]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Retire mate threat detection from evaluation
[stockfish] / src / evaluate.cpp
index 65fd691ada7e3b55f8c203f3c8b76fa5fe391109..916257827df19426b480f6f698d6aa0e6c87917b 100644 (file)
@@ -130,28 +130,23 @@ namespace {
     V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0)  // 8
   };
 
-  // ThreatBonus[][] contains bonus according to which piece type
-  // attacks which one.
-  #define Z S(0, 0)
-
+  // ThreatBonus[attacking][attacked] contains bonus according to which
+  // piece type attacks which one.
   const Score ThreatBonus[8][8] = {
-      { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
-      { Z, S(18,37),       Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks
-      { Z, S(18,37), S(37,47),       Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks
-      { Z, S( 9,27), S(27,47), S(27,47),       Z, S(37,47), Z, Z }, // ROOK attacks
-      { Z, S(27,37), S(27,37), S(27,37), S(27,37),       Z, Z, Z }, // QUEEN attacks
-      { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
-      { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
-      { Z, Z, Z, Z, Z, Z, Z, Z }  // not used
+    {},
+    { S(0, 0), S(18,37), S( 0, 0), S(37,47), S(55,97), S(55,97) }, // KNIGHT
+    { S(0, 0), S(18,37), S(37,47), S( 0, 0), S(55,97), S(55,97) }, // BISHOP
+    { S(0, 0), S( 9,27), S(27,47), S(27,47), S( 0, 0), S(37,47) }, // ROOK
+    { S(0, 0), S(27,37), S(27,37), S(27,37), S(27,37), S( 0, 0) }, // QUEEN
+    {}, {}, {}
   };
 
   // ThreatedByPawnPenalty[] contains a penalty according to which piece
   // type is attacked by an enemy pawn.
   const Score ThreatedByPawnPenalty[8] = {
-    Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z
+    S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118)
   };
 
-  #undef Z
   #undef S
 
   // Bonus for unstoppable passed pawns
@@ -208,13 +203,8 @@ namespace {
   /// 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;
-  const int RookAttackWeight   = 3;
-  const int BishopAttackWeight = 2;
-  const int KnightAttackWeight = 2;
-
-  const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight };
+  // KingAttackWeights[] contains king attack weights by piece type
+  const int KingAttackWeights[8] = { 0, 0, 2, 2, 3, 5 };
 
   // Bonuses for enemy's safe checks
   const int QueenContactCheckBonus = 3;
@@ -224,12 +214,6 @@ namespace {
   const int BishopCheckBonus       = 1;
   const int KnightCheckBonus       = 1;
 
-  // Scan for queen contact mates?
-  const bool QueenContactMates = true;
-
-  // Bonus for having a mate threat
-  const int MateThreatBonus = 3;
-
   // InitKingDanger[] contains bonuses based on the position of the defending
   // king.
   const int InitKingDanger[64] = {
@@ -428,11 +412,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
   }
 
   // Interpolate between the middle game and the endgame score
-  Color stm = pos.side_to_move();
-
-  Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor);
-
-  return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v);
+  return Sign[pos.side_to_move()] * scale_by_game_phase(ei.value, phase, factor);
 }
 
 } // namespace
@@ -559,7 +539,7 @@ namespace {
         if (b & ei.kingZone[Us])
         {
             ei.kingAttackersCount[Us]++;
-            ei.kingAttackersWeight[Us] += AttackWeight[Piece];
+            ei.kingAttackersWeight[Us] += KingAttackWeights[Piece];
             Bitboard bb = (b & ei.attackedBy[Them][KING]);
             if (bb)
                 ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15<HasPopCnt>(bb);
@@ -705,10 +685,9 @@ namespace {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
 
-    Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b1, b2, safe;
-    Square from, to;
+    Bitboard undefended, b, b1, b2, safe;
     bool sente;
-    int attackUnits, count, shelter = 0;
+    int attackUnits, shelter = 0;
     const Square ksq = pos.king_square(Us);
 
     // King shelter
@@ -721,130 +700,84 @@ namespace {
     // King safety. This is quite complicated, and is almost certainly far
     // from optimally tuned.
     if (   pos.piece_count(Them, QUEEN) >= 1
-        && ei.kingAttackersCount[Them] >= 2
-        && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame
+        && ei.kingAttackersCount[Them]  >= 2
+        && 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 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 >> 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);
+        // 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 enemy's safe queen contact checks. First find undefended
+        // squares around the king attacked by enemy queen...
+        b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them);
+        if (b)
+        {
+            // ...then remove squares not supported by another enemy piece
+            b &= (  ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
+                  | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK));
+            if (b)
+                attackUnits += QueenContactCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente ? 2 : 1);
+        }
+
+        // Analyse enemy's safe distance checks for sliders and knights
+        safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
 
-        b &= attackedByOthers;
+        b1 = pos.attacks_from<ROOK>(ksq) & safe;
+        b2 = pos.attacks_from<BISHOP>(ksq) & safe;
 
-        // Squares attacked by the queen and supported by another enemy piece and
-        // not defended by other pieces but our king.
+        // Enemy queen safe checks
+        b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
         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);
+            attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-            // 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)
-                {
-                    to = pop_1st_bit(&b);
-
-                    // Do we have escape squares from queen contact check attack ?
-                    if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[ksq])))
-                    {
-                        // 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);
-                        }
-                    }
-                }
-            }
-        }
-      }
+        // Enemy rooks safe checks
+        b = b1 & ei.attacked_by(Them, ROOK);
+        if (b)
+            attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
+
+        // Enemy bishops safe checks
+        b = b2 & ei.attacked_by(Them, BISHOP);
+        if (b)
+            attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
 
-      // Analyse enemy's safe distance checks
-      safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us));
-
-      b1 = pos.attacks_from<ROOK>(ksq) & safe;
-      b2 = pos.attacks_from<BISHOP>(ksq) & safe;
-
-      // Enemy rooks safe checks
-      b = b1 & ei.attacked_by(Them, ROOK);
-      if (b)
-          attackUnits += RookCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Enemy bishops safe checks
-      b = b2 & ei.attacked_by(Them, BISHOP);
-      if (b)
-          attackUnits += BishopCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // Enemy queens safe checks
-      b = (b1 | b2) & ei.attacked_by(Them, QUEEN);
-      if (b)
-          attackUnits += QueenCheckBonus * count_1s_max_15<HasPopCnt>(b);
-
-      // 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);
-
-      // 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.
-      // Subtract the score from evaluation, and set ei.futilityMargin[].
-      // The reason for storing the king danger score to futility margin
-      // is that the king danger 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.
-      ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
-      ei.futilityMargin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
+        // 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);
+
+        // Analyse enemy's 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);
+
+        // To index KingDangerTable[] attackUnits must be in [0, 99] range
+        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]);
     }
   }