2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 #include "ucioption.h"
34 // Struct EvalInfo contains various information computed and collected
35 // by the evaluation functions.
38 // Pointers to material and pawn hash table entries
42 // attackedBy[color][piece type] is a bitboard representing all squares
43 // attacked by a given color and piece type, attackedBy[color][0] contains
44 // all squares attacked by the given color.
45 Bitboard attackedBy[2][8];
47 // kingRing[color] is the zone around the king which is considered
48 // by the king safety evaluation. This consists of the squares directly
49 // adjacent to the king, and the three (or two, for a king on an edge file)
50 // squares two ranks in front of the king. For instance, if black's king
51 // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8,
52 // f7, g7, h7, f6, g6 and h6.
55 // kingAttackersCount[color] is the number of pieces of the given color
56 // which attack a square in the kingRing of the enemy king.
57 int kingAttackersCount[2];
59 // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
60 // given color which attack a square in the kingRing of the enemy king. The
61 // weights of the individual piece types are given by the variables
62 // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
63 // KnightAttackWeight in evaluate.cpp
64 int kingAttackersWeight[2];
66 // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
67 // directly adjacent to the king of the given color. Pieces which attack
68 // more than one square are counted multiple times. For instance, if black's
69 // king is on g8 and there's a white knight on g5, this knight adds
70 // 2 to kingAdjacentZoneAttacksCount[BLACK].
71 int kingAdjacentZoneAttacksCount[2];
74 // Evaluation grain size, must be a power of 2
75 const int GrainSize = 8;
77 // Evaluation weights, initialized from UCI options
78 enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
82 #define S(mg, eg) make_score(mg, eg)
84 // Internal evaluation weights. These are applied on top of the evaluation
85 // weights read from UCI parameters. The purpose is to be able to change
86 // the evaluation weights while keeping the default values of the UCI
87 // parameters at 100, which looks prettier.
89 // Values modified by Joona Kiiski
90 const Score WeightsInternal[] = {
91 S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0)
94 // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
95 // end game, indexed by piece type and number of attacked squares not occupied
96 // by friendly pieces.
97 const Score MobilityBonus[][32] = {
99 { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
100 S( 31, 22), S( 38, 27), S( 38, 27) },
101 { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
102 S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
103 S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
104 { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
105 S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
106 S( 29,116), S( 30,117), S( 31,118), S(32,118) },
107 { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
108 S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
109 S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
110 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
111 S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
112 S( 20, 35), S( 20, 35) }
115 // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and
116 // bishops, indexed by piece type and square (from white's point of view).
117 const Value OutpostBonus[][64] = {
120 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
121 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
122 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
123 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
124 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
125 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) },
127 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
128 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
129 V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
130 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
131 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
132 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) }
135 // ThreatBonus[attacking][attacked] contains threat bonuses according to
136 // which piece type attacks which one.
137 const Score ThreatBonus[][8] = {
139 { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT
140 { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP
141 { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK
142 { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN
145 // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
146 // piece type is attacked by an enemy pawn.
147 const Score ThreatenedByPawnPenalty[] = {
148 S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
153 // Rooks and queens on the 7th rank (modified by Joona Kiiski)
154 const Score RookOn7thBonus = make_score(47, 98);
155 const Score QueenOn7thBonus = make_score(27, 54);
157 // Rooks on open files (modified by Joona Kiiski)
158 const Score RookOpenFileBonus = make_score(43, 21);
159 const Score RookHalfOpenFileBonus = make_score(19, 10);
161 // Penalty for rooks trapped inside a friendly king which has lost the
163 const Value TrappedRookPenalty = Value(180);
165 // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
166 // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
167 // happen in Chess960 games.
168 const Score TrappedBishopA1H1Penalty = make_score(100, 100);
170 // Penalty for an undefended bishop or knight
171 const Score UndefendedMinorPenalty = make_score(25, 10);
173 // The SpaceMask[Color] contains the area of the board which is considered
174 // by the space evaluation. In the middle game, each side is given a bonus
175 // based on how many squares inside this area are safe and available for
176 // friendly minor pieces.
