]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Restore user weights to 100
[stockfish] / src / evaluate.cpp
index 9c2b70a7acb90509200b56c42f1a287bb44155a2..2cfa4d5a6e3f594a8002e45eebe77adbb7bef727 100644 (file)
   along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-
-////
-//// Includes
-////
-
 #include <cassert>
 #include <iostream>
 #include <iomanip>
 #include "thread.h"
 #include "ucioption.h"
 
-
-////
-//// Local definitions
-////
-
 namespace {
 
   // Struct EvalInfo contains various information computed and collected
   // by the evaluation functions.
   struct EvalInfo {
 
-    // Pointer to pawn hash table entry
+    // Pointers to material and pawn hash table entries
+    MaterialInfo* mi;
     PawnInfo* pi;
 
     // attackedBy[color][piece type] is a bitboard representing all squares
@@ -84,7 +75,7 @@ namespace {
   const int GrainSize = 8;
 
   // Evaluation weights, initialized from UCI options
-  enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
+  enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem };
   Score Weights[6];
 
   typedef Value V;
@@ -97,7 +88,7 @@ namespace {
   //
   // Values modified by Joona Kiiski
   const Score WeightsInternal[] = {
-      S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+      S(284, 229), S(252, 259), S(46, 0), S(209, 0), S(349, 0)
   };
 
   // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and
@@ -151,9 +142,9 @@ namespace {
     { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0,  0) }  // QUEEN
   };
 
-  // ThreatedByPawnPenalty[PieceType] contains a penalty according to which
+  // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which
   // piece type is attacked by an enemy pawn.
-  const Score ThreatedByPawnPenalty[] = {
+  const Score ThreatenedByPawnPenalty[] = {
     S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
   };
 
@@ -224,7 +215,7 @@ namespace {
 
   // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the
   // evaluation terms, used when tracing.
-  Score TracedTerms[2][16];
+  Score TracedScores[2][16];
   std::stringstream TraceStream;
 
   enum TracedType {
@@ -261,6 +252,8 @@ namespace {
   Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf);
   Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
   void init_safety();
+  double to_cp(Value v);
+  void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO);
 }
 
 
@@ -269,102 +262,88 @@ namespace {
 /// between them based on the remaining material.
 Value evaluate(const Position& pos, Value& margin) {
 
-    return CpuHasPOPCNT ? do_evaluate<true, false>(pos, margin)
-                        : do_evaluate<false, false>(pos, margin);
+  return CpuHasPOPCNT ? do_evaluate<true, false>(pos, margin)
+                      : do_evaluate<false, false>(pos, margin);
 }
 
 namespace {
 
-double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
-
-void trace_add(int idx, Score term_w, Score term_b = Score(0)) {
-
-    TracedTerms[WHITE][idx] = term_w;
-    TracedTerms[BLACK][idx] = term_b;
-}
-
 template<bool HasPopCnt, bool Trace>
 Value do_evaluate(const Position& pos, Value& margin) {
 
   EvalInfo ei;
   Value margins[2];
-  Score mobilityWhite, mobilityBlack;
+  Score score, mobilityWhite, mobilityBlack;
 
   assert(pos.is_ok());
   assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
   assert(!pos.in_check());
 
-  // Initialize value by reading the incrementally updated scores included
+  // Initialize score by reading the incrementally updated scores included
   // in the position object (material + piece square tables).
-  Score bonus = pos.value();
+  score = pos.value();
 
   // margins[] store the uncertainty estimation of position's evaluation
   // that typically is used by the search for pruning decisions.
   margins[WHITE] = margins[BLACK] = VALUE_ZERO;
 
   // Probe the material hash table
-  MaterialInfo* mi = Threads[pos.thread()].materialTable.get_material_info(pos);
-  bonus += mi->material_value();
+  ei.mi = Threads[pos.thread()].materialTable.get_material_info(pos);
+  score += ei.mi->material_value();
 
