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) 2015-2019 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 ^ FileDBB, QueenSide, QueenSide,
83 CenterFiles, CenterFiles,
84 KingSide, KingSide, KingSide ^ FileEBB
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, 77, 55, 44, 10 };
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(-62,-81), S(-53,-56), S(-12,-30), S( -4,-14), S( 3, 8), S( 13, 15), // Knights
106 S( 22, 23), S( 28, 27), S( 33, 33) },
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(18, 7), S(44, 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(62, 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(51, 38)
143 // PassedRank[Rank] contains a bonus according to the rank of a passed pawn
144 constexpr Score PassedRank[RANK_NB] = {
145 S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250)
148 // PassedFile[File] contains a bonus according to the file of a passed pawn
149 constexpr Score PassedFile[FILE_NB] = {
150 S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14),
151 S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7)
154 // Assorted bonuses and penalties
155 constexpr Score BishopPawns = S( 3, 7);
156 constexpr Score CloseEnemies = S( 8, 0);
157 constexpr Score CorneredBishop = S( 50, 50);
158 constexpr Score Hanging = S( 69, 36);
159 constexpr Score KingProtector = S( 7, 8);
160 constexpr Score KnightOnQueen = S( 16, 12);
161 constexpr Score LongDiagonalBishop = S( 45, 0);
162 constexpr Score MinorBehindPawn = S( 18, 3);
163 constexpr Score PawnlessFlank = S( 17, 95);
164 constexpr Score RestrictedPiece = S( 7, 7);
165 constexpr Score RookOnPawn = S( 10, 32);
166 constexpr Score SliderOnQueen = S( 59, 18);
167 constexpr Score ThreatByKing = S( 24, 89);
168 constexpr Score ThreatByPawnPush = S( 48, 39);
169 constexpr Score ThreatByRank = S( 13, 0);
170 constexpr Score ThreatBySafePawn = S(173, 94);
171 constexpr Score TrappedRook = S( 96, 4);
172 constexpr Score WeakQueen = S( 49, 15);
173 constexpr Score WeakUnopposedPawn = S( 12, 23);
177 // Evaluation class computes and stores attacks tables and other working data
182 Evaluation() = delete;
183 explicit Evaluation(const Position& p) : pos(p) {}
184 Evaluation& operator=(const Evaluation&) = delete;
188 template<Color Us> void initialize();
189 template<Color Us, PieceType Pt> Score pieces();
190 template<Color Us> Score king() const;
191 template<Color Us> Score threats() const;
192 template<Color Us> Score passed() const;
193 template<Color Us> Score space() const;
194 ScaleFactor scale_factor(Value eg) const;
195 Score initiative(Value eg) const;
200 Bitboard mobilityArea[COLOR_NB];
201 Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO };
203 // attackedBy[color][piece type] is a bitboard representing all squares
204 // attacked by a given color and piece type. Special "piece types" which
205 // is also calculated is ALL_PIECES.
206 Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB];
208 // attackedBy2[color] are the squares attacked by 2 pieces of a given color,
209 // possibly via x-ray or by one pawn and one piece. Diagonal x-ray through
210 // pawn or squares attacked by 2 pawns are not explicitly added.
211 Bitboard attackedBy2[COLOR_NB];
213 // kingRing[color] are the squares adjacent to the king, plus (only for a
214 // king on its first rank) the squares two ranks in front. For instance,
215 // if black's king is on g8, kingRing[BLACK] is f8, h8, f7, g7, h7, f6, g6
216 // and h6. It is set to 0 when king safety evaluation is skipped.
217 Bitboard kingRing[COLOR_NB];
219 // kingAttackersCount[color] is the number of pieces of the given color
220 // which attack a square in the kingRing of the enemy king.
221 int kingAttackersCount[COLOR_NB];
223 // kingAttackersWeight[color] is the sum of the "weights" of the pieces of
224 // the given color which attack a square in the kingRing of the enemy king.
225 // The weights of the individual piece types are given by the elements in
226 // the KingAttackWeights array.
227 int kingAttackersWeight[COLOR_NB];
229 // kingAttacksCount[color] is the number of attacks by the given color to
230 // squares directly adjacent to the enemy king. Pieces which attack more
231 // than one square are counted multiple times. For instance, if there is
232 // a white knight on g5 and black's king is on g8, this white knight adds 2
233 // to kingAttacksCount[WHITE].