177 const Bitboard SpaceMask[] = {
178 (1ULL << SQ_C2) | (1ULL << SQ_D2) | (1ULL << SQ_E2) | (1ULL << SQ_F2) |
179 (1ULL << SQ_C3) | (1ULL << SQ_D3) | (1ULL << SQ_E3) | (1ULL << SQ_F3) |
180 (1ULL << SQ_C4) | (1ULL << SQ_D4) | (1ULL << SQ_E4) | (1ULL << SQ_F4),
181 (1ULL << SQ_C7) | (1ULL << SQ_D7) | (1ULL << SQ_E7) | (1ULL << SQ_F7) |
182 (1ULL << SQ_C6) | (1ULL << SQ_D6) | (1ULL << SQ_E6) | (1ULL << SQ_F6) |
183 (1ULL << SQ_C5) | (1ULL << SQ_D5) | (1ULL << SQ_E5) | (1ULL << SQ_F5)
186 // King danger constants and variables. The king danger scores are taken
187 // from the KingDangerTable[]. Various little "meta-bonuses" measuring
188 // the strength of the enemy attack are added up into an integer, which
189 // is used as an index to KingDangerTable[].
191 // KingAttackWeights[PieceType] contains king attack weights by piece type
192 const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 };
194 // Bonuses for enemy's safe checks
195 const int QueenContactCheckBonus = 6;
196 const int RookContactCheckBonus = 4;
197 const int QueenCheckBonus = 3;
198 const int RookCheckBonus = 2;
199 const int BishopCheckBonus = 1;
200 const int KnightCheckBonus = 1;
202 // InitKingDanger[Square] contains penalties based on the position of the
203 // defending king, indexed by king's square (from white's point of view).
204 const int InitKingDanger[] = {
205 2, 0, 2, 5, 5, 2, 0, 2,
206 2, 2, 4, 8, 8, 4, 2, 2,
207 7, 10, 12, 12, 12, 12, 10, 7,
208 15, 15, 15, 15, 15, 15, 15, 15,
209 15, 15, 15, 15, 15, 15, 15, 15,
210 15, 15, 15, 15, 15, 15, 15, 15,
211 15, 15, 15, 15, 15, 15, 15, 15,
212 15, 15, 15, 15, 15, 15, 15, 15
215 // KingDangerTable[Color][attackUnits] contains the actual king danger
216 // weighted scores, indexed by color and by a calculated integer number.
217 Score KingDangerTable[2][128];
219 // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
220 // evaluation terms, used when tracing.
221 Score TracedScores[2][16];
222 std::stringstream TraceStream;
225 PST = 8, IMBALANCE = 9, MOBILITY = 10, THREAT = 11,
226 PASSED = 12, UNSTOPPABLE = 13, SPACE = 14, TOTAL = 15
229 // Function prototypes
231 Value do_evaluate(const Position& pos, Value& margin);
234 void init_eval_info(const Position& pos, EvalInfo& ei);
236 template<Color Us, bool Trace>
237 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility);
239 template<Color Us, bool Trace>
240 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]);
243 Score evaluate_threats(const Position& pos, EvalInfo& ei);
246 int evaluate_space(const Position& pos, EvalInfo& ei);
249 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
251 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
253 Value interpolate(const Score& v, Phase ph, ScaleFactor sf);
254 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
255 double to_cp(Value v);
256 void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
257 void trace_row(const char* name, int idx);
265 /// evaluate() is the main evaluation function. It always computes two
266 /// values, an endgame score and a middle game score, and interpolates
267 /// between them based on the remaining material.
269 Value evaluate(const Position& pos, Value& margin) {
270 return do_evaluate<false>(pos, margin);
274 /// init() computes evaluation weights from the corresponding UCI parameters
275 /// and setup king tables.
279 Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
280 Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
281 Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]);
282 Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
283 Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
285 // King safety is asymmetrical. Our king danger level is weighted by
286 // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
287 // If running in analysis mode, make sure we use symmetrical king safety. We
288 // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem]
290 if (Options["UCI_AnalyseMode"])
291 Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
293 const int MaxSlope = 30;
294 const int Peak = 1280;
296 for (int t = 0, i = 1; i < 100; i++)
298 t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope));
300 KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]);
301 KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);
306 /// trace() is like evaluate() but instead of a value returns a string suitable
307 /// to be print on stdout with the detailed descriptions and values of each
308 /// evaluation term. Used mainly for debugging.
