array and subtract the score from evaluation. Set also ei.kingDanger[] + // value that will be used for pruning because this value can sometimes + // be very big, and so capturing a single attacking piece can therefore + // result in a score change far bigger than the value of the captured piece. + ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits]; + ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]); } } @@ -967,8 +941,8 @@ namespace { ebonus -= ebonus / 4; } - // Add the scores for this pawn to the middle game and endgame eval. - ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns); + // Add the scores for this pawn to the middle game and endgame eval + ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]); } // while } @@ -1155,7 +1129,7 @@ namespace { int space = count_1s_max_15(safeSquares) + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace); + ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]); } @@ -1230,9 +1204,9 @@ namespace { t[i] = Value(peak); } - // Then apply the weights and get the final SafetyTable[] array + // Then apply the weights and get the final KingDangerTable[] array for (Color c = WHITE; c <= BLACK; c++) for (int i = 0; i < 100; i++) - SafetyTable[c][i] = apply_weight(make_score(t[i], 0), WeightKingSafety[c]); + KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); } }