234 int kingAttacksCount[COLOR_NB];
238 // Evaluation::initialize() computes king and pawn attacks, and the king ring
239 // bitboard for a given color. This is done at the beginning of the evaluation.
240 template<Tracing T> template<Color Us>
241 void Evaluation<T>::initialize() {
243 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
244 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
245 constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
246 constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB);
248 // Find our pawns that are blocked or on the first two ranks
249 Bitboard b = pos.pieces(Us, PAWN) & (shift<Down>(pos.pieces()) | LowRanks);
251 // Squares occupied by those pawns, by our king or queen, or controlled by enemy pawns
252 // are excluded from the mobility area.
253 mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them));
255 // Initialise attackedBy bitboards for kings and pawns
256 attackedBy[Us][KING] = pos.attacks_from<KING>(pos.square<KING>(Us));
257 attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
258 attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
259 attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN];
261 // Init our king safety tables
262 kingRing[Us] = attackedBy[Us][KING];
263 if (relative_rank(Us, pos.square<KING>(Us)) == RANK_1)
264 kingRing[Us] |= shift<Up>(kingRing[Us]);
266 if (file_of(pos.square<KING>(Us)) == FILE_H)
267 kingRing[Us] |= shift<WEST>(kingRing[Us]);
269 else if (file_of(pos.square<KING>(Us)) == FILE_A)
270 kingRing[Us] |= shift<EAST>(kingRing[Us]);
272 kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
273 kingRing[Us] &= ~double_pawn_attacks_bb<Us>(pos.pieces(Us, PAWN));
274 kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
278 // Evaluation::pieces() scores pieces of a given color and type
279 template<Tracing T> template<Color Us, PieceType Pt>
280 Score Evaluation<T>::pieces() {
282 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
283 constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH);
284 constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB
285 : Rank5BB | Rank4BB | Rank3BB);
286 const Square* pl = pos.squares<Pt>(Us);
290 Score score = SCORE_ZERO;
292 attackedBy[Us][Pt] = 0;
294 while ((s = *pl++) != SQ_NONE)
296 // Find attacked squares, including x-ray attacks for bishops and rooks
297 b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
298 : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
299 : pos.attacks_from<Pt>(s);
301 if (pos.blockers_for_king(Us) & s)
302 b &= LineBB[pos.square<KING>(Us)][s];
304 attackedBy2[Us] |= attackedBy[Us][ALL_PIECES] & b;
305 attackedBy[Us][Pt] |= b;
306 attackedBy[Us][ALL_PIECES] |= b;
308 if (b & kingRing[Them])
310 kingAttackersCount[Us]++;
311 kingAttackersWeight[Us] += KingAttackWeights[Pt];
312 kingAttacksCount[Us] += popcount(b & attackedBy[Them][KING]);
315 int mob = popcount(b & mobilityArea[Us]);
317 mobility[Us] += MobilityBonus[Pt - 2][mob];
319 if (Pt == BISHOP || Pt == KNIGHT)
321 // Bonus if piece is on an outpost square or can reach one
322 bb = OutpostRanks & ~pe->pawn_attacks_span(Them);
324 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & s)] * 2;
326 else if (bb &= b & ~pos.pieces(Us))
327 score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)];
329 // Knight and Bishop bonus for being right behind a pawn
330 if (shift<Down>(pos.pieces(PAWN)) & s)
331 score += MinorBehindPawn;
333 // Penalty if the piece is far from the king
334 score -= KingProtector * distance(s, pos.square<KING>(Us));
338 // Penalty according to number of pawns on the same color square as the
339 // bishop, bigger when the center files are blocked with pawns.
340 Bitboard blocked = pos.pieces(Us, PAWN) & shift<Down>(pos.pieces());
342 score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s)
343 * (1 + popcount(blocked & CenterFiles));
345 // Bonus for bishop on a long diagonal which can "see" both center squares
346 if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
347 score += LongDiagonalBishop;
350 // An important Chess960 pattern: A cornered bishop blocked by a friendly
351 // pawn diagonally in front of it is a very serious problem, especially
352 // when that pawn is also blocked.