310 std::string trace(const Position& pos) {
315 RootColor = pos.side_to_move();
318 TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
319 memset(TracedScores, 0, 2 * 16 * sizeof(Score));
321 do_evaluate<true>(pos, margin);
323 totals = TraceStream.str();
326 TraceStream << std::setw(21) << "Eval term " << "| White | Black | Total \n"
327 << " | MG EG | MG EG | MG EG \n"
328 << "---------------------+-------------+-------------+---------------\n";
330 trace_row("Material, PST, Tempo", PST);
331 trace_row("Material imbalance", IMBALANCE);
332 trace_row("Pawns", PAWN);
333 trace_row("Knights", KNIGHT);
334 trace_row("Bishops", BISHOP);
335 trace_row("Rooks", ROOK);
336 trace_row("Queens", QUEEN);
337 trace_row("Mobility", MOBILITY);
338 trace_row("King safety", KING);
339 trace_row("Threats", THREAT);
340 trace_row("Passed pawns", PASSED);
341 trace_row("Unstoppable pawns", UNSTOPPABLE);
342 trace_row("Space", SPACE);
344 TraceStream << "---------------------+-------------+-------------+---------------\n";
345 trace_row("Total", TOTAL);
346 TraceStream << totals;
348 return TraceStream.str();
357 Value do_evaluate(const Position& pos, Value& margin) {
359 assert(!pos.in_check());
363 Score score, mobilityWhite, mobilityBlack;
365 // Initialize score by reading the incrementally updated scores included
366 // in the position object (material + piece square tables).
367 score = pos.psq_score();
369 // margins[] store the uncertainty estimation of position's evaluation
370 // that typically is used by the search for pruning decisions.
371 margins[WHITE] = margins[BLACK] = VALUE_ZERO;
373 // Probe the material hash table
374 ei.mi = pos.this_thread()->materialTable.probe(pos);
375 score += ei.mi->material_value();
377 // If we have a specialized evaluation function for the current material
378 // configuration, call it and return.
379 if (ei.mi->specialized_eval_exists())
382 return ei.mi->evaluate(pos);
385 // Probe the pawn hash table
386 ei.pi = pos.this_thread()->pawnTable.probe(pos);
387 score += ei.pi->pawns_value();
389 // Initialize attack and king safety bitboards
390 init_eval_info<WHITE>(pos, ei);
391 init_eval_info<BLACK>(pos, ei);
393 // Evaluate pieces and mobility
394 score += evaluate_pieces_of_color<WHITE, Trace>(pos, ei, mobilityWhite)
395 - evaluate_pieces_of_color<BLACK, Trace>(pos, ei, mobilityBlack);
397 score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
399 // Evaluate kings after all other pieces because we need complete attack
400 // information when computing the king safety evaluation.
401 score += evaluate_king<WHITE, Trace>(pos, ei, margins)
402 - evaluate_king<BLACK, Trace>(pos, ei, margins);
404 // Evaluate tactical threats, we need full attack information including king
405 score += evaluate_threats<WHITE>(pos, ei)
406 - evaluate_threats<BLACK>(pos, ei);
408 // Evaluate passed pawns, we need full attack information including king
409 score += evaluate_passed_pawns<WHITE>(pos, ei)
410 - evaluate_passed_pawns<BLACK>(pos, ei);
412 // If one side has only a king, check whether exists any unstoppable passed pawn
413 if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
414 score += evaluate_unstoppable_pawns(pos, ei);
416 // Evaluate space for both sides, only in middle-game.
417 if (ei.mi->space_weight())
419 int s = evaluate_space<WHITE>(pos, ei) - evaluate_space<BLACK>(pos, ei);
420 score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
423 // Scale winning side if position is more drawish that what it appears
424 ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
425 : ei.mi->scale_factor(pos, BLACK);
427 // If we don't already have an unusual scale factor, check for opposite
428 // colored bishop endgames, and use a lower scale for those.
429 if ( ei.mi->game_phase() < PHASE_MIDGAME
430 && pos.opposite_bishops()
431 && sf == SCALE_FACTOR_NORMAL)
433 // Only the two bishops ?
434 if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
435 && pos.non_pawn_material(BLACK) == BishopValueMidgame)
437 // Check for KBP vs KB with only a single pawn that is almost
438 // certainly a draw or at least two pawns.
439 bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1);
440 sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32);
443 // Endgame with opposite-colored bishops, but also other pieces. Still
444 // a bit drawish, but not as drawish as with only the two bishops.
