X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=0bf64631c9d4a8686554619b43eb813c4c94de91;hp=f4b7fb757dfc3c340ef03229e70dcabd3bdf93b1;hb=cff9ff21985edcf1d15e7df6c0e0039f550706ad;hpb=f56af8e84db25c0d26fe762fbe171ec5518177bb diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f4b7fb75..0bf64631 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,13 +1,14 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) + Copyright (C) 2008-2009 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - Glaurung is distributed in the hope that it will be useful, + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -24,6 +25,7 @@ #include #include +#include "bitcount.h" #include "evaluate.h" #include "material.h" #include "pawns.h" @@ -38,32 +40,36 @@ namespace { - const int Sign[2] = {1, -1}; + const int Sign[2] = { 1, -1 }; - // Evaluation grain size, must be a power of 2. - const int GrainSize = 4; + // Evaluation grain size, must be a power of 2 + const int GrainSize = 8; - // Evaluation weights - int WeightMobilityMidgame = 0x100; - int WeightMobilityEndgame = 0x100; - int WeightPawnStructureMidgame = 0x100; - int WeightPawnStructureEndgame = 0x100; - int WeightPassedPawnsMidgame = 0x100; - int WeightPassedPawnsEndgame = 0x100; - int WeightKingSafety[2] = { 0x100, 0x100 }; + // Evaluation weights, initialized from UCI options + int WeightMobilityMidgame, WeightMobilityEndgame; + int WeightPawnStructureMidgame, WeightPawnStructureEndgame; + int WeightPassedPawnsMidgame, WeightPassedPawnsEndgame; + int WeightKingSafety[2]; + int WeightSpace; - // Internal evaluation weights. These are applied on top of the evaluation - // weights read from UCI parameters. The purpose is to be able to change + // Internal evaluation weights. These are applied on top of the evaluation + // weights read from UCI parameters. The purpose is to be able to change // the evaluation weights while keeping the default values of the UCI // parameters at 100, which looks prettier. - const int WeightMobilityMidgameInternal = 0x100; - const int WeightMobilityEndgameInternal = 0x100; - const int WeightPawnStructureMidgameInternal = 0x100; - const int WeightPawnStructureEndgameInternal = 0x100; - const int WeightPassedPawnsMidgameInternal = 0x100; - const int WeightPassedPawnsEndgameInternal = 0x100; - const int WeightKingSafetyInternal = 0x100; - + // + // Values modified by Joona Kiiski + const int WeightMobilityMidgameInternal = 248; + const int WeightMobilityEndgameInternal = 271; + const int WeightPawnStructureMidgameInternal = 233; + const int WeightPawnStructureEndgameInternal = 201; + const int WeightPassedPawnsMidgameInternal = 252; + const int WeightPassedPawnsEndgameInternal = 259; + const int WeightKingSafetyInternal = 247; + const int WeightKingOppSafetyInternal = 259; + const int WeightSpaceInternal = 46; + + // Mobility and outposts bonus modified by Joona Kiiski + // // Visually better to define tables constants typedef Value V; @@ -71,70 +77,70 @@ namespace { // of attacked squares not occupied by friendly piecess. const Value MidgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-38), V(-25),V(-12), V(0), V(12), V(25), V(31), V(38), V(38) }; const Value EndgameKnightMobilityBonus[] = { // 0 1 2 3 4 5 6 7 8 - V(-30), V(-20),V(-10), V(0), V(10), V(20), V(25), V(30), V(30) + V(-33), V(-23),V(-13), V(-3), V(7), V(17), V(22), V(27), V(27) }; // Bishop mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. X-ray attacks through + // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens are also included. const Value MidgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-25), V(-11), V(3), V(17), V(31), V(45), V(57), V(65), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 71), V( 74), V(76), V(78), V(79), V(80), V(81), V(81) }; const Value EndgameBishopMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-15), V(0), V(15), V(30), V(45), V(58), V(66), + V(-30), V(-16), V(-2), V(12), V(26), V(40), V(52), V(60), // 8 9 10 11 12 13 14 15 - V( 72), V( 76), V(78), V(80), V(81), V(82), V(83), V(83) + V( 65), V( 69), V(71), V(73), V(74), V(75), V(76), V(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 + // of attacked