   // If we have a specialized evaluation function for the current material
   // configuration, call it and return.
-  if (mi->specialized_eval_exists())
+  if (ei.mi->specialized_eval_exists())
   {
       margin = VALUE_ZERO;
-      return mi->evaluate(pos);
+      return ei.mi->evaluate(pos);
   }
 
   // Probe the pawn hash table
   ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos);
-  bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
+  score += ei.pi->pawns_value();
 
   // Initialize attack and king safety bitboards
   init_eval_info<WHITE, HasPopCnt>(pos, ei);
   init_eval_info<BLACK, HasPopCnt>(pos, ei);
 
   // Evaluate pieces and mobility
-  bonus +=  evaluate_pieces_of_color<WHITE, HasPopCnt, Trace>(pos, ei, mobilityWhite)
+  score +=  evaluate_pieces_of_color<WHITE, HasPopCnt, Trace>(pos, ei, mobilityWhite)
           - evaluate_pieces_of_color<BLACK, HasPopCnt, Trace>(pos, ei, mobilityBlack);
 
-  bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
+  score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]);
 
   // Evaluate kings after all other pieces because we need complete attack
   // information when computing the king safety evaluation.
-  bonus +=  evaluate_king<WHITE, HasPopCnt, Trace>(pos, ei, margins)
+  score +=  evaluate_king<WHITE, HasPopCnt, Trace>(pos, ei, margins)
           - evaluate_king<BLACK, HasPopCnt, Trace>(pos, ei, margins);
 
   // Evaluate tactical threats, we need full attack information including king
-  bonus +=  evaluate_threats<WHITE>(pos, ei)
+  score +=  evaluate_threats<WHITE>(pos, ei)
           - evaluate_threats<BLACK>(pos, ei);
 
   // Evaluate passed pawns, we need full attack information including king
-  bonus +=  evaluate_passed_pawns<WHITE>(pos, ei)
+  score +=  evaluate_passed_pawns<WHITE>(pos, ei)
           - evaluate_passed_pawns<BLACK>(pos, ei);
 
   // If one side has only a king, check whether exists any unstoppable passed pawn
   if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
-      bonus += evaluate_unstoppable_pawns<HasPopCnt>(pos, ei);
+      score += evaluate_unstoppable_pawns<HasPopCnt>(pos, ei);
 
   // Evaluate space for both sides, only in middle-game.
-  if (mi->space_weight())
+  if (ei.mi->space_weight())
   {
-      int s_w = evaluate_space<WHITE, HasPopCnt>(pos, ei);
-      int s_b = evaluate_space<BLACK, HasPopCnt>(pos, ei);
-      bonus += apply_weight(make_score((s_w - s_b) * mi->space_weight(), 0), Weights[Space]);
-
-      if (Trace)
-          trace_add(SPACE, apply_weight(make_score(s_w * mi->space_weight(), make_score(0, 0)), Weights[Space]),
-                           apply_weight(make_score(s_b * mi->space_weight(), make_score(0, 0)), Weights[Space]));
+      int s = evaluate_space<WHITE, HasPopCnt>(pos, ei) - evaluate_space<BLACK, HasPopCnt>(pos, ei);
+      score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]);
   }
 
   // Scale winning side if position is more drawish that what it appears
-  ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE)
-                                                : mi->scale_factor(pos, BLACK);
-  Phase phase = mi->game_phase();
+  ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE)
+                                                : ei.mi->scale_factor(pos, BLACK);
 
   // If we don't already have an unusual scale factor, check for opposite
   // colored bishop endgames, and use a lower scale for those.
-  if (   phase < PHASE_MIDGAME
+  if (   ei.mi->game_phase() < PHASE_MIDGAME
       && pos.opposite_colored_bishops()
       && sf == SCALE_FACTOR_NORMAL)
   {
@@ -385,23 +364,27 @@ Value do_evaluate(const Position& pos, Value& margin) {
 