355 && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)))
357 Direction d = pawn_push(Us) + (file_of(s) == FILE_A ? EAST : WEST);
358 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
359 score -= !pos.empty(s + d + pawn_push(Us)) ? CorneredBishop * 4
360 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? CorneredBishop * 2
367 // Bonus for aligning rook with enemy pawns on the same rank/file
368 if (relative_rank(Us, s) >= RANK_5)
369 score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]);
371 // Bonus for rook on an open or semi-open file
372 if (pe->semiopen_file(Us, file_of(s)))
373 score += RookOnFile[bool(pe->semiopen_file(Them, file_of(s)))];
375 // Penalty when trapped by the king, even more if the king cannot castle
378 File kf = file_of(pos.square<KING>(Us));
379 if ((kf < FILE_E) == (file_of(s) < kf))
380 score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.castling_rights(Us));
386 // Penalty if any relative pin or discovered attack against the queen
387 Bitboard queenPinners;
388 if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
393 Trace::add(Pt, Us, score);
399 // Evaluation::king() assigns bonuses and penalties to a king of a given color
400 template<Tracing T> template<Color Us>
401 Score Evaluation<T>::king() const {
403 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
404 constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB
405 : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB);
407 const Square ksq = pos.square<KING>(Us);
408 Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks;
410 // King shelter and enemy pawns storm
411 Score score = pe->king_safety<Us>(pos);
413 // Find the squares that opponent attacks in our king flank, and the squares
414 // which are attacked twice in that flank.
415 kingFlank = KingFlank[file_of(ksq)];
416 b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp;
417 b2 = b1 & attackedBy2[Them];
419 int tropism = popcount(b1) + popcount(b2);
421 // Main king safety evaluation
425 // Attacked squares defended at most once by our queen or king
426 weak = attackedBy[Them][ALL_PIECES]
428 & (~attackedBy[Us][ALL_PIECES] | attackedBy[Us][KING] | attackedBy[Us][QUEEN]);
430 // Analyse the safe enemy's checks which are possible on next move
431 safe = ~pos.pieces(Them);
432 safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
434 b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
435 b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
437 // Enemy queen safe checks
438 if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
439 kingDanger += QueenSafeCheck;
441 b1 &= attackedBy[Them][ROOK];
442 b2 &= attackedBy[Them][BISHOP];
444 // Enemy rooks checks
446 kingDanger += RookSafeCheck;
450 // Enemy bishops checks
452 kingDanger += BishopSafeCheck;
456 // Enemy knights checks
457 b = pos.attacks_from<KNIGHT>(ksq) & attackedBy[Them][KNIGHT];
459 kingDanger += KnightSafeCheck;
463 // Unsafe or occupied checking squares will also be considered, as long as
464 // the square is in the attacker's mobility area.
465 unsafeChecks &= mobilityArea[Them];
467 kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them]
468 + 69 * kingAttacksCount[Them]
469 + 185 * popcount(kingRing[Us] & weak)
470 + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks)
471 + tropism * tropism / 4
472 - 873 * !pos.count<QUEEN>(Them)
473 - 6 * mg_value(score) / 8
474 + mg_value(mobility[Them] - mobility[Us])
477 // Transform the kingDanger units into a Score, and subtract it from the evaluation
479 score -= make_score(kingDanger * kingDanger / 4096, kingDanger / 16);
481 // Penalty when our king is on a pawnless flank
482 if (!(pos.pieces(PAWN) & kingFlank))
483 score -= PawnlessFlank;
485 // King tropism bonus, to anticipate slow motion attacks on our king
486 score -= CloseEnemies * tropism;
489 Trace::add(KING, Us, score);
495 // Evaluation::threats() assigns bonuses according to the types of the
496 // attacking and the attacked pieces.
497 template<Tracing T> template<Color Us>
498 Score Evaluation<T>::threats() const {
500 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
501 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
502 constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
504 Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted;
505 Score score = SCORE_ZERO;
508 nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN);
510 // Squares strongly protected by the enemy, either because they defend the
511 // square with a pawn, or because they defend the square twice and we don't.
