X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=afb3e5930c708a9e4890f4c18b4f71260cd5d0b1;hb=d56345c9aed35afcd0fddf1599f7a1b02e3a5499;hp=f93afad505883031820e8e9f46e4d3979959b980;hpb=bbd3e30b4e297877f1e1cad3e5b942175c58290b;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f93afad5..afb3e593 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -43,7 +43,7 @@ namespace { const int Sign[2] = { 1, -1 }; // Evaluation grain size, must be a power of 2 - const int GrainSize = 4; + const int GrainSize = 8; // Evaluation weights, initialized from UCI options int WeightMobilityMidgame, WeightMobilityEndgame; @@ -58,16 +58,18 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const int WeightMobilityMidgameInternal = 0x0FA; - const int WeightMobilityEndgameInternal = 0x10A; - const int WeightPawnStructureMidgameInternal = 0x0EC; - const int WeightPawnStructureEndgameInternal = 0x0CD; - const int WeightPassedPawnsMidgameInternal = 0x108; - const int WeightPassedPawnsEndgameInternal = 0x109; - const int WeightKingSafetyInternal = 0x0F7; - const int WeightKingOppSafetyInternal = 0x101; - const int WeightSpaceInternal = 0x02F; - + const int WeightMobilityMidgameInternal = 248; + const int WeightMobilityEndgameInternal = 271; + const int WeightPawnStructureMidgameInternal = 233; + const int WeightPawnStructureEndgameInternal = 201; + const int WeightPassedPawnsMidgameInternal = 252; + const int WeightPassedPawnsEndgameInternal = 259; + const int WeightKingSafetyInternal = 247; + const int WeightKingOppSafetyInternal = 259; + const int WeightSpaceInternal = 46; + + // Mobility and outposts bonus modified by Joona Kiiski + // // Visually better to define tables constants typedef Value V; @@ -75,12 +77,12 @@ namespace { // of attacked squares not occupied by friendly piecess. const Value MidgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) }; const Value EndgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number @@ -88,16 +90,16 @@ namespace { // queens are also included. const Value MidgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) }; const Value EndgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(76) }; // Rook mobility bonus in middle game and endgame, indexed by the number @@ -105,40 +107,40 @@ namespace { // queens and rooks are also included. const Value MidgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21), + V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), // 8 9 10 11 12 13 14 15 - V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33) + V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) }; const Value EndgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54), + V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), // 8 9 10 11 12 13 14 15 - V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83) + V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. const Value MidgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4), + V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), // 8 9 10 11 12 13 14 15 - V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16), + V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), // 16 17 18 19 20 21 22 23 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16), + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), // 24 25 26 27 28 29 30 31 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16) + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) }; const Value EndgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15), + V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), // 8 9 10 11 12 13 14 15 - V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30), + V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), // 16 17 18 19 20 21 22 23 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30), + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), // 24 25 26 27 28 29 30 31 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30) + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) }; // Outpost bonuses for knights and bishops, indexed by square (from white's @@ -147,10 +149,10 @@ namespace { // A B C D E F G H V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 - V(0), V(0), V(5),V(10),V(10), V(5), V(0), V(0), // 3 - V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4 - V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5 - V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6 + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3 + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4 + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5 + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 }; @@ -161,7 +163,7 @@ namespace { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4 - V(0),V(10),V(20),V(20),V(20),V(20),V(10), V(0), // 5 + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 @@ -264,25 +266,22 @@ namespace { const int PawnTableSize = 16384; const int MaterialTableSize = 1024; - // Array which gives the number of nonzero bits in an 8-bit integer - uint8_t BitCount8Bit[256]; - // Function prototypes template Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); - template - void evaluate_pieces(const Position& p, Color us, EvalInfo& ei); + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); - template - void evaluate_king(const Position& p, Color us, EvalInfo &ei); + template + void evaluate_king(const Position& p, EvalInfo &ei); void evaluate_passed_pawns(const Position &pos, EvalInfo &ei); void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us, EvalInfo &ei); void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us, EvalInfo &ei); - + template void evaluate_space(const Position &p, Color us, EvalInfo &ei); inline Value apply_weight(Value v, int w); Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); @@ -324,8 +323,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->mg_value(); - ei.egValue += ei.mi->eg_value(); + ei.mgValue += ei.mi->material_value(); + ei.egValue += ei.mi->material_value(); // If we have a specialized evaluation function for the current material // configuration, call it and return @@ -343,36 +342,31 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.piece_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.piece_attacks(pos.king_square(BLACK)); + ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); + ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.king_square(BLACK)); ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8); // Initialize pawn attack bitboards for both sides - ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB); - ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB); - ei.kingAttackersCount[WHITE] = count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; - ei.kingAttackersCount[BLACK] = count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; + ei.attackedBy[WHITE][PAWN] = ((pos.pieces(PAWN, WHITE) << 9) & ~FileABB) | ((pos.pieces(PAWN, WHITE) << 7) & ~FileHBB); + ei.attackedBy[BLACK][PAWN] = ((pos.pieces(PAWN, BLACK) >> 7) & ~FileABB) | ((pos.pieces(PAWN, BLACK) >> 9) & ~FileHBB); + Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; + Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; + if (b1) + ei.kingAttackersCount[WHITE] = count_1s_max_15(b1)/2; - // Evaluate pieces - for (Color c = WHITE; c <= BLACK; c++) - { - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); - evaluate_pieces(pos, c, ei); + if (b2) + ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; - // Sum up all attacked squares - ei.attackedBy[c][0] = ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] - | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] - | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; - } + // Evaluate pieces + evaluate_pieces_of_color(pos, ei); + evaluate_pieces_of_color(pos, ei); // Kings. Kings are evaluated after all other pieces for both sides, // because we need complete attack information for all pieces when computing // the king safety evaluation. - for (Color c = WHITE; c <= BLACK; c++) - evaluate_king(pos, c, ei); + evaluate_king(pos, ei); + evaluate_king(pos, ei); // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where @@ -401,8 +395,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Evaluate space for both sides if (ei.mi->space_weight() > 0) { - evaluate_space(pos, WHITE, ei); - evaluate_space(pos, BLACK, ei); + evaluate_space(pos, WHITE, ei); + evaluate_space(pos, BLACK, ei); } } @@ -491,12 +485,6 @@ void init_eval(int threads) { if (!MaterialTable[i]) MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); } - - for (Bitboard b = 0ULL; b < 256ULL; b++) - { - assert(count_1s(b) == int(uint8_t(count_1s(b)))); - BitCount8Bit[b] = (uint8_t)count_1s(b); - } } @@ -530,6 +518,14 @@ void read_weights(Color us) { WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); + // 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. + if (get_option_value_bool("UCI_AnalyseMode")) { + WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; + WeightKingSafety[them] = WeightKingSafety[us]; + } + WeightSpace = weight_option("Space", WeightSpaceInternal); init_safety(); @@ -540,114 +536,117 @@ namespace { // evaluate_mobility() computes mobility and attacks for every piece - template - int evaluate_mobility(const Position& p, const Bitboard& b, Color us, Color them, EvalInfo& ei) { + template + int evaluate_mobility(const Position& p, const Bitboard& b, EvalInfo& ei) { + const Color Them = (Us == WHITE ? BLACK : WHITE); static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; // Update attack info - ei.attackedBy[us][Piece] |= b; + ei.attackedBy[Us][Piece] |= b; // King attacks - if (b & ei.kingZone[us]) + if (b & ei.kingZone[Us]) { - ei.kingAttackersCount[us]++; - ei.kingAttackersWeight[us] += AttackWeight[Piece]; - Bitboard bb = (b & ei.attackedBy[them][KING]); + ei.kingAttackersCount[Us]++; + ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } // Remove squares protected by enemy pawns - Bitboard bb = (b & ~ei.attackedBy[them][PAWN]); + Bitboard bb = (b & ~ei.attackedBy[Them][PAWN]); // Mobility - int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(us)) - : count_1s(bb & ~p.pieces_of_color(us))); + int mob = (Piece != QUEEN ? count_1s_max_15(bb & ~p.pieces_of_color(Us)) + : count_1s(bb & ~p.pieces_of_color(Us))); - ei.mgMobility += Sign[us] * MgBonus[Piece][mob]; - ei.egMobility += Sign[us] * EgBonus[Piece][mob]; + ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; return mob; } // evaluate_outposts() evaluates bishop and knight outposts squares - template - void evaluate_outposts(const Position& p, Color us, Color them, EvalInfo& ei, Square s) { + template + void evaluate_outposts(const Position& p, EvalInfo& ei, Square s) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(us, s)] - : KnightOutpostBonus[relative_square(us, s)]); + Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] + : KnightOutpostBonus[relative_square(Us, s)]); // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece - if (bonus && (p.pawn_attacks(them, s) & p.pawns(us))) + if (bonus && (p.attacks_from(s, Them) & p.pieces(PAWN, Us))) { - if ( p.knights(them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB) + if ( p.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, Them)) == EmptyBoardBB) bonus += bonus + bonus / 2; else bonus += bonus / 2; } - ei.mgValue += Sign[us] * bonus; - ei.egValue += Sign[us] * bonus; + ei.mgValue += Sign[Us] * bonus; + ei.egValue += Sign[Us] * bonus; } // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given // color. - template - void evaluate_pieces(const Position& pos, Color us, EvalInfo& ei) { + template + void evaluate_pieces(const Position& pos, EvalInfo& ei) { Bitboard b; Square s, ksq; int mob; File f; - Color them = opposite_color(us); - for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++) - { - s = pos.piece_list(us, Piece, i); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square* ptr = pos.piece_list_begin(Us, Piece); + while ((s = *ptr++) != SQ_NONE) + { if (Piece == KNIGHT || Piece == QUEEN) - b = pos.piece_attacks(s); + b = pos.attacks_from(s); else if (Piece == BISHOP) - b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us)); + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us)); + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); // Attacks and mobility - mob = evaluate_mobility(pos, b, us, them, ei); + mob = evaluate_mobility(pos, b, ei); // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, them)) - evaluate_outposts(pos, us, them, ei, s); + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + evaluate_outposts(pos, ei, s); // Special patterns: trapped bishops on a7/h7/a2/h2 // and trapped bishops on a1/h1/a8/h8 in Chess960. if (Piece == BISHOP) { - if (bit_is_set(MaskA7H7[us], s)) - evaluate_trapped_bishop_a7h7(pos, s, us, ei); + if (bit_is_set(MaskA7H7[Us], s)) + evaluate_trapped_bishop_a7h7(pos, s, Us, ei); - if (Chess960 && bit_is_set(MaskA1H1[us], s)) - evaluate_trapped_bishop_a1h1(pos, s, us, ei); + if (Chess960 && bit_is_set(MaskA1H1[Us], s)) + evaluate_trapped_bishop_a1h1(pos, s, Us, ei); } if (Piece == ROOK || Piece == QUEEN) { // Queen or rook on 7th rank - if ( relative_rank(us, s) == RANK_7 - && relative_rank(us, pos.king_square(them)) == RANK_8) + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.mgValue += Sign[us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); - ei.egValue += Sign[us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); + ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); } } @@ -656,100 +655,99 @@ namespace { { // Open and half-open files f = square_file(s); - if (ei.pi->file_is_half_open(us, f)) + if (ei.pi->file_is_half_open(Us, f)) { - if (ei.pi->file_is_half_open(them, f)) + if (ei.pi->file_is_half_open(Them, f)) { - ei.mgValue += Sign[us] * RookOpenFileBonus; - ei.egValue += Sign[us] * RookOpenFileBonus; + ei.mgValue += Sign[Us] * RookOpenFileBonus; + ei.egValue += Sign[Us] * RookOpenFileBonus; } else { - ei.mgValue += Sign[us] * RookHalfOpenFileBonus; - ei.egValue += Sign[us] * RookHalfOpenFileBonus; + ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; + ei.egValue += Sign[Us] * RookHalfOpenFileBonus; } } // Penalize rooks which are trapped inside a king. Penalize more if // king has lost right to castle. - if (mob > 6 || ei.pi->file_is_half_open(us, f)) + if (mob > 6 || ei.pi->file_is_half_open(Us, f)) continue; - ksq = pos.king_square(us); + ksq = pos.king_square(Us); if ( square_file(ksq) >= FILE_E && square_file(s) > square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) { // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(us, square_file(ksq))) - ei.mgValue -= pos.