squares not occupied by friendly pieces. X-ray attacks through // queens and rooks are also included. const Value MidgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-18), V(-12), V(-6), V(0), V(6), V(12), V(16), V(21), + V(-20), V(-14), V(-8), V(-2), V(4), V(10), V(14), V(19), // 8 9 10 11 12 13 14 15 - V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33) + V( 23), V( 26), V(27), V(28), V(29), V(30), V(31), V(32) }; const Value EndgameRookMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54), + V(-36), V(-19), V(-3), V(13), V(29), V(46), V(62), V(79), // 8 9 10 11 12 13 14 15 - V( 66), V( 74), V(78), V(80), V(81), V(82), V(83), V(83) + V( 95), V(106),V(111),V(114),V(116),V(117),V(118),V(118) }; // Queen mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly pieces. const Value MidgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-10), V(-8), V(-6), V(-4), V(-2), V( 0), V( 2), V( 4), + V(-10), V(-8), V(-6), V(-3), V(-1), V( 1), V( 3), V( 5), // 8 9 10 11 12 13 14 15 - V( 6), V( 8), V(10), V(12), V(13), V(14), V(15), V(16), + V( 8), V(10), V(12), V(15), V(16), V(17), V(18), V(20), // 16 17 18 19 20 21 22 23 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16), + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20), // 24 25 26 27 28 29 30 31 - V( 16), V(16), V(16), V(16), V(16), V(16), V(16), V(16) + V( 20), V(20), V(20), V(20), V(20), V(20), V(20), V(20) }; const Value EndgameQueenMobilityBonus[] = { // 0 1 2 3 4 5 6 7 - V(-20),V(-15),V(-10), V(-5), V( 0), V( 5), V(10), V(15), + V(-18),V(-13), V(-7), V(-2), V( 3), V (8), V(13), V(19), // 8 9 10 11 12 13 14 15 - V( 19), V(23), V(27), V(29), V(30), V(30), V(30), V(30), + V( 23), V(27), V(32), V(34), V(35), V(35), V(35), V(35), // 16 17 18 19 20 21 22 23 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30), + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35), // 24 25 26 27 28 29 30 31 - V( 30), V(30), V(30), V(30), V(30), V(30), V(30), V(30) + V( 35), V(35), V(35), V(35), V(35), V(35), V(35), V(35) }; // Outpost bonuses for knights and bishops, indexed by square (from white's @@ -143,10 +149,10 @@ namespace { // 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(10),V(10), V(5), V(0), V(0), // 3 - V(0), V(5),V(20),V(30),V(30),V(20), V(5), V(0), // 4 - V(0),V(10),V(30),V(40),V(40),V(30),V(10), V(0), // 5 - V(0), V(5),V(20),V(20),V(20),V(20), V(5), V(0), // 6 + 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 }; @@ -157,75 +163,83 @@ namespace { 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(20),V(20),V(20),V(20),V(10), V(0), // 5 + 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 }; - // Bonus for unstoppable passed pawns: + // Bonus for unstoppable passed pawns const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank: - const Value MidgameRookOn7thBonus = Value(50); - const Value EndgameRookOn7thBonus = Value(100); - const Value MidgameQueenOn7thBonus = Value(25); - const Value EndgameQueenOn7thBonus = Value(50); + // Rooks and queens on the 7th rank (modified by Joona Kiiski) + const Value MidgameRookOn7thBonus = Value(47); + const Value EndgameRookOn7thBonus = Value(98); + const Value MidgameQueenOn7thBonus = Value(27); + const Value EndgameQueenOn7thBonus = Value(54); - // Rooks on open files: - const Value RookOpenFileBonus = Value(40); - const Value RookHalfOpenFileBonus = Value(20); + // Rooks on open files (modified by Joona Kiiski) + const Value RookOpenFileBonus = Value(43); + const Value RookHalfOpenFileBonus = Value(19); // Penalty for rooks trapped inside a friendly king which has lost the - // right to castle: + // 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: + // enemy pawns. const Value TrappedBishopA7H7Penalty = Value(300); - // Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black): + // 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 + // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only // happen in Chess960 games. const Value TrappedBishopA1H1Penalty = Value(100); - // Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black): + // 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)) }; - /// King safety constants and variables. The king