X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fevaluate.cpp;h=dbca332896e9f5827d26cd3acaf7a4839b25cce1;hb=921bd87280e0164270ddd5c28213d5b4593ca6c3;hp=c75901e876edbdb0dc9a4da3362d8f81575816c5;hpb=a086f34f360acc1f760ea002f08e78726c1946d9;p=stockfish diff --git a/src/evaluate.cpp b/src/evaluate.cpp index c75901e8..dbca3328 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)); @@ -405,7 +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 @@ -488,22 +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(); } @@ -744,10 +736,10 @@ 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)] @@ -863,15 +855,14 @@ 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 + // Finally, extract the king danger score from the KingDangerTable[] array. + // Subtract the score from evaluation, and set ei.futilityMargin[]. + // The reason for storing the king danger score to futility margin + // is that the king danger 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. - Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]); - ei.value -= Sign[Us] * v; - ei.futilityMargin[Us] += mg_value(v); + ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits]; + ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]); } } @@ -969,8 +960,8 @@ 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 } @@ -1157,7 +1148,7 @@ 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]); } @@ -1204,7 +1195,7 @@ namespace { } // init_safety() initizes the king safety evaluation, based on UCI - // parameters. It is called from read_weights(). + // parameters. It is called from read_weights(). void init_safety() { @@ -1212,22 +1203,29 @@ namespace { int peak = 0x500; double a = 0.4; double b = 0.0; + Value t[100]; + // First setup the base table for (int i = 0; i < 100; i++) { if (i < b) - SafetyTable[i] = Value(0); + t[i] = Value(0); else - SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); + t[i] = Value((int)(a * (i - b) * (i - b))); } for (int i = 1; i < 100; i++) { - if (SafetyTable[i] - SafetyTable[i - 1] > maxSlope) - SafetyTable[i] = SafetyTable[i - 1] + Value(maxSlope); + if (t[i] - t[i - 1] > maxSlope) + t[i] = t[i - 1] + Value(maxSlope); - if (SafetyTable[i] > Value(peak)) - SafetyTable[i] = Value(peak); + if (t[i] > Value(peak)) + t[i] = Value(peak); } + + // Then apply the weights and get the final KingDangerTable[] array + for (Color c = WHITE; c <= BLACK; c++) + for (int i = 0; i < 100; i++) + KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); } }