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.
- const Score KnightMobilityBonus[16] = {
- S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3),
- S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27)
+ // Pieces mobility bonus in middle game and endgame, indexed by piece type
+ // and number of attacked squares not occupied by friendly pieces.
+ const Score MobilityBonus[][32] = {
+ {}, {},
+ { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
+ S( 31, 22), S( 38, 27), S( 38, 27) },
+ { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
+ S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
+ S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
+ { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
+ S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
+ S( 29,116), S( 30,117), S( 31,118), S(32,118) },
+ { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
+ S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
+ S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
+ S( 20, 35), S( 20, 35) }
};
- // Bishop mobility bonus in middle game and endgame, indexed by the number
- // of attacked squares not occupied by friendly pieces. X-ray attacks through
- // queens are also included.
- const Score BishopMobilityBonus[16] = {
- S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12),
- S( 31, 26), S( 45, 40), S(57, 52), S(65, 60),
- S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
- S( 79, 74), S( 80, 75), S(81, 76), S(81, 76)
- };
-
- // Rook mobility bonus in middle game and endgame, indexed by the number
- // of attacked squares not occupied by friendly pieces. X-ray attacks through
- // queens and rooks are also included.
- const Score RookMobilityBonus[16] = {
- S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
- S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
- S( 23, 95), S( 26,106), S(27,111), S(28,114),
- S( 29,116), S( 30,117), S(31,118), S(32,118)
- };
-
- // Queen mobility bonus in middle game and endgame, indexed by the number
- // of attacked squares not occupied by friendly pieces.
- const Score QueenMobilityBonus[32] = {
- S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
- S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
- S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35),
- S( 20, 35), S(20, 35)
- };
-
- // Pointers table to access mobility tables through piece type
- const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
- RookMobilityBonus, QueenMobilityBonus, 0, 0 };
-
// Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view).
- const Value KnightOutpostBonus[64] = {
- // A B C D E F G H
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
- V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3
- V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4
- V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5
- V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
- };
-
- const Value BishopOutpostBonus[64] = {
+ const Value OutpostBonus[][64] = {
+ {
// A B C D E F G H
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2
- V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3
- V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4
- V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5
- V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
- V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
+ V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
+ V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
+ V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
+ V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0),
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) },
+ {
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
+ V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
+ V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
+ V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
+ V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0),
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
+ V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }
};
// ThreatBonus[attacking][attacked] contains bonus according to which
#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);
// right to castle.
const Value TrappedRookPenalty = Value(180);
- // Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
- // enemy pawns.
- const Score TrappedBishopA7H7Penalty = make_score(300, 300);
-
- // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
- const Bitboard MaskA7H7[2] = {
- ((1ULL << SQ_A7) | (1ULL << SQ_H7)),
- ((1ULL << SQ_A2) | (1ULL << SQ_H2))
- };
-
- // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by
- // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only
- // happen in Chess960 games.
- const Score TrappedBishopA1H1Penalty = make_score(100, 100);
-
- // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
- const Bitboard MaskA1H1[2] = {
- ((1ULL << SQ_A1) | (1ULL << SQ_H1)),
- ((1ULL << SQ_A8) | (1ULL << SQ_H8))
- };
-
// The SpaceMask[color] contains the area of the board which is considered
// by the space evaluation. In the middle game, each side is given a bonus
// based on how many squares inside this area are safe and available for
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);
Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]);
Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight);
//// 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
if (phase > PHASE_ENDGAME)
{
- // Pawn storms in positions with opposite castling
+ // Evaluate pawn storms in positions with opposite castling
if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D)
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);
+ assert (Piece == BISHOP || Piece == KNIGHT);
+
// Initial bonus based on square
- Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)]
- : KnightOutpostBonus[relative_square(Us, s)]);
+ Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us))
evaluate_outposts<Piece, Us>(pos, ei, s);
- // Special patterns: trapped bishops on a7/h7/a2/h2
- // and trapped bishops on a1/h1/a8/h8 in Chess960.
- if (Piece == BISHOP)
- {
- if (bit_is_set(MaskA7H7[Us], s))
- evaluate_trapped_bishop_a7h7(pos, s, Us, ei);
-
- if (Chess960 && bit_is_set(MaskA1H1[Us], s))
- evaluate_trapped_bishop_a1h1(pos, s, Us, ei);
- }
-
// Queen or rook on 7th rank
if ( (Piece == ROOK || Piece == QUEEN)
&& relative_rank(Us, s) == RANK_7
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)
{
}
- // 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)
- - int(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(relative_rank(c, s) == RANK_2);
- 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.
-
- void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) {
-
- assert(square_is_ok(s));
- assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP));
-
- Square b6 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B6 : SQ_G6);
- Square b8 = relative_square(us, (square_file(s) == FILE_A) ? SQ_B8 : SQ_G8);
-
- if ( pos.piece_on(b6) == piece_of_color_and_type(opposite_color(us), PAWN)
- && pos.see(s, b6) < 0
- && pos.see(s, b8) < 0)
- {
- ei.value -= Sign[us] * TrappedBishopA7H7Penalty;
- }
- }
-
-
- // evaluate_trapped_bishop_a1h1() determines whether a bishop on a1/h1
- // (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
- // black), and assigns a penalty if it is. This pattern can obviously
- // only occur in Chess960 games.
-
- void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei) {
-
- Piece pawn = piece_of_color_and_type(us, PAWN);
- Square b2, b3, c3;
-
- assert(Chess960);
- assert(square_is_ok(s));
- assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP));
-
- if (square_file(s) == FILE_A)
- {
- b2 = relative_square(us, SQ_B2);
- b3 = relative_square(us, SQ_B3);
- c3 = relative_square(us, SQ_C3);
- }
- else
- {
- b2 = relative_square(us, SQ_G2);
- b3 = relative_square(us, SQ_G3);
- c3 = relative_square(us, SQ_F3);
- }
-
- if (pos.piece_on(b2) == pawn)
- {
- Score penalty;
-
- if (!pos.square_is_empty(b3))
- penalty = 2 * TrappedBishopA1H1Penalty;
- else if (pos.piece_on(c3) == pawn)
- penalty = TrappedBishopA1H1Penalty;
- else
- penalty = TrappedBishopA1H1Penalty / 2;
-
- ei.value -= Sign[us] * penalty;
- }
- }
-
-
// evaluate_space() computes the space evaluation for a given side. The
// space evaluation is a simple bonus based on the number of safe squares
// available for minor pieces on the central four files on ranks 2--4. Safe