   // Interpolate between the middle game and the endgame score
   margin = margins[pos.side_to_move()];
-  Value v = scale_by_game_phase(bonus, phase, sf);
+  Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf);
 
+  // In case of tracing add all single evaluation contributions for both white and black
   if (Trace)
   {
       trace_add(PST, pos.value());
-      trace_add(IMBALANCE, mi->material_value());
-      trace_add(PAWN, apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]));
+      trace_add(IMBALANCE, ei.mi->material_value());
+      trace_add(PAWN, ei.pi->pawns_value());
       trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
       trace_add(THREAT, evaluate_threats<WHITE>(pos, ei), evaluate_threats<BLACK>(pos, ei));
       trace_add(PASSED, evaluate_passed_pawns<WHITE>(pos, ei), evaluate_passed_pawns<BLACK>(pos, ei));
-      trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<HasPopCnt>(pos, ei));
-      trace_add(TOTAL, bonus);
+      trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns<false>(pos, ei));
+      Score w = make_score(ei.mi->space_weight() * evaluate_space<WHITE, false>(pos, ei), 0);
+      Score b = make_score(ei.mi->space_weight() * evaluate_space<BLACK, false>(pos, ei), 0);
+      trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space]));
+      trace_add(TOTAL, score);
       TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE])
                   << ", Black: " << to_cp(margins[BLACK])
                   << "\nScaling: " << std::noshowpos
-                  << std::setw(6) << 100.0 * phase/128.0 << "% MG, "
-                  << std::setw(6) << 100.0 * (1.0 - phase/128.0) << "% * "
+                  << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, "
+                  << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * "
                   << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n"
                   << "Total evaluation: " << to_cp(v);
   }
@@ -422,7 +405,6 @@ void read_evaluation_uci_options(Color us) {
   const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
 
   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]);
@@ -499,7 +481,7 @@ namespace {
     Square s, ksq;
     int mob;
     File f;
-    Score bonus = SCORE_ZERO;
+    Score score = SCORE_ZERO;
 
     const BitCountType Full  = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32;
     const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
@@ -542,18 +524,18 @@ namespace {
         // Decrease score if we are attacked by an enemy pawn. Remaining part
         // of threat evaluation must be done later when we have full attack info.
         if (bit_is_set(ei.attackedBy[Them][PAWN], s))
-            bonus -= ThreatedByPawnPenalty[Piece];
+            score -= ThreatenedByPawnPenalty[Piece];
 
         // Bishop and knight outposts squares
         if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
-            bonus += evaluate_outposts<Piece, Us>(pos, ei, s);
+            score += evaluate_outposts<Piece, Us>(pos, ei, s);
 
         // Queen or rook on 7th rank
         if (  (Piece == ROOK || Piece == QUEEN)
             && relative_rank(Us, s) == RANK_7
             && relative_rank(Us, pos.king_square(Them)) == RANK_8)
         {
-            bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
+            score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus);
         }
 
         // Special extra evaluation for bishops
@@ -568,11 +550,11 @@ namespace {
                 if (pos.piece_on(s + d) == make_piece(Us, PAWN))
                 {
                     if (!pos.square_is_empty(s + d + pawn_push(Us)))
-                        bonus -= 2*TrappedBishopA1H1Penalty;
+                        score -= 2*TrappedBishopA1H1Penalty;
                     else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
-                        bonus -= TrappedBishopA1H1Penalty;
+                        score -= TrappedBishopA1H1Penalty;
                     else
-                        bonus -= TrappedBishopA1H1Penalty / 2;
+                        score -= TrappedBishopA1H1Penalty / 2;
                 }
             }
         }
@@ -585,9 +567,9 @@ namespace {
             if (ei.pi->file_is_half_open(Us, f))
             {
                 if (ei.pi->file_is_half_open(Them, f))
-                    bonus += RookOpenFileBonus;
+                    score += RookOpenFileBonus;
                 else
-                    bonus += RookHalfOpenFileBonus;
+                    score += RookHalfOpenFileBonus;
             }
 
