#include "evaluate.h"
#include "material.h"
#include "pawns.h"
-#include "scale.h"
#include "thread.h"
#include "ucioption.h"
#undef S
- // Bonus for unstoppable passed pawns
- const Value UnstoppablePawnValue = Value(0x500);
-
// Rooks and queens on the 7th rank (modified by Joona Kiiski)
const Score RookOn7thBonus = make_score(47, 98);
const Score QueenOn7thBonus = make_score(27, 54);
MaterialInfoTable* MaterialTable[MAX_THREADS];
PawnInfoTable* PawnTable[MAX_THREADS];
- // Sizes of pawn and material hash tables
- const int PawnTableSize = 16384;
- const int MaterialTableSize = 1024;
-
// Function prototypes
template<bool HasPopCnt>
Value do_evaluate(const Position& pos, EvalInfo& ei);
template<Color Us>
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei);
- void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei);
void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei);
void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei);
inline Score apply_weight(Score v, Score weight);
//// Functions
////
+
+/// Prefetches in pawn hash tables
+
+void prefetchPawn(Key key, int threadID) {
+
+ PawnTable[threadID]->prefetch(key);
+}
+
/// evaluate() is the main evaluation function. It always computes two
/// values, an endgame score and a middle game score, and interpolates
/// between them based on the remaining material.
evaluate_passed_pawns<WHITE>(pos, ei);
evaluate_passed_pawns<BLACK>(pos, ei);
- // If one side has only a king, check whether exsists any unstoppable passed pawn
- if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK))
- evaluate_unstoppable_pawns(pos, ei);
-
Phase phase = ei.mi->game_phase();
// Middle-game specific evaluation terms
// colored bishop endgames, and use a lower scale for those
if ( phase < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
- && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > Value(0))
- || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0))))
+ && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > VALUE_ZERO)
+ || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < VALUE_ZERO)))
{
ScaleFactor sf;
continue;
}
if (!PawnTable[i])
- PawnTable[i] = new PawnInfoTable(PawnTableSize);
+ PawnTable[i] = new PawnInfoTable();
if (!MaterialTable[i])
- MaterialTable[i] = new MaterialInfoTable(MaterialTableSize);
+ MaterialTable[i] = new MaterialInfoTable();
}
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b;
- Score bonus = make_score(0, 0);
+ Score bonus = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
Bitboard undefended, b, b1, b2, safe;
bool sente;
- int attackUnits, shelter = 0;
+ int attackUnits;
const Square ksq = pos.king_square(Us);
// King shelter
- if (relative_rank(Us, ksq) <= RANK_4)
- {
- shelter = ei.pi->get_king_shelter(pos, Us, ksq);
- ei.value += Sign[Us] * make_score(shelter, 0);
- }
+ ei.value += Sign[Us] * ei.pi->king_shelter(pos, Us, ksq);
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+ 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+ InitKingDanger[relative_square(Us, ksq)]
- - shelter / 32;
+ - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32;
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
- Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us);
+ Bitboard b = ei.pi->passed_pawns(Us);
while (b)
{
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them))
- && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<QUEEN>(s)))
+ && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them));
}
- // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides
-
- void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) {
-
- int movesToGo[2] = {0, 0};
- Square pawnToGo[2] = {SQ_NONE, SQ_NONE};
-
- for (Color c = WHITE; c <= BLACK; c++)
- {
- // Skip evaluation if other side has non-pawn pieces
- if (pos.non_pawn_material(opposite_color(c)))
- continue;
-
- Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c);
-
- while (b)
- {
- Square s = pop_1st_bit(&b);
- Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8));
- int d = square_distance(s, queeningSquare)
- - (relative_rank(c, s) == RANK_2) // Double pawn push
- - square_distance(pos.king_square(opposite_color(c)), queeningSquare)
- + int(c != pos.side_to_move());
-
- // Do we protect the path to queening ?
- bool pathDefended = (ei.attacked_by(c) & squares_in_front_of(c, s)) == squares_in_front_of(c, s);
-
- if (d < 0 || pathDefended)
- {
- int mtg = RANK_8 - relative_rank(c, s);
- int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares());
- mtg += blockerCount;
- d += blockerCount;
- if ((d < 0 || pathDefended) && (!movesToGo[c] || movesToGo[c] > mtg))
- {
- movesToGo[c] = mtg;
- pawnToGo[c] = s;
- }
- }
- }
- }
-
- // Neither side has an unstoppable passed pawn?
- if (!(movesToGo[WHITE] | movesToGo[BLACK]))
- return;
-
- // Does only one side have an unstoppable passed pawn?
- if (!movesToGo[WHITE] || !movesToGo[BLACK])
- {
- Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK;
- ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])));
- }
- else
- { // Both sides have unstoppable pawns! Try to find out who queens
- // first. We begin by transforming 'movesToGo' to the number of
- // plies until the pawn queens for both sides.
- movesToGo[WHITE] *= 2;
- movesToGo[BLACK] *= 2;
- movesToGo[pos.side_to_move()]--;
-
- Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK;
- Color loserSide = opposite_color(winnerSide);
-
- // If one side queens at least three plies before the other, that side wins
- if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3)
- ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
-
- // If one side queens one ply before the other and checks the king or attacks
- // the undefended opponent's queening square, that side wins. To avoid cases
- // where the opponent's king could move somewhere before first pawn queens we
- // consider only free paths to queen for both pawns.
- else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares())
- && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares()))
- {
- assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1);
-
- Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8));
- Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8));
-
- Bitboard b = pos.occupied_squares();
- clear_bit(&b, pawnToGo[winnerSide]);
- clear_bit(&b, pawnToGo[loserSide]);
- b = queen_attacks_bb(winnerQSq, b);
-
- if ( (b & pos.pieces(KING, loserSide))
- ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq)))
- ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)));
- }
- }
- }
-
-
// evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
// if it is.
}
- // scale_by_game_phase() interpolates between a middle game and an endgame
- // score, based on game phase. It also scales the return value by a
- // ScaleFactor array.
+ // scale_by_game_phase() interpolates between a middle game and an endgame score,
+ // based on game phase. It also scales the return value by a ScaleFactor array.
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) {
assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE);
assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME);
- Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]);
+ Value eg = eg_value(v);
+ ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK];
+ Value ev = Value((eg * int(f)) / SCALE_FACTOR_NORMAL);
- int result = (mg_value(v) * ph + ev * (128 - ph)) / 128;
+ int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128;
return Value(result & ~(GrainSize - 1));
}