]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Properly indent evaluate_king()
[stockfish] / src / evaluate.cpp
index 2b3335ca350c47e2f4a092465c1df4477f95a4de..3fdd49e28d7aaacffff755e107d352f39fabd0f5 100644 (file)
@@ -46,9 +46,11 @@ namespace {
   const int GrainSize = 8;
 
   // Evaluation weights, initialized from UCI options
-  Score WeightMobility, WeightPawnStructure;
-  Score WeightPassedPawns, WeightSpace;
-  Score WeightKingSafety[2];
+  enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem };
+  Score Weights[6];
+
+  typedef Value V;
+  #define S(mg, eg) make_score(mg, eg)
 
   // Internal evaluation weights. These are applied on top of the evaluation
   // weights read from UCI parameters. The purpose is to be able to change
@@ -56,19 +58,9 @@ namespace {
   // parameters at 100, which looks prettier.
   //
   // Values modified by Joona Kiiski
-  const Score WeightMobilityInternal      = make_score(248, 271);
-  const Score WeightPawnStructureInternal = make_score(233, 201);
-  const Score WeightPassedPawnsInternal   = make_score(252, 259);
-  const Score WeightSpaceInternal         = make_score( 46,   0);
-  const Score WeightKingSafetyInternal    = make_score(247,   0);
-  const Score WeightKingOppSafetyInternal = make_score(259,   0);
-
-  // Mobility and outposts bonus modified by Joona Kiiski
-
-  typedef Value V;
-  #define S(mg, eg) make_score(mg, eg)
-
-  CACHE_LINE_ALIGNMENT
+  const Score WeightsInternal[] = {
+      S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
+  };
 
   // Knight mobility bonus in middle game and endgame, indexed by the number
   // of attacked squares not occupied by friendly piecess.
@@ -211,10 +203,10 @@ namespace {
     (1ULL<<SQ_C5) | (1ULL<<SQ_D5) | (1ULL<<SQ_E5) | (1ULL<<SQ_F5)
   };
 
-  /// King safety constants and variables. The king safety scores are taken
-  /// from the array SafetyTable[]. Various little "meta-bonuses" measuring
-  /// the strength of the attack are added up into an integer, which is used
-  /// as an index to SafetyTable[].
+  /// King danger constants and variables. The king danger scores are taken
+  /// from the KingDangerTable[]. Various little "meta-bonuses" measuring
+  /// the strength of the enemy attack are added up into an integer, which
+  /// is used as an index to KingDangerTable[].
 
   // Attack weights for each piece type and table indexed on piece type
   const int QueenAttackWeight  = 5;
@@ -224,12 +216,12 @@ namespace {
 
   const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
 
-  // Bonuses for safe checks
+  // Bonuses for enemy's safe checks
   const int QueenContactCheckBonus = 3;
   const int DiscoveredCheckBonus   = 3;
-  const int QueenCheckBonus        = 2; 
+  const int QueenCheckBonus        = 2;
   const int RookCheckBonus         = 1;
-  const int BishopCheckBonus       = 1; 
+  const int BishopCheckBonus       = 1;
   const int KnightCheckBonus       = 1;
 
   // Scan for queen contact mates?
@@ -251,9 +243,8 @@ namespace {
     15, 15, 15, 15, 15, 15, 15, 15
   };
 
-  // SafetyTable[] contains the actual king safety scores. It is initialized
-  // in init_safety().
-  Value SafetyTable[100];
+  // KingDangerTable[color][] contains the actual king danger weighted scores
+  Score KingDangerTable[2][128];
 
   // Pawn and material hash tables, indexed by the current thread id.
   // Note that they will be initialized at 0 being global variables.
@@ -280,6 +271,9 @@ namespace {
   template<Color Us, bool HasPopCnt>
   void evaluate_space(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);
@@ -336,7 +330,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
 
   // Probe the pawn hash table
   ei.pi = PawnTable[threadID]->get_pawn_info(pos);
-  ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
+  ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]);
 
   // Initialize king attack bitboards and king attack zones for both sides
   ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
@@ -402,7 +396,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
   }
 