512 stronglyProtected = attackedBy[Them][PAWN]
513 | (attackedBy2[Them] & ~attackedBy2[Us]);
515 // Non-pawn enemies, strongly protected
516 defended = nonPawnEnemies & stronglyProtected;
518 // Enemies not strongly protected and under our attack
519 weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES];
521 // Safe or protected squares
522 safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES];
524 // Bonus according to the kind of attacking pieces
527 b = (defended | weak) & (attackedBy[Us][KNIGHT] | attackedBy[Us][BISHOP]);
530 Square s = pop_lsb(&b);
531 score += ThreatByMinor[type_of(pos.piece_on(s))];
532 if (type_of(pos.piece_on(s)) != PAWN)
533 score += ThreatByRank * (int)relative_rank(Them, s);
536 b = weak & attackedBy[Us][ROOK];
539 Square s = pop_lsb(&b);
540 score += ThreatByRook[type_of(pos.piece_on(s))];
541 if (type_of(pos.piece_on(s)) != PAWN)
542 score += ThreatByRank * (int)relative_rank(Them, s);
545 if (weak & attackedBy[Us][KING])
546 score += ThreatByKing;
548 b = ~attackedBy[Them][ALL_PIECES]
549 | (nonPawnEnemies & attackedBy2[Us]);
550 score += Hanging * popcount(weak & b);
553 // Bonus for restricting their piece moves
554 restricted = attackedBy[Them][ALL_PIECES]
556 & attackedBy[Us][ALL_PIECES];
557 score += RestrictedPiece * popcount(restricted);
559 // Bonus for enemy unopposed weak pawns
560 if (pos.pieces(Us, ROOK, QUEEN))
561 score += WeakUnopposedPawn * pe->weak_unopposed(Them);
563 // Find squares where our pawns can push on the next move
564 b = shift<Up>(pos.pieces(Us, PAWN)) & ~pos.pieces();
565 b |= shift<Up>(b & TRank3BB) & ~pos.pieces();
567 // Keep only the squares which are relatively safe
568 b &= ~attackedBy[Them][PAWN] & safe;
570 // Bonus for safe pawn threats on the next move
571 b = pawn_attacks_bb<Us>(b) & pos.pieces(Them);
572 score += ThreatByPawnPush * popcount(b);
574 // Our safe or protected pawns
575 b = pos.pieces(Us, PAWN) & safe;
577 b = pawn_attacks_bb<Us>(b) & nonPawnEnemies;
578 score += ThreatBySafePawn * popcount(b);
580 // Bonus for threats on the next moves against enemy queen
581 if (pos.count<QUEEN>(Them) == 1)
583 Square s = pos.square<QUEEN>(Them);
584 safe = mobilityArea[Us] & ~stronglyProtected;
586 b = attackedBy[Us][KNIGHT] & pos.attacks_from<KNIGHT>(s);
588 score += KnightOnQueen * popcount(b & safe);
590 b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
591 | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
593 score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]);
597 Trace::add(THREAT, Us, score);
602 // Evaluation::passed() evaluates the passed pawns and candidate passed
603 // pawns of the given color.
605 template<Tracing T> template<Color Us>
606 Score Evaluation<T>::passed() const {
608 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
609 constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH);
611 auto king_proximity = [&](Color c, Square s) {
612 return std::min(distance(pos.square<KING>(c), s), 5);
615 Bitboard b, bb, squaresToQueen, defendedSquares, unsafeSquares;
616 Score score = SCORE_ZERO;
618 b = pe->passed_pawns(Us);
622 Square s = pop_lsb(&b);
624 assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up)));
626 int r = relative_rank(Us, s);
628 Score bonus = PassedRank[r];
632 int w = (r-2) * (r-2) + 2;
633 Square blockSq = s + Up;
635 // Adjust bonus based on the king's proximity
636 bonus += make_score(0, ( king_proximity(Them, blockSq) * 5
637 - king_proximity(Us, blockSq) * 2) * w);
639 // If blockSq is not the queening square then consider also a second push
641 bonus -= make_score(0, king_proximity(Us, blockSq + Up) * w);
643 // If the pawn is free to advance, then increase the bonus
644 if (pos.empty(blockSq))
646 // If there is a rook or queen attacking/defending the pawn from behind,
647 // consider all the squaresToQueen. Otherwise consider only the squares
648 // in the pawn's path attacked or occupied by the enemy.