445 sf = ScaleFactor(50);
448 margin = margins[pos.side_to_move()];
449 Value v = interpolate(score, ei.mi->game_phase(), sf);
451 // In case of tracing add all single evaluation contributions for both white and black
454 trace_add(PST, pos.psq_score());
455 trace_add(IMBALANCE, ei.mi->material_value());
456 trace_add(PAWN, ei.pi->pawns_value());
457 trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
458 trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
459 trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
460 trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei));
461 Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE>(pos, ei), 0);
462 Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK>(pos, ei), 0);
463 trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
464 trace_add(TOTAL, score);
465 TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
466 << ", Black: " << to_cp(margins[BLACK])
467 << "\nScaling: " << std::noshowpos
468 << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
469 << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
470 << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
471 << "Total evaluation: " << to_cp(v);
474 return pos.side_to_move() == WHITE ? v : -v;
478 // init_eval_info() initializes king bitboards for given color adding
479 // pawn attacks. To be done at the beginning of the evaluation.
482 void init_eval_info(const Position& pos, EvalInfo& ei) {
484 const Color Them = (Us == WHITE ? BLACK : WHITE);
486 Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from<KING>(pos.king_square(Them));
487 ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
489 // Init king safety tables only if we are going to use them
490 if ( pos.piece_count(Us, QUEEN)
491 && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
493 ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
494 b &= ei.attackedBy[Us][PAWN];
495 ei.kingAttackersCount[Us] = b ? popcount<Max15>(b) / 2 : 0;
496 ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
498 ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0;
502 // evaluate_outposts() evaluates bishop and knight outposts squares
504 template<PieceType Piece, Color Us>
505 Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
507 const Color Them = (Us == WHITE ? BLACK : WHITE);
509 assert (Piece == BISHOP || Piece == KNIGHT);
511 // Initial bonus based on square
512 Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
514 // Increase bonus if supported by pawn, especially if the opponent has
515 // no minor piece which can exchange the outpost piece.
516 if (bonus && (ei.attackedBy[Us][PAWN] & s))
518 if ( !pos.pieces(KNIGHT, Them)
519 && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
520 bonus += bonus + bonus / 2;
524 return make_score(bonus, bonus);
528 // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color
530 template<PieceType Piece, Color Us, bool Trace>
531 Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) {
537 Score score = SCORE_ZERO;
539 const Color Them = (Us == WHITE ? BLACK : WHITE);
540 const Square* pl = pos.piece_list(Us, Piece);
542 ei.attackedBy[Us][Piece] = 0;
544 while ((s = *pl++) != SQ_NONE)
546 // Find attacked squares, including x-ray attacks for bishops and rooks
547 if (Piece == KNIGHT || Piece == QUEEN)
548 b = pos.attacks_from<Piece>(s);
549 else if (Piece == BISHOP)
550 b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
551 else if (Piece == ROOK)
552 b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
556 ei.attackedBy[Us][Piece] |= b;
558 if (b & ei.kingRing[Them])
560 ei.kingAttackersCount[Us]++;
561 ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
562 Bitboard bb = (b & ei.attackedBy[Them][KING]);
564 ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
567 mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
568 : popcount<Full >(b & mobilityArea));
570 mobility += MobilityBonus[Piece][mob];
572 // Add a bonus if a slider is pinning an enemy piece
573 if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
574 && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
576 b = BetweenBB[s][pos.king_square(Them)] & pos.pieces();
580 if (single_bit(b) && (b & pos.pieces(Them)))
581 score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
584 // Decrease score if we are attacked by an enemy pawn. Remaining part
585 // of threat evaluation must be done later when we have full attack info.
586 if (ei.attackedBy[Them][PAWN] & s)
587 score -= ThreatenedByPawnPenalty[Piece];
589 // Bishop and knight outposts squares
590 if ( (Piece == BISHOP || Piece == KNIGHT)
591 && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
592 score += evaluate_outposts<Piece, Us>(pos, ei, s);
594 // Queen or rook on 7th rank
595 if ( (Piece == ROOK || Piece == QUEEN)
596 && relative_rank(Us, s) == RANK_7
597 && relative_rank(Us, pos.king_square(Them)) == RANK_8)
599 score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
602 // Special extra evaluation for bishops
603 if (Piece == BISHOP && pos.is_chess960())
605 // An important Chess960 pattern: A cornered bishop blocked by
606 // a friendly pawn diagonally in front of it is a very serious
607 // problem, especially when that pawn is also blocked.