   // Mobility
-  ei.value += apply_weight(ei.mobility, WeightMobility);
+  ei.value += apply_weight(ei.mobility, Weights[Mobility]);
 
   // If we don't already have an unusual scale factor, check for opposite
   // colored bishop endgames, and use a lower scale for those
@@ -485,22 +479,23 @@ void quit_eval() {
 
 void read_weights(Color us) {
 
-  Color them = opposite_color(us);
+  // King safety is asymmetrical. Our king danger level is weighted by
+  // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness".
+  const int kingDangerUs   = (us == WHITE ? KingDangerUs   : KingDangerThem);
+  const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs);
 
-  WeightMobility         = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal);
-  WeightPawnStructure    = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal);
-  WeightPassedPawns      = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal);
-  WeightSpace            = weight_option("Space", "Space", WeightSpaceInternal);
-  WeightKingSafety[us]   = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal);
-  WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal);
+  Weights[Mobility]       = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
+  Weights[PawnStructure]  = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]);
+  Weights[PassedPawns]    = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]);
+  Weights[Space]          = weight_option("Space", "Space", WeightsInternal[Space]);
+  Weights[kingDangerUs]   = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]);
+  Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]);
 
   // If running in analysis mode, make sure we use symmetrical king safety. We do this
-  // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average.
+  // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
   if (get_option_value_bool("UCI_AnalyseMode"))
-  {
-      WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2;
-      WeightKingSafety[them] = WeightKingSafety[us];
-  }
+      Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
+
   init_safety();
 }
 
@@ -710,16 +705,16 @@ namespace {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
-    Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
+    Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
     Square from, to;
     bool sente;
-    int attackUnits, count, shelter = 0;
-    const Square s = pos.king_square(Us);
+    int attackUnits, shelter = 0;
+    const Square ksq = pos.king_square(Us);
 
     // King shelter
-    if (relative_rank(Us, s) <= RANK_4)
+    if (relative_rank(Us, ksq) <= RANK_4)
     {
-        shelter = ei.pi->get_king_shelter(pos, Us, s);
+        shelter = ei.pi->get_king_shelter(pos, Us, ksq);
         ei.value += Sign[Us] * make_score(shelter, 0);
     }
 
@@ -730,145 +725,124 @@ namespace {
         && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
         && ei.kingAdjacentZoneAttacksCount[Them])
     {
-      // Is it the attackers turn to move?
-      sente = (Them == pos.side_to_move());
-
-      // Find the attacked squares around the king which has no defenders
-      // apart from the king itself
-      undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
-      undefended &= ~(  ei.attacked_by(Us, PAWN)   | ei.attacked_by(Us, KNIGHT)
-                      | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
-                      | ei.attacked_by(Us, QUEEN));
-
-      // Initialize the 'attackUnits' variable, which is used later on as an
-      // index to the SafetyTable[] array. The initial value is based on the
-      // number and types of the attacking pieces, the number of attacked and
-      // undefended squares around the king, the square of the king, and the
-      // quality of the pawn shelter.
-      attackUnits =  Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
-                   + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
-                   + InitKingDanger[relative_square(Us, s)]
-                   - (shelter >> 5);
-
-      // Analyse safe queen contact checks
-      b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
-      if (b)
-      {
-        attackedByOthers =  ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
-                          | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
-
-        b &= attackedByOthers;
-
-        // Squares attacked by the queen and supported by another enemy piece and
-        // not defended by other pieces but our king.
+        // Is it the attackers turn to move?
+        sente = (Them == pos.side_to_move());
+
+        // Find the attacked squares around the king which has no defenders
+        // apart from the king itself
+        undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING);
+        undefended &= ~(  ei.attacked_by(Us, PAWN)   | ei.attacked_by(Us, KNIGHT)
+                        | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK)
+                        | ei.attacked_by(Us, QUEEN));
+
+        // Initialize the 'attackUnits' variable, which is used later on as an
+        // index to the KingDangerTable[] array. The initial value is based on
+        // the number and types of the enemy's attacking pieces, the number of
+        // attacked and undefended squares around our king, the square of the
+        // king, and the quality of the pawn shelter.
+        attackUnits =  Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2)
+                     + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended))
+                     + InitKingDanger[relative_square(Us, ksq)]
+                     - shelter / 32;
+
+        // Analyse safe queen contact checks
+        b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
         if (b)
         {
-            // The bitboard b now contains the squares available for safe queen
-            // contact checks.
-            count = count_1s_max_15<HasPopCnt>(b);
-            attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
+            attackedByOthers =  ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
+                              | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
+
+            b &= attackedByOthers;
 