649 defendedSquares = unsafeSquares = squaresToQueen = forward_file_bb(Us, s);
651 bb = forward_file_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from<ROOK>(s);
653 if (!(pos.pieces(Us) & bb))
654 defendedSquares &= attackedBy[Us][ALL_PIECES];
656 if (!(pos.pieces(Them) & bb))
657 unsafeSquares &= attackedBy[Them][ALL_PIECES] | pos.pieces(Them);
659 // If there aren't any enemy attacks, assign a big bonus. Otherwise
660 // assign a smaller bonus if the block square isn't attacked.
661 int k = !unsafeSquares ? 20 : !(unsafeSquares & blockSq) ? 9 : 0;
663 // If the path to the queen is fully defended, assign a big bonus.
664 // Otherwise assign a smaller bonus if the block square is defended.
665 if (defendedSquares == squaresToQueen)
668 else if (defendedSquares & blockSq)
671 bonus += make_score(k * w, k * w);
675 // Scale down bonus for candidate passers which need more than one
676 // pawn push to become passed, or have a pawn in front of them.
677 if ( !pos.pawn_passed(Us, s + Up)
678 || (pos.pieces(PAWN) & forward_file_bb(Us, s)))
681 score += bonus + PassedFile[file_of(s)];
685 Trace::add(PASSED, Us, score);
691 // Evaluation::space() computes the space evaluation for a given side. The
692 // space evaluation is a simple bonus based on the number of safe squares
693 // available for minor pieces on the central four files on ranks 2--4. Safe
694 // squares one, two or three squares behind a friendly pawn are counted
695 // twice. Finally, the space bonus is multiplied by a weight. The aim is to
696 // improve play on game opening.
698 template<Tracing T> template<Color Us>
699 Score Evaluation<T>::space() const {
701 if (pos.non_pawn_material() < SpaceThreshold)
704 constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
705 constexpr Bitboard SpaceMask =
706 Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB)
707 : CenterFiles & (Rank7BB | Rank6BB | Rank5BB);
709 // Find the available squares for our pieces inside the area defined by SpaceMask
710 Bitboard safe = SpaceMask
711 & ~pos.pieces(Us, PAWN)
712 & ~attackedBy[Them][PAWN];
714 // Find all squares which are at most three squares behind some friendly pawn
715 Bitboard behind = pos.pieces(Us, PAWN);
716 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
717 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
719 int bonus = popcount(safe) + popcount(behind & safe);
720 int weight = pos.count<ALL_PIECES>(Us) - 2 * pe->open_files();
722 Score score = make_score(bonus * weight * weight / 16, 0);
725 Trace::add(SPACE, Us, score);
731 // Evaluation::initiative() computes the initiative correction value
732 // for the position. It is a second order bonus/malus based on the
733 // known attacking/defending status of the players.
736 Score Evaluation<T>::initiative(Value eg) const {
738 int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
739 - distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
741 bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide)
742 && (pos.pieces(PAWN) & KingSide);
744 // Compute the initiative bonus for the attacking side
745 int complexity = 8 * pe->pawn_asymmetry()
746 + 12 * pos.count<PAWN>()
748 + 16 * pawnsOnBothFlanks
749 + 48 * !pos.non_pawn_material()
752 // Now apply the bonus: note that we find the attacking side by extracting
753 // the sign of the endgame value, and that we carefully cap the bonus so
754 // that the endgame score will never change sign after the bonus.
755 int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
758 Trace::add(INITIATIVE, make_score(0, v));
760 return make_score(0, v);
764 // Evaluation::scale_factor() computes the scale factor for the winning side
767 ScaleFactor Evaluation<T>::scale_factor(Value eg) const {
769 Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
770 int sf = me->scale_factor(pos, strongSide);
772 // If scale is not already specific, scale down the endgame via general heuristics
773 if (sf == SCALE_FACTOR_NORMAL)
775 if ( pos.opposite_bishops()
776 && pos.non_pawn_material(WHITE) == BishopValueMg
777 && pos.non_pawn_material(BLACK) == BishopValueMg)
778 sf = 8 + 4 * pe->pawn_asymmetry();
780 sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count<PAWN>(strongSide), sf);
784 return ScaleFactor(sf);
788 // Evaluation::value() is the main function of the class. It computes the various
789 // parts of the evaluation and returns the value of the position from the point
790 // of view of the side to move.