608 if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))
610 Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
611 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
613 if (!pos.square_empty(s + d + pawn_push(Us)))
614 score -= 2*TrappedBishopA1H1Penalty;
615 else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
616 score -= TrappedBishopA1H1Penalty;
618 score -= TrappedBishopA1H1Penalty / 2;
623 // Special extra evaluation for rooks
626 // Open and half-open files
628 if (ei.pi->file_is_half_open(Us, f))
630 if (ei.pi->file_is_half_open(Them, f))
631 score += RookOpenFileBonus;
633 score += RookHalfOpenFileBonus;
636 // Penalize rooks which are trapped inside a king. Penalize more if
637 // king has lost right to castle.
638 if (mob > 6 || ei.pi->file_is_half_open(Us, f))
641 ksq = pos.king_square(Us);
643 if ( file_of(ksq) >= FILE_E
644 && file_of(s) > file_of(ksq)
645 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
647 // Is there a half-open file between the king and the edge of the board?
648 if (!ei.pi->has_open_file_to_right(Us, file_of(ksq)))
649 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
650 : (TrappedRookPenalty - mob * 16), 0);
652 else if ( file_of(ksq) <= FILE_D
653 && file_of(s) < file_of(ksq)
654 && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s)))
656 // Is there a half-open file between the king and the edge of the board?
657 if (!ei.pi->has_open_file_to_left(Us, file_of(ksq)))
658 score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
659 : (TrappedRookPenalty - mob * 16), 0);
665 TracedScores[Us][Piece] = score;
671 // evaluate_threats<>() assigns bonuses according to the type of attacking piece
672 // and the type of attacked one.
675 Score evaluate_threats(const Position& pos, EvalInfo& ei) {
677 const Color Them = (Us == WHITE ? BLACK : WHITE);
679 Bitboard b, undefendedMinors, weakEnemies;
680 Score score = SCORE_ZERO;
682 // Undefended minors get penalized even if not under attack
683 undefendedMinors = pos.pieces(Them)
684 & (pos.pieces(BISHOP) | pos.pieces(KNIGHT))
685 & ~ei.attackedBy[Them][0];
687 if (undefendedMinors)
688 score += single_bit(undefendedMinors) ? UndefendedMinorPenalty
689 : UndefendedMinorPenalty * 2;
691 // Enemy pieces not defended by a pawn and under our attack
692 weakEnemies = pos.pieces(Them)
693 & ~ei.attackedBy[Them][PAWN]
694 & ei.attackedBy[Us][0];
699 // Add bonus according to type of attacked enemy piece and to the
700 // type of attacking piece, from knights to queens. Kings are not
701 // considered because are already handled in king evaluation.
702 for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++)
704 b = ei.attackedBy[Us][pt1] & weakEnemies;
706 for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
707 if (b & pos.pieces(pt2))
708 score += ThreatBonus[pt1][pt2];
714 // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the
715 // pieces of a given color.
717 template<Color Us, bool Trace>
718 Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) {
720 const Color Them = (Us == WHITE ? BLACK : WHITE);
722 Score score = mobility = SCORE_ZERO;
724 // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
725 const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
727 score += evaluate_pieces<KNIGHT, Us, Trace>(pos, ei, mobility, mobilityArea);
728 score += evaluate_pieces<BISHOP, Us, Trace>(pos, ei, mobility, mobilityArea);
729 score += evaluate_pieces<ROOK, Us, Trace>(pos, ei, mobility, mobilityArea);
730 score += evaluate_pieces<QUEEN, Us, Trace>(pos, ei, mobility, mobilityArea);
732 // Sum up all attacked squares
733 ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
734 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
735 | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING];
740 // evaluate_king<>() assigns bonuses and penalties to a king of a given color
742 template<Color Us, bool Trace>
743 Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) {
745 const Color Them = (Us == WHITE ? BLACK : WHITE);
747 Bitboard undefended, b, b1, b2, safe;
749 const Square ksq = pos.king_square(Us);
751 // King shelter and enemy pawns storm
752 Score score = ei.pi->king_safety<Us>(pos, ksq);
754 // King safety. This is quite complicated, and is almost certainly far
755 // from optimally tuned.
