*/
#include <cassert>
-#include <iostream>
#include <iomanip>
#include <sstream>
#include <algorithm>
#include "thread.h"
#include "ucioption.h"
+Color EvalRootColor;
+
namespace {
// Struct EvalInfo contains various information computed and collected
const Score QueenOn7thBonus = make_score(27, 54);
// Rooks on open files (modified by Joona Kiiski)
- const Score RookOpenFileBonus = make_score(43, 43);
- const Score RookHalfOpenFileBonus = make_score(19, 19);
+ const Score RookOpenFileBonus = make_score(43, 21);
+ const Score RookHalfOpenFileBonus = make_score(19, 10);
// Penalty for rooks trapped inside a friendly king which has lost the
// right to castle.
inline Score apply_weight(Score v, Score weight);
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);
}
} // namespace
-/// read_weights() reads evaluation weights from the corresponding UCI parameters
+/// eval_init() reads evaluation weights from the corresponding UCI parameters
+/// and setup weights and tables.
+void eval_init() {
-void read_evaluation_uci_options(Color us) {
+ const Value MaxSlope = Value(30);
+ const Value Peak = Value(1280);
+ Value t[100];
// 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);
-
Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]);
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]);
+ 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 Weights[kingDangerUs] and Weights[kingDangerThem] by their average.
if (Options["UCI_AnalyseMode"])
- Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2;
+ Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2;
+
+ // First setup the base table
+ for (int i = 0; i < 100; i++)
+ {
+ t[i] = Value(int(0.4 * i * i));
+
+ if (i > 0)
+ t[i] = std::min(t[i], t[i - 1] + MaxSlope);
+
+ t[i] = std::min(t[i], Peak);
+ }
- init_safety();
+ // 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 == WHITE][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]);
}
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece.
- if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
+ if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
if ( !pos.pieces(KNIGHT, Them)
&& !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
- b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
+ b = attacks_bb<BISHOP>(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us));
else if (Piece == ROOK)
- b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
+ b = attacks_bb<ROOK>(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us));
else
assert(false);
- // Update attack info
ei.attackedBy[Us][Piece] |= b;
- // King attacks
if (b & ei.kingRing[Them])
{
ei.kingAttackersCount[Us]++;
ei.kingAdjacentZoneAttacksCount[Us] += popcount<Max15>(bb);
}
- // Mobility
mob = (Piece != QUEEN ? popcount<Max15>(b & mobilityArea)
: popcount<Full >(b & mobilityArea));
mobility += MobilityBonus[Piece][mob];
+ // Add a bonus if a slider is pinning an enemy piece
+ if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN)
+ && (PseudoAttacks[Piece][pos.king_square(Them)] & s))
+ {
+ b = BetweenBB[s][pos.king_square(Them)] & pos.occupied_squares();
+
+ assert(b);
+
+ if (single_bit(b) && (b & pos.pieces(Them)))
+ score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
+ }
+
// 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))
+ if (ei.attackedBy[Them][PAWN] & s)
score -= ThreatenedByPawnPenalty[Piece];
// Bishop and knight outposts squares
// 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.
- score -= KingDangerTable[Us][attackUnits];
- margins[Us] += mg_value(KingDangerTable[Us][attackUnits]);
+ score -= KingDangerTable[Us == EvalRootColor][attackUnits];
+ margins[Us] += mg_value(KingDangerTable[Us == EvalRootColor][attackUnits]);
}
if (Trace)
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
- supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(file_of(s));
+ supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
for (c = WHITE; c <= BLACK; c++)
{
// Skip if other side has non-pawn pieces
- if (pos.non_pawn_material(flip(c)))
+ if (pos.non_pawn_material(~c))
continue;
b = ei.pi->passed_pawns(c);
// 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(flip(c)), queeningSquare) - int(c != pos.side_to_move());
+ oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move());
pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath);
if (movesToGo >= oppMovesToGo && !pathDefended)
return SCORE_ZERO;
winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK);
- loserSide = flip(winnerSide);
+ loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
b = candidates = pos.pieces(PAWN, loserSide);
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
|| (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide)))
- clear_bit(&candidates, s);
+ candidates ^= s;
}
// If any candidate is already a passed pawn it _may_ promote in time. We give up.
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Generate list of blocking pawns and supporters
- supporters = neighboring_files_bb(file_of(s)) & candidates;
+ supporters = adjacent_files_bb(file_of(s)) & candidates;
opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
}
- // init_safety() initizes the king safety evaluation, based on UCI
- // parameters. It is called from read_weights().
-
- void init_safety() {
-
- const Value MaxSlope = Value(30);
- const Value Peak = Value(1280);
- Value t[100];
-
- // First setup the base table
- for (int i = 0; i < 100; i++)
- {
- t[i] = Value(int(0.4 * i * i));
-
- if (i > 0)
- t[i] = std::min(t[i], t[i - 1] + MaxSlope);
-
- t[i] = std::min(t[i], 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]);
- }
-
-
// 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.