X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=02d740eccbc765b32386592fdab902e2a7c31d3f;hp=f27c04ec834ae4ef3b870b6a56739382b556ad2f;hb=d810441b359508577b736d7b6410190ba13078f5;hpb=4e5d834e8e25c1120269fe3d0f20220ef2056cb8 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f27c04ec..02d740ec 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -24,52 +24,12 @@ #include "bitcount.h" #include "evaluate.h" -#include "material.h" -#include "pawns.h" #include "thread.h" #include "ucioption.h" -namespace { +using namespace Eval; - // Struct EvalInfo contains various information computed and collected - // by the evaluation functions. - struct EvalInfo { - - // Pointers to material and pawn hash table entries - MaterialEntry* mi; - PawnEntry* pi; - - // attackedBy[color][piece type] is a bitboard representing all squares - // attacked by a given color and piece type, attackedBy[color][0] contains - // all squares attacked by the given color. - Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; - - // kingRing[color] is the zone around the king which is considered - // by the king safety evaluation. This consists of the squares directly - // adjacent to the king, and the three (or two, for a king on an edge file) - // squares two ranks in front of the king. For instance, if black's king - // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, - // f7, g7, h7, f6, g6 and h6. - Bitboard kingRing[COLOR_NB]; - - // kingAttackersCount[color] is the number of pieces of the given color - // which attack a square in the kingRing of the enemy king. - int kingAttackersCount[COLOR_NB]; - - // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the - // given color which attack a square in the kingRing of the enemy king. The - // weights of the individual piece types are given by the variables - // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and - // KnightAttackWeight in evaluate.cpp - int kingAttackersWeight[COLOR_NB]; - - // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares - // directly adjacent to the king of the given color. Pieces which attack - // more than one square are counted multiple times. For instance, if black's - // king is on g8 and there's a white knight on g5, this knight adds - // 2 to kingAdjacentZoneAttacksCount[BLACK]. - int kingAdjacentZoneAttacksCount[COLOR_NB]; - }; +namespace { // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@ -88,7 +48,7 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0) + S(289, 344), S(221, 273), S(46, 0), S(271, 0), S(307, 0) }; // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and @@ -150,16 +110,18 @@ namespace { #undef S + const Score BishopPinBonus = make_score(66, 11); + // Bonus for having the side to move (modified by Joona Kiiski) const Score Tempo = make_score(24, 11); // Rooks and queens on the 7th rank - const Score RookOn7thBonus = make_score(3, 20); - const Score QueenOn7thBonus = make_score(1, 8); + const Score RookOn7thBonus = make_score(11, 20); + const Score QueenOn7thBonus = make_score( 3, 8); // Rooks and queens attacking pawns on the same rank - const Score RookOnPawnBonus = make_score(3, 48); - const Score QueenOnPawnBonus = make_score(1, 40); + const Score RookOnPawnBonus = make_score(10, 28); + const Score QueenOnPawnBonus = make_score( 4, 20); // Rooks on open files (modified by Joona Kiiski) const Score RookOpenFileBonus = make_score(43, 21); @@ -169,6 +131,9 @@ namespace { // right to castle. const Value TrappedRookPenalty = Value(180); + // Penalty for bishop with pawns on the same coloured squares + const Score BishopPawnsPenalty = make_score(8, 12); + // 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. @@ -235,27 +200,27 @@ namespace { // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin); + Value do_evaluate(const Position& pos, Value& margin, Info& ei); template - void init_eval_info(const Position& pos, EvalInfo& ei); + void init_eval_info(const Position& pos, Info& ei); template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); template - Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]); + Score evaluate_king(const Position& pos, Info& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, Info& ei); template - int evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, Info& ei); template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_passed_pawns(const Position& pos, Info& ei); - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); + Score evaluate_unstoppable_pawns(const Position& pos, Info& ei); Value interpolate(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -271,8 +236,8 @@ namespace Eval { /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. - Value evaluate(const Position& pos, Value& margin) { - return do_evaluate(pos, margin); + Value evaluate(const Position& pos, Value& margin, Info* ei) { + return do_evaluate(pos, margin, *ei); } @@ -287,14 +252,6 @@ namespace Eval { Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); - // King safety is asymmetrical. Our king