756 if ( ei.kingAttackersCount[Them] >= 2
757 && ei.kingAdjacentZoneAttacksCount[Them])
759 // Find the attacked squares around the king which has no defenders
760 // apart from the king itself
761 undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING];
762 undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT]
763 | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK]
764 | ei.attackedBy[Us][QUEEN]);
766 // Initialize the 'attackUnits' variable, which is used later on as an
767 // index to the KingDangerTable[] array. The initial value is based on
768 // the number and types of the enemy's attacking pieces, the number of
769 // attacked and undefended squares around our king, the square of the
770 // king, and the quality of the pawn shelter.
771 attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
772 + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount<Max15>(undefended))
773 + InitKingDanger[relative_square(Us, ksq)]
774 - mg_value(ei.pi->king_safety<Us>(pos, ksq)) / 32;
776 // Analyse enemy's safe queen contact checks. First find undefended
777 // squares around the king attacked by enemy queen...
778 b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
781 // ...then remove squares not supported by another enemy piece
782 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
783 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]);
785 attackUnits += QueenContactCheckBonus
787 * (Them == pos.side_to_move() ? 2 : 1);
790 // Analyse enemy's safe rook contact checks. First find undefended
791 // squares around the king attacked by enemy rooks...
792 b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
794 // Consider only squares where the enemy rook gives check
795 b &= PseudoAttacks[ROOK][ksq];
799 // ...then remove squares not supported by another enemy piece
800 b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT]
801 | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]);
803 attackUnits += RookContactCheckBonus
805 * (Them == pos.side_to_move() ? 2 : 1);
808 // Analyse enemy's safe distance checks for sliders and knights
809 safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
811 b1 = pos.attacks_from<ROOK>(ksq) & safe;
812 b2 = pos.attacks_from<BISHOP>(ksq) & safe;
814 // Enemy queen safe checks
815 b = (b1 | b2) & ei.attackedBy[Them][QUEEN];
817 attackUnits += QueenCheckBonus * popcount<Max15>(b);
819 // Enemy rooks safe checks
820 b = b1 & ei.attackedBy[Them][ROOK];
822 attackUnits += RookCheckBonus * popcount<Max15>(b);
824 // Enemy bishops safe checks
825 b = b2 & ei.attackedBy[Them][BISHOP];
827 attackUnits += BishopCheckBonus * popcount<Max15>(b);
829 // Enemy knights safe checks
830 b = pos.attacks_from<KNIGHT>(ksq) & ei.attackedBy[Them][KNIGHT] & safe;
832 attackUnits += KnightCheckBonus * popcount<Max15>(b);
834 // To index KingDangerTable[] attackUnits must be in [0, 99] range
835 attackUnits = std::min(99, std::max(0, attackUnits));
837 // Finally, extract the king danger score from the KingDangerTable[]
838 // array and subtract the score from evaluation. Set also margins[]
839 // value that will be used for pruning because this value can sometimes
840 // be very big, and so capturing a single attacking piece can therefore
841 // result in a score change far bigger than the value of the captured piece.
842 score -= KingDangerTable[Us == Eval::RootColor][attackUnits];
843 margins[Us] += mg_value(KingDangerTable[Us == Eval::RootColor][attackUnits]);
847 TracedScores[Us][KING] = score;
853 // evaluate_passed_pawns<>() evaluates the passed pawns of the given color
856 Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
858 const Color Them = (Us == WHITE ? BLACK : WHITE);
860 Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
861 Score score = SCORE_ZERO;
863 b = ei.pi->passed_pawns(Us);
869 Square s = pop_1st_bit(&b);
871 assert(pos.pawn_is_passed(Us, s));
873 int r = int(relative_rank(Us, s) - RANK_2);
874 int rr = r * (r - 1);
876 // Base bonus based on rank
877 Value mbonus = Value(20 * rr);
878 Value ebonus = Value(10 * (rr + r + 1));
882 Square blockSq = s + pawn_push(Us);
884 // Adjust bonus based on kings proximity
885 ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr);
886 ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr);
888 // If blockSq is not the queening square then consider also a second push
889 if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
890 ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
892 // If the pawn is free to advance, increase bonus
893 if (pos.square_empty(blockSq))
895 squaresToQueen = squares_in_front_of(Us, s);
896 defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
898 // If there is an enemy rook or queen attacking the pawn from behind,
899 // add all X-ray attacks by the rook or queen. Otherwise consider only
900 // the squares in the pawn's path attacked or occupied by the enemy.
901 if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them))
902 && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
903 unsafeSquares = squaresToQueen;
905 unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
907 // If there aren't enemy attacks or pieces along the path to queen give
908 // huge bonus. Even bigger if we protect the pawn's path.