             // Penalize rooks which are trapped inside a king. Penalize more if
@@ -603,7 +585,7 @@ namespace {
             {
                 // 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)))
-                    bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+                    score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
                                                            : (TrappedRookPenalty - mob * 16), 0);
             }
             else if (    square_file(ksq) <= FILE_D
@@ -612,16 +594,16 @@ namespace {
             {
                 // 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)))
-                    bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
+                    score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2
                                                            : (TrappedRookPenalty - mob * 16), 0);
             }
         }
     }
 
     if (Trace)
-        TracedTerms[Us][Piece] = bonus;
+        TracedScores[Us][Piece] = score;
 
-    return bonus;
+    return score;
   }
 
 
@@ -634,7 +616,7 @@ namespace {
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
     Bitboard b;
-    Score bonus = SCORE_ZERO;
+    Score score = SCORE_ZERO;
 
     // Enemy pieces not defended by a pawn and under our attack
     Bitboard weakEnemies =  pos.pieces_of_color(Them)
@@ -652,9 +634,9 @@ namespace {
         if (b)
             for (PieceType pt2 = PAWN; pt2 < KING; pt2++)
                 if (b & pos.pieces(pt2))
-                    bonus += ThreatBonus[pt1][pt2];
+                    score += ThreatBonus[pt1][pt2];
     }
-    return bonus;
+    return score;
   }
 
 
@@ -666,21 +648,21 @@ namespace {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
-    Score bonus = mobility = SCORE_ZERO;
+    Score score = mobility = SCORE_ZERO;
 
     // Do not include in mobility squares protected by enemy pawns or occupied by our pieces
     const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
 
-    bonus += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
-    bonus += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
-    bonus += evaluate_pieces<ROOK,   Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
-    bonus += evaluate_pieces<QUEEN,  Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
+    score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
+    score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
+    score += evaluate_pieces<ROOK,   Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
+    score += evaluate_pieces<QUEEN,  Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
 
     // 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];
-    return bonus;
+    return score;
   }
 
 
@@ -697,7 +679,7 @@ namespace {
     const Square ksq = pos.king_square(Us);
 
     // King shelter
-    Score bonus = ei.pi->king_shelter<Us>(pos, ksq);
+    Score score = ei.pi->king_shelter<Us>(pos, ksq);
 
     // King safety. This is quite complicated, and is almost certainly far
     // from optimally tuned.
@@ -787,14 +769,14 @@ namespace {
         // value that will be used for pruning because this value can sometimes
         // be very big, and so capturing a single attacking piece can therefore
         // result in a score change far bigger than the value of the captured piece.
-        bonus -= KingDangerTable[Us][attackUnits];
+        score -= KingDangerTable[Us][attackUnits];
         margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
     }
 
     if (Trace)
-        TracedTerms[Us][KING] = bonus;
+        TracedScores[Us][KING] = score;
 
-    return bonus;
+    return score;
   }
 
 
@@ -805,9 +787,10 @@ namespace {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
-    Score bonus = SCORE_ZERO;
-    Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
-    Bitboard b = ei.pi->passed_pawns(Us);
+    Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
+    Score score = SCORE_ZERO;
+
+    b = ei.pi->passed_pawns(Us);
 
     if (!b)
         return SCORE_ZERO;
@@ -829,9 +812,12 @@ namespace {
             Square blockSq = s + pawn_push(Us);
 
             // Adjust bonus based on kings proximity
-            ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
-            ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
             ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr);
+            ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr);
+
+            // If blockSq is not the queening square then consider also a second push
+            if (square_rank(blockSq) != (Us == WHITE ? RANK_8 : RANK_1))
+                ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
 