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); } } } } - inline Bitboard shiftRowsDown(const Bitboard& b, int num) { + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the pieces of a given + // color. + + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { - return b >> (num << 3); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + + // Sum up all attacked squares + ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; } // evaluate_king<>() assigns bonuses and penalties to a king of a given color. - template - void evaluate_king(const Position& p, Color us, EvalInfo& ei) { + template + void evaluate_king(const Position& p, EvalInfo& ei) { - int shelter = 0, sign = Sign[us]; - Square s = p.king_square(us); + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square s = p.king_square(Us); + int shelter = 0; // King shelter - if (relative_rank(us, s) <= RANK_4) + if (relative_rank(Us, s) <= RANK_4) { - // Shelter cache lookup - shelter = ei.pi->kingShelter(us, s); - if (shelter == -1) - { - shelter = 0; - Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s); - Rank r = square_rank(s); - for (int i = 1; i < 4; i++) - shelter += BitCount8Bit[shiftRowsDown(pawns, r+i*sign) & 0xFF] * (128 >> i); - - // Cache shelter value in pawn info - ei.pi->setKingShelter(us, s, shelter); - } - ei.mgValue += sign * Value(shelter); + shelter = ei.pi->get_king_shelter(p, Us, s); + ei.mgValue += Sign[Us] * Value(shelter); } // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - Color them = opposite_color(us); - - if ( p.piece_count(them, QUEEN) >= 1 - && ei.kingAttackersCount[them] >= 2 - && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame - && ei.kingAdjacentZoneAttacksCount[them]) + if ( p.piece_count(Them, QUEEN) >= 1 + && ei.kingAttackersCount[Them] >= 2 + && p.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAdjacentZoneAttacksCount[Them]) { // Is it the attackers turn to move? - bool sente = (them == p.side_to_move()); + bool sente = (Them == p.side_to_move()); // Find the attacked squares around the king which has no defenders // apart from the king itself Bitboard undefended = - ei.attacked_by(them) & ~ei.attacked_by(us, PAWN) - & ~ei.attacked_by(us, KNIGHT) & ~ei.attacked_by(us, BISHOP) - & ~ei.attacked_by(us, ROOK) & ~ei.attacked_by(us, QUEEN) - & ei.attacked_by(us, KING); + ei.attacked_by(Them) & ~ei.attacked_by(Us, PAWN) + & ~ei.attacked_by(Us, KNIGHT) & ~ei.attacked_by(Us, BISHOP) + & ~ei.attacked_by(Us, ROOK) & ~ei.attacked_by(Us, QUEEN) + & ei.attacked_by(Us, KING); Bitboard occ = p.occupied_squares(), b, b2; @@ -759,17 +757,17 @@ namespace { // undefended squares around the king, the square of the king, and the // quality of the pawn shelter. int attackUnits = - Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25) - + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - (shelter >> 5); + Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25) + + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) * 3 + + InitKingDanger[relative_square(Us, s)] - (shelter >> 5); // Analyse safe queen contact checks - b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); + b = undefended & ei.attacked_by(Them, QUEEN) & ~p.pieces_of_color(Them); if (b) { Bitboard attackedByOthers = - ei.attacked_by(them, PAWN) | ei.attacked_by(them, KNIGHT) - | ei.attacked_by(them, BISHOP) | ei.attacked_by(them, ROOK); + ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); b &= attackedByOthers; if (b) @@ -783,7 +781,7 @@ namespace { if (QueenContactMates && !p.is_check()) { Bitboard escapeSquares = - p.piece_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; + p.attacks_from(s) & ~p.pieces_of_color(Us) & ~attackedByOthers; while (b) { @@ -792,15 +790,15 @@ namespace { { // We have a mate, unless the queen is pinned or there // is an X-ray attack through the queen. - for (int i = 0; i < p.piece_count(them, QUEEN); i++) + for (int i = 0; i < p.piece_count(Them, QUEEN); i++) { - from = p.piece_list(them, QUEEN, i); - if ( bit_is_set(p.piece_attacks(from), to) - && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us)) - && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.bishops_and_queens(us))) + from = p.piece_list(Them, QUEEN, i); + if ( bit_is_set(p.attacks_from(from), to) + && !bit_is_set(p.pinned_pieces(Them), from) + && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, Us)) + && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, Us))) - ei.mateThreat[them] = make_move(from, to); + ei.mateThreat[Them] = make_move(from, to); } } } @@ -811,38 +809,38 @@ namespace { // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if( b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Rook checks - b2 = b & ei.attacked_by(them, ROOK); + b2 = b & ei.attacked_by(Them, ROOK); if (b2) attackUnits += RookCheckBonus * count_1s_max_15(b2); } if (QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); + b2 = b & ei.attacked_by(Them, QUEEN); if (b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); // Bishop checks - b2 = b & ei.attacked_by(them, BISHOP); + b2 = b & ei.attacked_by(Them, BISHOP); if (b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2); } if (KnightCheckBonus > 0) { - b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + b = p.attacks_from(s) & ~p.pieces_of_color(Them) & ~ei.attacked_by(Us); // Knight checks - b2 = b & ei.attacked_by(them, KNIGHT); + b2 = b & ei.attacked_by(Them, KNIGHT); if (b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2); } @@ -851,16 +849,16 @@ namespace { // adding pawns later). if (DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pawns(); + b = p.discovered_check_candidates(Them) & ~p.pieces(PAWN); if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); + 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 // case the mating side will get a huge bonus at the end of the main // evaluation function instead. - if (ei.mateThreat[them] != MOVE_NONE) + if (ei.mateThreat[Them] != MOVE_NONE) attackUnits += MateThreatBonus; // Ensure that attackUnits is between 0 and 99, in order to avoid array @@ -877,11 +875,11 @@ namespace { // 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. - Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]); + Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); - ei.mgValue -= sign * v; + ei.mgValue -= Sign[Us] * v; - if (us == p.side_to_move()) + if (Us == p.side_to_move()) ei.futilityMargin += v; } } @@ -899,7 +897,7 @@ namespace { Color them = opposite_color(us); Square ourKingSq = pos.king_square(us); Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4; + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; while (b) { @@ -933,14 +931,14 @@ namespace { // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) - && (squares_behind(us, s) & pos.rooks_and_queens(them))) + && (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) b3 = b2; // Squares attacked or occupied by enemy pieces b3 |= (b2 & pos.pieces_of_color(them)); // There are no enemy pawns in the pawn's path - assert((b2 & pos.pieces_of_color_and_type(them, PAWN)) == EmptyBoardBB); + assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); // Are any of the squares in the pawn's path attacked or occupied by the enemy? if (b3 == EmptyBoardBB) @@ -961,10 +959,10 @@ namespace { } // If the pawn is supported by a friendly pawn, increase bonus - b2 = pos.pawns(us) & neighboring_files_bb(s); + b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); if (b2 & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.pawn_attacks(them, s) & b2) + else if (pos.attacks_from(s, them) & b2) ebonus += Value(r * 12); // If the other side has only a king, check whether the pawn is @@ -1003,7 +1001,7 @@ namespace { if ( pos.non_pawn_material(them) <= KnightValueMidgame && pos.piece_count(them, KNIGHT) <= 1) ebonus += ebonus / 4; - else if (pos.rooks_and_queens(them)) + else if (pos.pieces(ROOK, QUEEN, them)) ebonus -= ebonus / 4; } @@ -1115,7 +1113,7 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. - + template void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { Color them = opposite_color(us); @@ -1125,13 +1123,13 @@ namespace { // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safeSquares = SpaceMask[us] - & ~pos.pawns(us) + & ~pos.pieces(PAWN, us) & ~ei.attacked_by(them, PAWN) & ~(~ei.attacked_by(us) & ei.attacked_by(them)); // Find all squares which are at most three squares behind some friendly // pawn. - Bitboard behindFriendlyPawns = pos.pawns(us); + Bitboard behindFriendlyPawns = pos.pieces(PAWN, us); if (us == WHITE) { behindFriendlyPawns |= (behindFriendlyPawns >> 8); @@ -1143,8 +1141,8 @@ namespace { behindFriendlyPawns |= (behindFriendlyPawns << 16); } - int space = count_1s_max_15(safeSquares) - + count_1s_max_15(behindFriendlyPawns & safeSquares); + int space = count_1s_max_15(safeSquares) + + count_1s_max_15(behindFriendlyPawns & safeSquares); ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); }