danger level is weighted by - // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". - // 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; - const int MaxSlope = 30; const int Peak = 1280; @@ -316,6 +273,7 @@ namespace Eval { Value margin; std::string totals; + Info ei; Search::RootColor = pos.side_to_move(); @@ -323,7 +281,7 @@ namespace Eval { TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin); + do_evaluate(pos, margin, ei); totals = TraceStream.str(); TraceStream.str(""); @@ -359,31 +317,17 @@ namespace Eval { namespace { template -Value do_evaluate(const Position& pos, Value& margin) { +Value do_evaluate(const Position& pos, Value& margin, Info& ei) { - assert(!pos.in_check()); + assert(!pos.checkers()); - EvalInfo ei; + Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; - - Key key = pos.key(); - Eval::Entry* e = pos.this_thread()->evalTable[key]; - - // If e->key matches the position's hash key, it means that we have analysed - // this node before, and we can simply return the information we found the last - // time instead of recomputing it. - if (e->key == key) - { - margin = Value(e->margins[pos.side_to_move()]); - return e->value; - } - - // Otherwise we overwrite current content with this node info. - e->key = key; + Thread* th = pos.this_thread(); // margins[] store the uncertainty estimation of position's evaluation // that typically is used by the search for pruning decisions. - e->margins[WHITE] = e->margins[BLACK] = VALUE_ZERO; + margins[WHITE] = margins[BLACK] = VALUE_ZERO; // Initialize score by reading the incrementally updated scores included // in the position object (material + piece square tables) and adding @@ -391,7 +335,7 @@ Value do_evaluate(const Position& pos, Value& margin) { score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo); // Probe the material hash table - ei.mi = pos.this_thread()->materialTable.probe(pos); + ei.mi = Material::probe(pos, th->materialTable, th->endgames); score += ei.mi->material_value(); // If we have a specialized evaluation function for the current material @@ -399,12 +343,11 @@ Value do_evaluate(const Position& pos, Value& margin) { if (ei.mi->specialized_eval_exists()) { margin = VALUE_ZERO; - e->value = ei.mi->evaluate(pos); - return e->value; + return ei.mi->evaluate(pos); } // Probe the pawn hash table - ei.pi = pos.this_thread()->pawnTable.probe(pos); + ei.pi = Pawns::probe(pos, th->pawnsTable); score += ei.pi->pawns_value(); // Initialize attack and king safety bitboards @@ -419,8 +362,8 @@ Value do_evaluate(const Position& pos, Value& margin) { // Evaluate kings after all other pieces because we need complete attack // information when computing the king safety evaluation. - score += evaluate_king(pos, ei, e->margins) - - evaluate_king(pos, ei, e->margins); + score += evaluate_king(pos, ei, margins) + - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack information including king score += evaluate_threats(pos, ei) @@ -466,7 +409,7 @@ Value do_evaluate(const Position& pos, Value& margin) { sf = ScaleFactor(50); } - margin = Value(e->margins[pos.side_to_move()]); + margin = margins[pos.side_to_move()]; Value v = interpolate(score, ei.mi->game_phase(), sf); // In case of tracing add all single evaluation contributions for both white and black @@ -483,8 +426,8 @@ Value do_evaluate(const Position& pos, Value& margin) { Score b = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space])); trace_add(TOTAL, score); - TraceStream << "\nUncertainty margin: White: " << to_cp(Value(e->margins[WHITE])) - << ", Black: " << to_cp(Value(e->margins[BLACK])) + TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE]) + << ", Black: " << to_cp(margins[BLACK]) << "\nScaling: " << std::noshowpos << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, " << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * " @@ -492,7 +435,7 @@ Value do_evaluate(const Position& pos, Value& margin) { << "Total evaluation: " << to_cp(v); } - return e->value = pos.side_to_move() == WHITE ? v : -v; + return pos.side_to_move() == WHITE ? v : -v; } @@ -500,7 +443,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, EvalInfo& ei) { + void init_eval_info(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -509,7 +452,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // Init king safety tables only if we are going to use them if ( pos.piece_count(Us, QUEEN) - && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg) + && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) { ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); b &= ei.attackedBy[Us][PAWN]; @@ -523,7 +466,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + Score evaluate_outposts(const Position& pos, Info& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -549,7 +492,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; @@ -590,23 +533,22 @@ Value do_evaluate(const Position& pos, Value& margin) { 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.pieces(); - - assert(b); - - if (!more_than_one(b) && (b & pos.pieces(Them))) - score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(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 (ei.attackedBy[Them][PAWN] & s) score -= ThreatenedByPawnPenalty[Piece]; + // Otherwise give a bonus if we are a bishop and can pin a piece or + // can give a discovered check through an x-ray attack. + else if ( Piece == BISHOP + && (PseudoAttacks[Piece][pos.king_square(Them)] & s) + && !more_than_one(BetweenBB[s][pos.king_square(Them)] & pos.pieces())) + score += BishopPinBonus; + + // Penalty for bishop with same coloured pawns + if (Piece == BISHOP) + score -= BishopPawnsPenalty * ei.pi->pawns_on_same_color_squares(Us, s); + // Bishop and knight outposts squares if ( (Piece == BISHOP || Piece == KNIGHT) && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s))) @@ -699,7 +641,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -709,16 +651,15 @@ Value do_evaluate(const Position& pos, Value& margin) { // Undefended minors get penalized even if not under attack undefendedMinors = pos.pieces(Them) & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) - & ~ei.attackedBy[Them][0]; + & ~ei.attackedBy[Them][ALL_PIECES]; if (undefendedMinors) - score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2 - : UndefendedMinorPenalty; + score += UndefendedMinorPenalty; // Enemy pieces not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] - & ei.attackedBy[Us][0]; + & ei.attackedBy[Us][ALL_PIECES]; if (!weakEnemies) return score; @@ -742,7 +683,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -757,9 +698,9 @@ Value do_evaluate(const Position& pos, Value& margin) { score += evaluate_pieces(pos, ei, mobility, mobilityArea); // Sum up all attacked squares - ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] - | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] - | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; return score; } @@ -767,7 +708,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]) { + Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -785,7 +726,7 @@ Value do_evaluate(const Position& pos, Value& margin) { { // Find the attacked squares around the king which has no defenders // apart from the king itself - undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING]; undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); @@ -833,7 +774,7 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]); + safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; @@ -867,7 +808,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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 == Search::RootColor][attackUnits]; - margins[Us] += int16_t(mg_value(KingDangerTable[Us == Search::RootColor][attackUnits])); + margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]); } if (Trace) @@ -880,7 +821,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -920,7 +861,7 @@ Value do_evaluate(const Position& pos, Value& margin) { if (pos.is_empty(blockSq)) { squaresToQueen = forward_bb(Us, s); - defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; + defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. Otherwise consider only @@ -929,7 +870,7 @@ Value do_evaluate(const Position& pos, Value& margin) { && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); // If there aren't enemy attacks or pieces along the path to queen give // huge bonus. Even bigger if we protect the pawn's path. @@ -978,7 +919,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1006,14 +947,14 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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(~c), queeningSquare) - int(c != pos.side_to_move()); - pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath); + pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath); if (movesToGo >= oppMovesToGo && !pathDefended) continue; // Opponent king cannot block because path is defended and position // is not in check. So only friendly pieces can be blockers. - assert(!pos.in_check()); + assert(!pos.checkers()); assert((queeningPath & pos.pieces()) == (queeningPath & pos.pieces(c))); // Add moves needed to free the path from friendly pieces and retest condition @@ -1143,7 +1084,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. template - int evaluate_space(const Position& pos, EvalInfo& ei) { + int evaluate_space(const Position& pos, Info& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -1153,14 +1094,18 @@ Value do_evaluate(const Position& pos, Value& margin) { Bitboard safe = SpaceMask[Us] & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] - & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); + & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); - return popcount(safe) + popcount(behind & safe); + // Since SpaceMask[Us] is fully on our half of the board + assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); + + // Count safe + (behind & safe) with a single popcount + return popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); }