             // If the pawn is free to advance, increase bonus
             if (pos.square_is_empty(blockSq))
@@ -887,47 +873,48 @@ namespace {
             else if (pos.pieces(ROOK, QUEEN, Them))
                 ebonus -= ebonus / 4;
         }
-        bonus += make_score(mbonus, ebonus);
+        score += make_score(mbonus, ebonus);
 
     } while (b);
 
     // Add the scores to the middle game and endgame eval
-    return apply_weight(bonus, Weights[PassedPawns]);
+    return apply_weight(score, Weights[PassedPawns]);
   }
 
 
-  // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
+  // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite
+  // conservative and returns a winning score only when we are very sure that the pawn is winning.
 
   template<bool HasPopCnt>
   Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
 
     const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15;
 
-    Bitboard b1, b2, queeningPath, candidates, supBB, sacBB;
-    Square s1, s2, queeningSquare, supSq, sacSq;
+    Bitboard b, b2, blockers, supporters, queeningPath, candidates;
+    Square s, blockSq, queeningSquare;
     Color c, winnerSide, loserSide;
     bool pathDefended, opposed;
-    int pliesToGo, movesToGo, oppMovesToGo;
+    int pliesToGo, movesToGo, oppMovesToGo, sacptg, blockersCount, minKingDist, kingptg, d;
     int pliesToQueen[] = { 256, 256 };
 
-    // Step 1. Hunt for unstoppable pawns. If we find at least one, record how many plies
-    // are required for promotion
+    // Step 1. Hunt for unstoppable passed pawns. If we find at least one,
+    // record how many plies are required for promotion.
     for (c = WHITE; c <= BLACK; c++)
     {
         // Skip if other side has non-pawn pieces
         if (pos.non_pawn_material(opposite_color(c)))
             continue;
 
-        b1 = ei.pi->passed_pawns(c);
+        b = ei.pi->passed_pawns(c);
 
-        while (b1)
+        while (b)
         {
-            s1 = pop_1st_bit(&b1);
-            queeningSquare = relative_square(c, make_square(square_file(s1), RANK_8));
-            queeningPath = squares_in_front_of(c, s1);
+            s = pop_1st_bit(&b);
+            queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
+            queeningPath = squares_in_front_of(c, s);
 
-            // Compute plies from queening and check direct advancement
-            movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(c, s1) == RANK_2);
+            // Compute plies to queening and check direct advancement
+            movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2);
             oppMovesToGo = square_distance(pos.king_square(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move());
             pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
 
@@ -937,7 +924,7 @@ namespace {
             // Opponent king cannot block because path is defended and position
             // is not in check. So only friendly pieces can be blockers.
             assert(!pos.in_check());
-            assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c));
+            assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces_of_color(c)));
 
             // Add moves needed to free the path from friendly pieces and retest condition
             movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
@@ -946,9 +933,7 @@ namespace {
                 continue;
 
             pliesToGo = 2 * movesToGo - int(c == pos.side_to_move());
-
-            if (pliesToGo < pliesToQueen[c])
-                pliesToQueen[c] = pliesToGo;
+            pliesToQueen[c] = Min(pliesToQueen[c], pliesToGo);
         }
     }
 
@@ -961,91 +946,89 @@ namespace {
     loserSide = opposite_color(winnerSide);
 
     // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
-    // We collect the potential candidates in potentialBB.
-    b1 = candidates = pos.pieces(PAWN, loserSide);
+    b = candidates = pos.pieces(PAWN, loserSide);
 
-    while (b1)
+    while (b)
     {
-        s1 = pop_1st_bit(&b1);
+        s = pop_1st_bit(&b);
 
         // Compute plies from queening
-        queeningSquare = relative_square(loserSide, make_square(square_file(s1), RANK_8));
-        movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(loserSide, s1) == RANK_2);
+        queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8));
+        movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
         pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
 
