enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are reserved for PieceType
enum Tracing { NO_TRACE, TRACE };
enum Term { // The first 8 entries are reserved for PieceType
- MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, INITIATIVE, TOTAL, TERM_NB
+ MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, WINNABLE, TOTAL, TERM_NB
{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
S( 57,168), S( 57,169), S( 62,172) },
{ S(-60,-78), S(-20,-17), S( 2, 23), S( 3, 39), S( 3, 70), S( 11, 99), // Rook
S( 22,103), S( 31,121), S( 40,134), S( 40,139), S( 41,158), S( 48,164),
S( 57,168), S( 57,169), S( 62,172) },
- { S(-34,-36), S(-15,-21), S(-10, -1), S(-10, 22), S( 20, 41), S( 23, 56), // Queen
+ { S(-30,-48), S(-12,-30), S( -8, -7), S( -9, 19), S( 20, 40), S( 23, 55), // Queen
S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
S( 23, 59), S( 35, 75), S( 38, 78), S( 53, 96), S( 64, 96), S( 65,100),
S( 65,121), S( 66,127), S( 67,131), S( 67,133), S( 72,136), S( 72,141),
S( 77,147), S( 79,150), S( 93,151), S(108,168), S(108,168), S(108,171),
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
// Assorted bonuses and penalties
constexpr Score BishopPawns = S( 3, 7);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score BishopXRayPawns = S( 4, 5);
constexpr Score CorneredBishop = S( 50, 50);
constexpr Score FlankAttacks = S( 8, 0);
constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
constexpr Score ReachableOutpost = S( 31, 22);
constexpr Score PassedFile = S( 11, 8);
constexpr Score PawnlessFlank = S( 17, 95);
- constexpr Score RookOnQueenFile = S( 5, 9);
- constexpr Score SliderOnQueen = S( 59, 18);
+ constexpr Score RookOnKingRing = S( 16, 0);
+ constexpr Score RookOnQueenFile = S( 6, 11);
+ constexpr Score SliderOnQueen = S( 60, 18);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 55, 13);
constexpr Score ThreatByKing = S( 24, 89);
constexpr Score ThreatByPawnPush = S( 48, 39);
constexpr Score ThreatBySafePawn = S(173, 94);
constexpr Score TrappedRook = S( 55, 13);
- constexpr Score WeakQueen = S( 51, 14);
- constexpr Score WeakQueenProtection = S( 15, 0);
+ constexpr Score WeakQueen = S( 56, 15);
+ constexpr Score WeakQueenProtection = S( 14, 0);
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
template<Color Us> Score threats() const;
template<Color Us> Score passed() const;
template<Color Us> Score space() const;
mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
// Initialize attackedBy[] for king and pawns
mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pos.blockers_for_king(Us) | pe->pawn_attacks(Them));
// Initialize attackedBy[] for king and pawns
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
attackedBy[Us][PAWN] = pe->pawn_attacks(Us);
attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN];
attackedBy2[Us] = dblAttackByPawn | (attackedBy[Us][KING] & attackedBy[Us][PAWN]);
// Init our king safety tables
Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
// Init our king safety tables
Square s = make_square(Utility::clamp(file_of(ksq), FILE_B, FILE_G),
Utility::clamp(rank_of(ksq), RANK_2, RANK_7));
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them));
kingAttacksCount[Them] = kingAttackersWeight[Them] = 0;
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
// Find attacked squares, including x-ray attacks for bishops and rooks
b = Pt == BISHOP ? attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN))
: Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(QUEEN) ^ pos.pieces(Us, ROOK))
+ else if (Pt == ROOK && (file_bb(s) & kingRing[Them]))
+ score += RookOnKingRing;
+
+ else if (Pt == BISHOP && (attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & kingRing[Them]))
+ score += BishopOnKingRing;
+
* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Penalty for all enemy pawns x-rayed
* (!(attackedBy[Us][PAWN] & s) + popcount(blocked & CenterFiles));
// Penalty for all enemy pawns x-rayed
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
// Bonus for bishop on a long diagonal which can "see" both center squares
if (more_than_one(attacks_bb<BISHOP>(s, pos.pieces(PAWN)) & Center))
Bitboard queenPinners;
if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
score -= WeakQueen;
Bitboard queenPinners;
if (pos.slider_blockers(pos.pieces(Them, ROOK, BISHOP), s, queenPinners))
score -= WeakQueen;
- b = (attackedBy[Us][BISHOP] & pos.attacks_from<BISHOP>(s))
- | (attackedBy[Us][ROOK ] & pos.attacks_from<ROOK >(s));
+ b = (attackedBy[Us][BISHOP] & attacks_bb<BISHOP>(s, pos.pieces()))
+ | (attackedBy[Us][ROOK ] & attacks_bb<ROOK >(s, pos.pieces()));
- // Evaluation::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
- // squares one, two or three squares behind a friendly pawn are counted
- // twice. Finally, the space bonus is multiplied by a weight. The aim is to
- // improve play on game opening.
+ // Evaluation::space() computes a space evaluation for a given side, aiming to improve game
+ // play in the opening. It is based on the number of safe squares on the 4 central files
+ // on ranks 2 to 4. Completely safe squares behind a friendly pawn are counted twice.
+ // Finally, the space bonus is multiplied by a weight which decreases according to occupancy.
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
int outflanking = distance<File>(pos.square<KING>(WHITE), pos.square<KING>(BLACK))
- distance<Rank>(pos.square<KING>(WHITE), pos.square<KING>(BLACK));
int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
int u = ((mg > 0) - (mg < 0)) * Utility::clamp(complexity + 50, -abs(mg), 0);
int v = ((eg > 0) - (eg < 0)) * std::max(complexity, -abs(eg));
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
- return ScaleFactor(sf);
+ // Interpolate between the middlegame and (scaled by 'sf') endgame score
+ v = mg * int(me->game_phase())
+ + eg * int(PHASE_MIDGAME - me->game_phase()) * ScaleFactor(sf) / SCALE_FACTOR_NORMAL;
+ v /= PHASE_MIDGAME;
+
+ if (T)
+ {
+ Trace::add(WINNABLE, make_score(u, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL - eg_value(score)));
+ Trace::add(TOTAL, make_score(mg, eg * ScaleFactor(sf) / SCALE_FACTOR_NORMAL));
+ }
+
+ return Value(v);
- score += initiative(score);
-
- // Interpolate between a middlegame and a (scaled by 'sf') endgame score
- ScaleFactor sf = scale_factor(eg_value(score));
- v = mg_value(score) * int(me->game_phase())
- + eg_value(score) * int(PHASE_MIDGAME - me->game_phase()) * sf / SCALE_FACTOR_NORMAL;
-
- v /= PHASE_MIDGAME;
+ // Derive single value from mg and eg parts of score
+ v = winnable(score);
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
Trace::add(IMBALANCE, me->imbalance());
Trace::add(PAWN, pe->pawn_score(WHITE), pe->pawn_score(BLACK));
Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]);
- return (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+ v = (pos.side_to_move() == WHITE ? v : -v) + Tempo;
+
+ // Damp down the evaluation linearly when shuffling
+ v = v * (100 - pos.rule50_count()) / 100;
+
+ return v;
<< " Threats | " << Term(THREAT)
<< " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE)
<< " Threats | " << Term(THREAT)
<< " Passed | " << Term(PASSED)
<< " Space | " << Term(SPACE)