]> git.sesse.net Git - stockfish/blobdiff - src/evaluate.cpp
Save futilityMargin for both colors
[stockfish] / src / evaluate.cpp
index 25d3ed03310b95d6b7b616ea1f105f1ff128db7a..d225de26fff69994013aabd9762dc373abe730f6 100644 (file)
@@ -64,8 +64,7 @@ namespace {
   const Score WeightKingOppSafetyInternal = make_score(259,   0);
 
   // Mobility and outposts bonus modified by Joona Kiiski
-  //
-  // Visually better to define tables constants
+
   typedef Value V;
   #define S(mg, eg) make_score(mg, eg)
 
@@ -111,7 +110,7 @@ namespace {
 
   // Pointers table to access mobility tables through piece type
   const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
-                                   RookMobilityBonus, QueenMobilityBonus, 0, 0 };
+                                    RookMobilityBonus, QueenMobilityBonus, 0, 0 };
 
   // Outpost bonuses for knights and bishops, indexed by square (from white's
   // point of view).
@@ -141,7 +140,7 @@ namespace {
 
   // ThreatBonus[][] contains bonus according to which piece type
   // attacks which one.
-  #define Z make_score(0, 0)
+  #define Z S(0, 0)
 
   const Score ThreatBonus[8][8] = {
       { Z, Z, Z, Z, Z, Z, Z, Z }, // not used
@@ -252,9 +251,10 @@ namespace {
   // in init_safety().
   Value SafetyTable[100];
 
-  // Pawn and material hash tables, indexed by the current thread id
-  PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
-  MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+  // Pawn and material hash tables, indexed by the current thread id.
+  // Note that they will be initialized at 0 being global variables.
+  MaterialInfoTable* MaterialTable[THREAD_MAX];
+  PawnInfoTable* PawnTable[THREAD_MAX];
 
   // Sizes of pawn and material hash tables
   const int PawnTableSize = 16384;
@@ -330,7 +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->value(), WeightPawnStructure);
+  ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure);
 
   // Initialize king attack bitboards and king attack zones for both sides
   ei.attackedBy[WHITE][KING] = pos.attacks_from<KING>(pos.king_square(WHITE));
@@ -370,7 +370,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
   if (ei.pi->passed_pawns())
       evaluate_passed_pawns(pos, ei);
 
-  Phase phase = pos.game_phase();
+  Phase phase = ei.mi->game_phase();
 
   // Middle-game specific evaluation terms
   if (phase > PHASE_ENDGAME)
@@ -436,24 +436,6 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
 
 } // namespace
 
-/// quick_evaluate() does a very approximate evaluation of the current position.
-/// It currently considers only material and piece square table scores. Perhaps
-/// we should add scores from the pawn and material hash tables?
-
-Value quick_evaluate(const Position &pos) {
-
-  assert(pos.is_ok());
-
-  static const
-  ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
-
-  Phase ph = pos.game_phase();
-  Color stm = pos.side_to_move();
-
-  return Sign[stm] * scale_by_game_phase(pos.value(), ph, sf);
-}
-
-
 /// init_eval() initializes various tables used by the evaluation function
 
 void init_eval(int threads) {
@@ -720,8 +702,12 @@ namespace {
   void evaluate_king(const Position& pos, EvalInfo& ei) {
 
     const Color Them = (Us == WHITE ? BLACK : WHITE);
+
+    Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe;
+    Square from, to;
+    bool sente;
+    int attackUnits, count, shelter = 0;
     const Square s = pos.king_square(Us);
-    int shelter = 0;
 
     // King shelter
     if (relative_rank(Us, s) <= RANK_4)
@@ -738,77 +724,80 @@ namespace {
         && ei.kingAdjacentZoneAttacksCount[Them])
     {
       // Is it the attackers turn to move?
-      bool sente = (Them == pos.side_to_move());
+      sente = (Them == pos.side_to_move());
 
       // Find the attacked squares around the king which has no defenders
       // apart from the king itself
-      Bitboard undefended =
-             ei.attacked_by(Them)       & ~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)
-          &  ei.attacked_by(Us, KING);
-
-      Bitboard occ = pos.occupied_squares(), b, b2;
+      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
+      // 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.
-      int attackUnits =
-            Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25)
-          + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15<HasPopCnt>(undefended)) * 3
-          + InitKingDanger[relative_square(Us, s)] - (shelter >> 5);
+      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)
       {
-        Bitboard attackedByOthers =
-              ei.attacked_by(Them, PAWN)   | ei.attacked_by(Them, KNIGHT)
-            | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK);
+        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.
         if (b)
         {
-          // The bitboard b now contains the squares available for safe queen
-          // contact checks.
-          int count = count_1s_max_15<HasPopCnt>(b);
-          attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1);
-
-          // Is there a mate threat?
-          if (QueenContactMates && !pos.is_check())
-          {
-            Bitboard escapeSquares =
-                pos.attacks_from<KING>(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers;
-
-            while (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);
+
+            // Is there a mate threat?
+            if (QueenContactMates && !pos.is_check())
             {
-                Square from, to = pop_1st_bit(&b);
-                if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+                escapeSquares = pos.attacks_from<KING>(s) & ~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++)
-                    {
-                        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)))
+                    to = pop_1st_bit(&b);
 
-                            ei.mateThreat[Them] = make_move(from, to);
+                    // Do we have escape squares from queen contact check attack ?
+                    if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[s])))
+                    {
+                        // 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) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+          b = pos.attacks_from<ROOK>(s) & safe;
 
           // Queen checks
           b2 = b & ei.attacked_by(Them, QUEEN);
@@ -822,7 +811,7 @@ namespace {
       }
       if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
       {
-          b = pos.attacks_from<BISHOP>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+          b = pos.attacks_from<BISHOP>(s) & safe;
 
           // Queen checks
           b2 = b & ei.attacked_by(Them, QUEEN);
@@ -836,7 +825,7 @@ namespace {
       }
       if (KnightCheckBonus > 0)
       {
-          b = pos.attacks_from<KNIGHT>(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us);
+          b = pos.attacks_from<KNIGHT>(s) & safe;
 
           // Knight checks
           b2 = b & ei.attacked_by(Them, KNIGHT);
@@ -848,12 +837,12 @@ namespace {
       // 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);
+          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
+      // 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.
@@ -861,25 +850,18 @@ namespace {
           attackUnits += MateThreatBonus;
 
       // Ensure that attackUnits is between 0 and 99, in order to avoid array
-      // out of bounds errors:
-      if (attackUnits < 0)
-          attackUnits = 0;
-
-      if (attackUnits >= 100)
-          attackUnits = 99;
+      // 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
+      // 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;
-
-      if (Us == pos.side_to_move())
-          ei.futilityMargin += mg_value(v);
+      ei.futilityMargin[Us] += mg_value(v);
     }
   }