         // Check if (without even considering any obstacles) we're too far away or doubled
         if (   pliesToQueen[winnerSide] + 3 <= pliesToGo
-            || (squares_in_front_of(loserSide, s1) & pos.pieces(PAWN, loserSide)))
-            clear_bit(&candidates, s1);
+            || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
+            clear_bit(&candidates, s);
     }
 
     // If any candidate is already a passed pawn it _may_ promote in time. We give up.
     if (candidates & ei.pi->passed_pawns(loserSide))
         return SCORE_ZERO;
 
-    // Step 4. Check new passed pawn creation through king capturing and sacrifices
-    b1 = candidates;
+    // Step 4. Check new passed pawn creation through king capturing and pawn sacrifices
+    b = candidates;
 
-    while (b1)
+    while (b)
     {
-        s1 = pop_1st_bit(&b1);
+        s = pop_1st_bit(&b);
+        sacptg = blockersCount = 0;
+        minKingDist = kingptg = 256;
 
         // Compute plies from queening
-        queeningSquare = relative_square(loserSide, make_square(square_file(s1), RANK_8));
-        movesToGo = rank_distance(s1, queeningSquare) - int(relative_rank(loserSide, s1) == RANK_2);
+        queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8));
+        movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
         pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
 
-        // Generate list of obstacles
-        opposed = squares_in_front_of(loserSide, s1) & pos.pieces(PAWN, winnerSide);
-        b2 = passed_pawn_mask(loserSide, s1) & pos.pieces(PAWN, winnerSide);
-
-        assert(b2);
+        // Generate list of blocking pawns and supporters
+        supporters = neighboring_files_bb(s) & candidates;
+        opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
+        blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
 
-        // How many plies does it take to remove all the obstacles?
-        int sacptg = 0;
-        int realObsCount = 0;
-        int minKingDist = 256;
-        int kingptg = 256;
+        assert(blockers);
 
-        while (b2)
+        // How many plies does it take to remove all the blocking pawns?
+        while (blockers)
         {
-            s2 = pop_1st_bit(&b2);
+            blockSq = pop_1st_bit(&blockers);
             movesToGo = 256;
 
             // Check pawns that can give support to overcome obstacle, for instance
             // black pawns: a4, b4 white: b2 then pawn in b4 is giving support.
-            if (!opposed && square_file(s1) != square_file(s2))
+            if (!opposed)
             {
-                supBB = in_front_bb(winnerSide, s2 + pawn_push(winnerSide)) & neighboring_files_bb(s1) & candidates;
+                b2 = supporters & in_front_bb(winnerSide, blockSq + pawn_push(winnerSide));
 
-                while (supBB) // This while-loop could be replaced with supSq = LSB/MSB(supBB) (depending on color)
+                while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
                 {
-                    supSq = pop_1st_bit(&supBB);
-                    movesToGo = Min(movesToGo, square_distance(s2, supSq) - 2);
+                    d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
+                    movesToGo = Min(movesToGo, d);
                 }
             }
 
-            // Check pawns that can be sacrificed
-            sacBB = passed_pawn_mask(winnerSide, s2) & neighboring_files_bb(s2) & candidates & ~(1ULL << s1);
+            // Check pawns that can be sacrificed against the blocking pawn
+            b2 = attack_span_mask(winnerSide, blockSq) & candidates & ~(1ULL << s);
 
-            while (sacBB) // This while-loop could be replaced with sacSq = LSB/MSB(sacBB) (depending on color)
+            while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
             {
-                sacSq = pop_1st_bit(&sacBB);
-                movesToGo = Min(movesToGo, square_distance(s2, sacSq) - 2);
+                d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
+                movesToGo = Min(movesToGo, d);
             }
 
-            // Good, obstacle can be destroyed with an immediate pawn sacrifice,
+            // If obstacle can be destroyed with an immediate pawn exchange / sacrifice,
             // it's not a real obstacle and we have nothing to add to pliesToGo.
             if (movesToGo <= 0)
                 continue;
 