-            // Is there a mate threat?
-            if (QueenContactMates && !pos.is_check())
+            // Squares attacked by the queen and supported by another enemy piece and
+            // not defended by other pieces but our king.
+            if (b)
             {
-                escapeSquares = pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-                occ = pos.occupied_squares();
-                while (b)
-                {
-                    to = pop_1st_bit(&b);
+                // The bitboard b now contains the squares available for safe queen
+                // contact checks.
+                attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
 
-                    // Do we have escape squares from queen contact check attack ?
-                    if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+                // Is there a mate threat?
+                if (QueenContactMates && !pos.is_check())
+                {
+                    escapeSquares = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
+                    occ = pos.occupied_squares();
+                    while (b)
                     {
-                        // We have a mate, unless the queen is pinned or there
-                        // is an X-ray attack through the queen.
-                        for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+                        to = pop_1st_bit(&b);
+
+                        // Do we have escape squares from queen contact check attack ?
+                        if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
                         {
-                            from = pos.piece_list(Them, QUEEN, i);
-                            if (    bit_is_set(pos.attacks_from<QUEEN>(from), to)
-                                && !bit_is_set(pos.pinned_pieces(Them), from)
-                                && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
-                                && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
-
-                                // Set the mate threat move
-                                ei.mateThreat[Them] = make_move(from, to);
+                            // We have a mate, unless the queen is pinned or there
+                            // is an X-ray attack through the queen.
+                            for (int i = 0; i < pos.piece_count(Them, QUEEN); i++)
+                            {
+                                from = pos.piece_list(Them, QUEEN, i);
+                                if (    bit_is_set(pos.attacks_from<QUEEN>(from), to)
+                                    && !bit_is_set(pos.pinned_pieces(Them), from)
+                                    && !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(ROOK, QUEEN, Us))
+                                    && !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & pos.pieces(BISHOP, QUEEN, Us)))
+
+                                    // Set the mate threat move
+                                    ei.mateThreat[Them] = make_move(from, to);
+                            }
                         }
                     }
                 }
             }
         }
-      }
-
-      // Analyse safe distance checks
-      safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
-
-      if (QueenCheckBonus > 0 || RookCheckBonus > 0)
-      {
-          b = pos.attacks_from<ROOK>(s) & safe;
 
-          // Queen checks
-          b2 = b & ei.attacked_by(Them, QUEEN);
-          if (b2)
-              attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
+        // Analyse enemy's safe distance checks
+        safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
 
-          // Rook checks
-          b2 = b & ei.attacked_by(Them, ROOK);
-          if (b2)
-              attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b2);
-      }
-      if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
-      {
-          b = pos.attacks_from<BISHOP>(s) & safe;
+        b1 = pos.attacks_from<ROOK>(ksq) & safe;
+        b2 = pos.attacks_from<BISHOP>(ksq) & safe;
 