793 Value Evaluation<T>::value() {
795 assert(!pos.checkers());
797 // Probe the material hash table
798 me = Material::probe(pos);
800 // If we have a specialized evaluation function for the current material
801 // configuration, call it and return.
802 if (me->specialized_eval_exists())
803 return me->evaluate(pos);
805 // Initialize score by reading the incrementally updated scores included in
806 // the position object (material + piece square tables) and the material
807 // imbalance. Score is computed internally from the white point of view.
808 Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt;
810 // Probe the pawn hash table
811 pe = Pawns::probe(pos);
812 score += pe->pawn_score(WHITE) - pe->pawn_score(BLACK);
814 // Early exit if score is high
815 Value v = (mg_value(score) + eg_value(score)) / 2;
816 if (abs(v) > LazyThreshold)
817 return pos.side_to_move() == WHITE ? v : -v;
819 // Main evaluation begins here
824 // Pieces should be evaluated first (populate attack tables)
825 score += pieces<WHITE, KNIGHT>() - pieces<BLACK, KNIGHT>()
826 + pieces<WHITE, BISHOP>() - pieces<BLACK, BISHOP>()
827 + pieces<WHITE, ROOK >() - pieces<BLACK, ROOK >()
828 + pieces<WHITE, QUEEN >() - pieces<BLACK, QUEEN >();
830 score += mobility[WHITE] - mobility[BLACK];
832 score += king< WHITE>() - king< BLACK>()
833 + threats<WHITE>() - threats<BLACK>()
834 + passed< WHITE>() - passed< BLACK>()
835 + space< WHITE>() - space< BLACK>();
837 score += initiative(eg_value(score));
839 // Interpolate between a middlegame and a (scaled by 'sf') endgame score
840 ScaleFactor sf = scale_factor(eg_value(score));
841 v = mg_value(score) * int(me->game_phase())
842 + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
844 v /= int(PHASE_MIDGAME);
846 // In case of tracing add all remaining individual evaluation terms
849 Trace::add(MATERIAL, pos.psq_score());
850 Trace::add(IMBALANCE, me->imbalance());
851 Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
852 Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
853 Trace::add(TOTAL, score);
856 return (pos.side_to_move() == WHITE ? v : -v) // Side to move point of view
863 /// evaluate() is the evaluator for the outer world. It returns a static
864 /// evaluation of the position from the point of view of the side to move.
866 Value Eval::evaluate(const Position& pos) {
867 return Evaluation<NO_TRACE>(pos).value();
871 /// trace() is like evaluate(), but instead of returning a value, it returns
872 /// a string (suitable for outputting to stdout) that contains the detailed
873 /// descriptions and values of each evaluation term. Useful for debugging.
875 std::string Eval::trace(const Position& pos) {
877 std::memset(scores, 0, sizeof(scores));
879 pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt
881 Value v = Evaluation<TRACE>(pos).value();
883 v = pos.side_to_move() == WHITE ? v : -v; // Trace scores are from white's point of view
885 std::stringstream ss;
886 ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2)
887 << " Term | White | Black | Total \n"
888 << " | MG EG | MG EG | MG EG \n"
889 << " ------------+-------------+-------------+------------\n"
890 << " Material | " << Term(MATERIAL)
891 << " Imbalance | " << Term(IMBALANCE)
892 << " Initiative | " << Term(INITIATIVE)
893 << " Pawns | " << Term(PAWN)
894 << " Knights | " << Term(KNIGHT)
895 << " Bishops | " << Term(BISHOP)
896 << " Rooks | " << Term(ROOK)
897 << " Queens | " << Term(QUEEN)
898 << " Mobility | " << Term(MOBILITY)
899 << " King safety | " << Term(KING)
900 << " Threats | " << Term(THREAT)
901 << " Passed | " << Term(PASSED)
902 << " Space | " << Term(SPACE)
903 << " ------------+-------------+-------------+------------\n"
904 << " Total | " << Term(TOTAL);
906 ss << "\nTotal evaluation: " << to_cp(v) << " (white side)\n";