-            // Plies needed to sacrifice the pawn
+            // Plies needed to sacrifice against all the blocking pawns
             sacptg += movesToGo * 2;
-            realObsCount++;
+            blockersCount++;
 
-            // Plies needed for the king to capture opposing pawn
-            minKingDist = Min(minKingDist, square_distance(pos.king_square(loserSide), s2));
-            kingptg = (minKingDist + realObsCount) * 2;
+            // Plies needed for the king to capture all the blocking pawns
+            d = square_distance(pos.king_square(loserSide), blockSq);
+            minKingDist = Min(minKingDist, d);
+            kingptg = (minKingDist + blockersCount) * 2;
         }
 
         // Check if pawn sacrifice plan _may_ save the day
@@ -1095,8 +1078,8 @@ namespace {
   // apply_weight() applies an evaluation weight to a value trying to prevent overflow
 
   inline Score apply_weight(Score v, Score w) {
-      return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
-                        (int(eg_value(v)) * eg_value(w)) / 0x100);
+    return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
+                      (int(eg_value(v)) * eg_value(w)) / 0x100);
   }
 
 
@@ -1155,29 +1138,40 @@ namespace {
   }
 
 
+  // A couple of little helpers used by tracing code, to_cp() converts a value to
+  // a double in centipawns scale, trace_add() stores white and black scores.
+
+  double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
+
+  void trace_add(int idx, Score wScore, Score bScore) {
+
+      TracedScores[WHITE][idx] = wScore;
+      TracedScores[BLACK][idx] = bScore;
+  }
+
   // trace_row() is an helper function used by tracing code to register the
   // values of a single evaluation term.
 
   void trace_row(const char *name, int idx) {
 
-    Score term_w = TracedTerms[WHITE][idx];
-    Score term_b = TracedTerms[BLACK][idx];
+    Score wScore = TracedScores[WHITE][idx];
+    Score bScore = TracedScores[BLACK][idx];
 
     switch (idx) {
     case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL:
         TraceStream << std::setw(20) << name << " |   ---   --- |   ---   --- | "
-                    << std::setw(6)  << to_cp(mg_value(term_w)) << " "
-                    << std::setw(6)  << to_cp(eg_value(term_w)) << " \n";
+                    << std::setw(6)  << to_cp(mg_value(wScore)) << " "
+                    << std::setw(6)  << to_cp(eg_value(wScore)) << " \n";
         break;
     default:
         TraceStream << std::setw(20) << name << " | " << std::noshowpos
-                    << std::setw(5)  << to_cp(mg_value(term_w)) << " "
-                    << std::setw(5)  << to_cp(eg_value(term_w)) << " | "
-                    << std::setw(5)  << to_cp(mg_value(term_b)) << " "
-                    << std::setw(5)  << to_cp(eg_value(term_b)) << " | "
+                    << std::setw(5)  << to_cp(mg_value(wScore)) << " "
+                    << std::setw(5)  << to_cp(eg_value(wScore)) << " | "
+                    << std::setw(5)  << to_cp(mg_value(bScore)) << " "
+                    << std::setw(5)  << to_cp(eg_value(bScore)) << " | "
                     << std::showpos
-                    << std::setw(6)  << to_cp(mg_value(term_w - term_b)) << " "
-                    << std::setw(6)  << to_cp(eg_value(term_w - term_b)) << " \n";
+                    << std::setw(6)  << to_cp(mg_value(wScore - bScore)) << " "
+                    << std::setw(6)  << to_cp(eg_value(wScore - bScore)) << " \n";
     }
   }
 }
@@ -1194,7 +1188,7 @@ std::string trace_evaluate(const Position& pos) {
 
     TraceStream.str("");
     TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2);
-    memset(TracedTerms, 0, 2 * 16 * sizeof(Score));
+    memset(TracedScores, 0, 2 * 16 * sizeof(Score));
 
     do_evaluate<false, true>(pos, margin);