910 ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15));
912 // OK, there are enemy attacks or pieces (but not pawns). Are those
913 // squares which are attacked by the enemy also attacked by us ?
914 // If yes, big bonus (but smaller than when there are no enemy attacks),
915 // if no, somewhat smaller bonus.
916 ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8));
920 // Increase the bonus if the passed pawn is supported by a friendly pawn
921 // on the same rank and a bit smaller if it's on the previous rank.
922 supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
923 if (supportingPawns & rank_bb(s))
924 ebonus += Value(r * 20);
926 else if (supportingPawns & rank_bb(s - pawn_push(Us)))
927 ebonus += Value(r * 12);
929 // Rook pawns are a special case: They are sometimes worse, and
930 // sometimes better than other passed pawns. It is difficult to find
931 // good rules for determining whether they are good or bad. For now,
932 // we try the following: Increase the value for rook pawns if the
933 // other side has no pieces apart from a knight, and decrease the
934 // value if the other side has a rook or queen.
935 if (file_of(s) == FILE_A || file_of(s) == FILE_H)
937 if (pos.non_pawn_material(Them) <= KnightValueMidgame)
938 ebonus += ebonus / 4;
939 else if (pos.pieces(ROOK, QUEEN, Them))
940 ebonus -= ebonus / 4;
942 score += make_score(mbonus, ebonus);
946 // Add the scores to the middle game and endgame eval
947 return apply_weight(score, Weights[PassedPawns]);
951 // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
952 // conservative and returns a winning score only when we are very sure that the pawn is winning.
954 Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
956 Bitboard b, b2, blockers, supporters, queeningPath, candidates;
957 Square s, blockSq, queeningSquare;
958 Color c, winnerSide, loserSide;
959 bool pathDefended, opposed;
960 int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
961 int pliesToQueen[] = { 256, 256 };
963 // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
964 // record how many plies are required for promotion.
965 for (c = WHITE; c <= BLACK; c++)
967 // Skip if other side has non-pawn pieces
968 if (pos.non_pawn_material(~c))
971 b = ei.pi->passed_pawns(c);
976 queeningSquare = relative_square(c, make_square(file_of(s), RANK_8));
977 queeningPath = squares_in_front_of(c, s);
979 // Compute plies to queening and check direct advancement
980 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
981 oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
982 pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
984 if (movesToGo >= oppMovesToGo && !pathDefended)
987 // Opponent king cannot block because path is defended and position
988 // is not in check. So only friendly pieces can be blockers.
989 assert(!pos.in_check());
990 assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c)));
992 // Add moves needed to free the path from friendly pieces and retest condition
993 movesToGo += popcount<Max15>(queeningPath & pos.pieces(c));
995 if (movesToGo >= oppMovesToGo && !pathDefended)
998 pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
999 pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo);
1003 // Step 2. If either side cannot promote at least three plies before the other side then situation
1004 // becomes too complex and we give up. Otherwise we determine the possibly "winning side"
1005 if (abs(pliesToQueen[WHITE] - pliesToQueen[BLACK]) < 3)
1008 winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
1009 loserSide = ~winnerSide;
1011 // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
1012 b = candidates = pos.pieces(PAWN, loserSide);
1016 s = pop_1st_bit(&b);
1018 // Compute plies from queening
1019 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1020 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1021 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1023 // Check if (without even considering any obstacles) we're too far away or doubled
1024 if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
1025 || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
1029 // If any candidate is already a passed pawn it _may_ promote in time. We give up.
1030 if (candidates & ei.pi->passed_pawns(loserSide))
1033 // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
1038 s = pop_1st_bit(&b);
1039 sacptg = blockersCount = 0;
1040 minKingDist = kingptg = 256;
1042 // Compute plies from queening
1043 queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
1044 movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
1045 pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
1047 // Generate list of blocking pawns and supporters
1048 supporters = adjacent_files_bb(file_of(s)) & candidates;
1049 opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
1050 blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
1054 // How many plies does it take to remove all the blocking pawns?
1057 blockSq = pop_1st_bit(&blockers);
1060 // Check pawns that can give support to overcome obstacle, for instance
1061 // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
1064 b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
1066 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1068 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1069 movesToGo = std::min(movesToGo, d);
1073 // Check pawns that can be sacrificed against the blocking pawn
1074 b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
1076 while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
1078 d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
1079 movesToGo = std::min(movesToGo, d);
1082 // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
1083 // it's not a real obstacle and we have nothing to add to pliesToGo.