-          // Queen checks
-          b2 = b & ei.attacked_by(Them, QUEEN);
-          if (b2)
-              attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b2);
+        // Enemy rooks safe checks
+        b = b1 & ei.attacked_by(Them, ROOK);
+        if (b)
+            attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-          // Bishop checks
-          b2 = b & ei.attacked_by(Them, BISHOP);
-          if (b2)
-              attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b2);
-      }
-      if (KnightCheckBonus > 0)
-      {
-          b = pos.attacks_from<KNIGHT>(s) & safe;
+        // Enemy bishops safe checks
+        b = b2 & ei.attacked_by(Them, BISHOP);
+        if (b)
+            attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-          // Knight checks
-          b2 = b & ei.attacked_by(Them, KNIGHT);
-          if (b2)
-              attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b2);
-      }
+        // Enemy queens safe checks
+        b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
+        if (b)
+            attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-      // Analyse discovered checks (only for non-pawns right now, consider
-      // adding pawns later).
-      if (DiscoveredCheckBonus)
-      {
-          b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
-          if (b)
-              attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
-      }
+        // Enemy knights safe checks
+        b = pos.attacks_from<KNIGHT>(ksq) & ei.attacked_by(Them, KNIGHT) & safe;
+        if (b)
+            attackUnits += KnightCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-      // Has a mate threat been found? We don't do anything here if the
-      // side with the mating move is the side to move, because in that
-      // case the mating side will get a huge bonus at the end of the main
-      // evaluation function instead.
-      if (ei.mateThreat[Them] != MOVE_NONE)
-          attackUnits += MateThreatBonus;
-
-      // Ensure that attackUnits is between 0 and 99, in order to avoid array
-      // out of bounds errors.
-      attackUnits = Min(99, Max(0, attackUnits));
-
-      // Finally, extract the king safety score from the SafetyTable[] array.
-      // Add the score to the evaluation, and also to ei.futilityMargin. The
-      // reason for adding the king safety score to the futility margin is
-      // that the king safety scores can sometimes be very big, and that
-      // capturing a single attacking piece can therefore result in a score
-      // change far bigger than the value of the captured piece.
-      Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]);
-      ei.value -= Sign[Us] * v;
-      ei.futilityMargin[Us] += mg_value(v);
+        // Analyse discovered checks (only for non-pawns right now, consider
+        // adding pawns later).
+        b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN);
+        if (b)
+            attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+
+        // Has a mate threat been found? We don't do anything here if the
+        // side with the mating move is the side to move, because in that
+        // case the mating side will get a huge bonus at the end of the main
+        // evaluation function instead.
+        if (ei.mateThreat[Them] != MOVE_NONE)
+            attackUnits += MateThreatBonus;
+
+        // Ensure that attackUnits is between 0 and 99, in order to avoid array
+        // out of bounds errors.
+        attackUnits = Min(99, Max(0, attackUnits));
+
+        // Finally, extract the king danger score from the KingDangerTable[]
+        // array and subtract the score from evaluation. Set also ei.kingDanger[]
+        // 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.
+        ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
+        ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
     }
   }
 
@@ -966,8 +940,8 @@ namespace {
                 ebonus -= ebonus / 4;
         }
 
-        // Add the scores for this pawn to the middle game and endgame eval.
-        ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns);
+        // Add the scores for this pawn to the middle game and endgame eval
+        ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
 
     } // while
   }
@@ -1154,7 +1128,7 @@ namespace {
     int space =  count_1s_max_15<HasPopCnt>(safeSquares)
                + count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
 
-    ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace);
+    ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]);
   }
 
 
@@ -1201,7 +1175,7 @@ namespace {
   }
 
   // init_safety() initizes the king safety evaluation, based on UCI
-  // parameters.  It is called from read_weights().
+  // parameters. It is called from read_weights().
 
   void init_safety() {
 
@@ -1209,22 +1183,29 @@ namespace {
     int peak     = 0x500;
     double a     = 0.4;
     double b     = 0.0;
+    Value t[100];
 
+    // First setup the base table
     for (int i = 0; i < 100; i++)
     {
         if (i < b)
-            SafetyTable[i] = Value(0);
+            t[i] = Value(0);
         else
-            SafetyTable[i] = Value((int)(a * (i - b) * (i - b)));
+            t[i] = Value((int)(a * (i - b) * (i - b)));
     }
 
     for (int i = 1; i < 100; i++)
     {
-        if (SafetyTable[i] - SafetyTable[i - 1] > maxSlope)
-            SafetyTable[i] = SafetyTable[i - 1] + Value(maxSlope);
+        if (t[i] - t[i - 1] > maxSlope)
+            t[i] = t[i - 1] + Value(maxSlope);
 
-        if (SafetyTable[i]  > Value(peak))
-            SafetyTable[i] = Value(peak);
+        if (t[i]  > Value(peak))
+            t[i] = Value(peak);
     }
+
+    // Then apply the weights and get the final KingDangerTable[] array
+    for (Color c = WHITE; c <= BLACK; c++)
+        for (int i = 0; i < 100; i++)
+            KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
   }
 }