1087 // Plies needed to sacrifice against all the blocking pawns
1088 sacptg += movesToGo * 2;
1091 // Plies needed for the king to capture all the blocking pawns
1092 d = square_distance(pos.king_square(loserSide), blockSq);
1093 minKingDist = std::min(minKingDist, d);
1094 kingptg = (minKingDist + blockersCount) * 2;
1097 // Check if pawn sacrifice plan _may_ save the day
1098 if (pliesToQueen[winnerSide] + 3 > pliesToGo + sacptg)
1101 // Check if king capture plan _may_ save the day (contains some false positives)
1102 if (pliesToQueen[winnerSide] + 3 > pliesToGo + kingptg)
1106 // Winning pawn is unstoppable and will promote as first, return big score
1107 Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]);
1108 return winnerSide == WHITE ? score : -score;
1112 // evaluate_space() computes the space evaluation for a given side. The
1113 // space evaluation is a simple bonus based on the number of safe squares
1114 // available for minor pieces on the central four files on ranks 2--4. Safe
1115 // squares one, two or three squares behind a friendly pawn are counted
1116 // twice. Finally, the space bonus is scaled by a weight taken from the
1117 // material hash table. The aim is to improve play on game opening.
1119 int evaluate_space(const Position& pos, EvalInfo& ei) {
1121 const Color Them = (Us == WHITE ? BLACK : WHITE);
1123 // Find the safe squares for our pieces inside the area defined by
1124 // SpaceMask[]. A square is unsafe if it is attacked by an enemy
1125 // pawn, or if it is undefended and attacked by an enemy piece.
1126 Bitboard safe = SpaceMask[Us]
1127 & ~pos.pieces(PAWN, Us)
1128 & ~ei.attackedBy[Them][PAWN]
1129 & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
1131 // Find all squares which are at most three squares behind some friendly pawn
1132 Bitboard behind = pos.pieces(PAWN, Us);
1133 behind |= (Us == WHITE ? behind >> 8 : behind << 8);
1134 behind |= (Us == WHITE ? behind >> 16 : behind << 16);
1136 return popcount<Max15>(safe) + popcount<Max15>(behind & safe);
1140 // interpolate() interpolates between a middle game and an endgame score,
1141 // based on game phase. It also scales the return value by a ScaleFactor array.
1143 Value interpolate(const Score& v, Phase ph, ScaleFactor sf) {
1145 assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE);
1146 assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
1147 assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
1149 int ev = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL;
1150 int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
1151 return Value((result + GrainSize / 2) & ~(GrainSize - 1));
1155 // weight_option() computes the value of an evaluation weight, by combining
1156 // two UCI-configurable weights (midgame and endgame) with an internal weight.
1158 Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) {
1160 // Scale option value from 100 to 256
1161 int mg = Options[mgOpt] * 256 / 100;
1162 int eg = Options[egOpt] * 256 / 100;
1164 return apply_weight(make_score(mg, eg), internalWeight);
1168 // A couple of little helpers used by tracing code, to_cp() converts a value to
1169 // a double in centipawns scale, trace_add() stores white and black scores.
1171 double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
1173 void trace_add(int idx, Score wScore, Score bScore) {
1175 TracedScores[WHITE][idx] = wScore;
1176 TracedScores[BLACK][idx] = bScore;
1180 // trace_row() is an helper function used by tracing code to register the
1181 // values of a single evaluation term.
1183 void trace_row(const char* name, int idx) {
1185 Score wScore = TracedScores[WHITE][idx];
1186 Score bScore = TracedScores[BLACK][idx];
1189 case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
1190 TraceStream << std::setw(20) << name << " | --- --- | --- --- | "
1191 << std::setw(6) << to_cp(mg_value(wScore)) << " "
1192 << std::setw(6) << to_cp(eg_value(wScore)) << " \n";
1195 TraceStream << std::setw(20) << name << " | " << std::noshowpos
1196 << std::setw(5) << to_cp(mg_value(wScore)) << " "
1197 << std::setw(5) << to_cp(eg_value(wScore)) << " | "
1198 << std::setw(5) << to_cp(mg_value(bScore)) << " "
1199 << std::setw(5) << to_cp(eg_value(bScore)) << " | "
1201 << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " "
1202 << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n";