safety scores are taken - /// from the array SafetyTable[]. Various little "meta-bonuses" measuring + // The SpaceMask[color] contains the area of the board which is consdered + // 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 + // friendly minor pieces. + const Bitboard SpaceMask[2] = { + (1ULL< + Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); - // Function prototypes: - void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei); - void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei); + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); - void evaluate_passed_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); + template + void evaluate_king(const Position& pos, EvalInfo& ei); - inline Value apply_weight(Value v, int w); - Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]); - - int count_1s_8bit(Bitboard b); + template + void evaluate_space(const Position& pos, EvalInfo& ei); - int compute_weight(int uciWeight, int internalWeight); + void evaluate_passed_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 Value apply_weight(Value v, int w); + Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); + int weight_option(const std::string& opt, int weight); void init_safety(); - } @@ -283,146 +293,107 @@ namespace { //// Functions //// -/// evaluate() is the main evaluation function. It always computes two +/// 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. +Value evaluate(const Position& pos, EvalInfo& ei, int threadID) { -Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { - Color stm; - Square s; - ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - Phase phase; + return CpuHasPOPCNT ? do_evaluate(pos, ei, threadID) + : do_evaluate(pos, ei, threadID); +} - memset(&ei, 0, sizeof(EvalInfo)); +namespace { + +template +Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { assert(pos.is_ok()); assert(threadID >= 0 && threadID < THREAD_MAX); - stm = pos.side_to_move(); + memset(&ei, 0, sizeof(EvalInfo)); // Initialize by reading the incrementally updated scores included in the - // position object (material + piece square tables): + // position object (material + piece square tables) ei.mgValue = pos.mg_value(); ei.egValue = pos.eg_value(); - // Probe the material hash table: + // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->mg_value(); - ei.egValue += ei.mi->eg_value(); - - factor[WHITE] = ei.mi->scale_factor(pos, WHITE); - factor[BLACK] = ei.mi->scale_factor(pos, BLACK); + ei.mgValue += ei.mi->material_value(); + ei.egValue += ei.mi->material_value(); // If we have a specialized evaluation function for the current material - // configuration, call it and return: - if(ei.mi->specialized_eval_exists()) - return ei.mi->evaluate(pos); + // configuration, call it and return + if (ei.mi->specialized_eval_exists()) + return ei.mi->evaluate(pos); - phase = pos.game_phase(); + // After get_material_info() call that modifies them + ScaleFactor factor[2]; + factor[WHITE] = ei.mi->scale_factor(pos, WHITE); + factor[BLACK] = ei.mi->scale_factor(pos, BLACK); - // Probe the pawn hash table: + // Probe the pawn hash table ei.pi = PawnTable[threadID]->get_pawn_info(pos); ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame); ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); - // Initialize king attack bitboards and king attack zones for both sides: - ei.attackedBy[WHITE][KING] = pos.king_attacks(pos.king_square(WHITE)); - ei.attackedBy[BLACK][KING] = pos.king_attacks(pos.king_square(BLACK)); - ei.attackZone[WHITE] = - ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); - ei.attackZone[BLACK] = - ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8); - - // Initialize pawn attack bitboards for both sides: - ei.attackedBy[WHITE][PAWN] = - ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB); - ei.attackCount[WHITE] += - count_1s_max_15(ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING])/2; - ei.attackedBy[BLACK][PAWN] = - ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB); - ei.attackCount[BLACK] += - count_1s_max_15(ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING])/2; - - // Evaluate pieces: - for(Color c = WHITE; c <= BLACK; c++) { - Bitboard b; - - // Knights - for(int i = 0; i < pos.knight_count(c); i++) { - s = pos.knight_list(c, i); - evaluate_knight(pos, s, c, ei); - } - - // Bishops - for(int i = 0; i < pos.bishop_count(c); i++) { - s = pos.bishop_list(c, i); - evaluate_bishop(pos, s, c, ei); - } - - // Rooks - for(int i = 0; i < pos.rook_count(c); i++) { - s = pos.rook_list(c, i); - evaluate_rook(pos, s, c, ei); - } + // Initialize king attack bitboards and king attack zones for both sides + ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); + ei.attackedBy[BLACK][KING] = pos.attacks_from(pos.king_square(BLACK)); + ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8); + ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8); - // Queens - for(int i = 0; i < pos.queen_count(c); i++) { - s = pos.queen_list(c, i); - evaluate_queen(pos, s, c, ei); - } + // Initialize pawn attack bitboards for both sides + ei.attackedBy[WHITE][PAWN] = ei.pi->pawn_attacks(WHITE); + ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); + Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; + Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; + if (b1) + ei.kingAttackersCount[WHITE] = count_1s_max_15(b1)/2; - // Some special patterns: + if (b2) + ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; - // Trapped bishops on a7/h7/a2/h2 - b = pos.bishops(c) & MaskA7H7[c]; - while(b) { - s = pop_1st_bit(&b); - evaluate_trapped_bishop_a7h7(pos, s, c, ei); - } + // Evaluate pieces + evaluate_pieces_of_color(pos, ei); + evaluate_pieces_of_color(pos, ei); - // Trapped bishops on a1/h1/a8/h8 in Chess960: - if(Chess960) { - b = pos.bishops(c) & MaskA1H1[c]; - while(b) { - s = pop_1st_bit(&b); - evaluate_trapped_bishop_a1h1(pos, s, c, ei); - } - } - - ei.attackedBy[c][0] = - ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT] - | ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK] - | ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING]; - } - - // Kings. Kings are evaluated after all other pieces for both sides, + // Kings. Kings are evaluated after all other pieces for both sides, // because we need complete attack information for all pieces when computing // the king safety evaluation. - for(Color c = WHITE; c <= BLACK; c++) { - s = pos.king_square(c); - evaluate_king(pos, s, c, ei); - } + evaluate_king(pos, ei); + evaluate_king(pos, ei); - // Evaluate passed pawns. We evaluate passed pawns for both sides at once, + // Evaluate passed pawns. We evaluate passed pawns for both sides at once, // because we need to know which side promotes first in positions where // both sides have an unstoppable passed pawn. - if(ei.pi->passed_pawns()) - evaluate_passed_pawns(pos, ei); + if (ei.pi->passed_pawns()) + evaluate_passed_pawns(pos, ei); - // Middle-game specific evaluation terms - if(phase > PHASE_ENDGAME) { + Phase phase = pos.game_phase(); + // Middle-game specific evaluation terms + if (phase > PHASE_ENDGAME) + { // Pawn storms in positions with opposite castling. - if(square_file(pos.king_square(WHITE)) >= FILE_E && - square_file(pos.king_square(BLACK)) <= FILE_D) - ei.mgValue += - ei.pi->queenside_storm_value(WHITE) - - ei.pi->kingside_storm_value(BLACK); - else if(square_file(pos.king_square(WHITE)) <= FILE_D && - square_file(pos.king_square(BLACK)) >= FILE_E) - ei.mgValue += - ei.pi->kingside_storm_value(WHITE) - - ei.pi->queenside_storm_value(BLACK); + if ( square_file(pos.king_square(WHITE)) >= FILE_E + && square_file(pos.king_square(BLACK)) <= FILE_D) + + ei.mgValue += ei.pi->queenside_storm_value(WHITE) + - ei.pi->kingside_storm_value(BLACK); + + else if ( square_file(pos.king_square(WHITE)) <= FILE_D + && square_file(pos.king_square(BLACK)) >= FILE_E) + + ei.mgValue += ei.pi->kingside_storm_value(WHITE) + - ei.pi->queenside_storm_value(BLACK); + + // Evaluate space for both sides + if (ei.mi->space_weight() > 0) + { + evaluate_space(pos, ei); + evaluate_space(pos, ei); + } } // Mobility @@ -430,75 +401,65 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) { ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame); // If we don't already have an unusual scale factor, check for opposite - // colored bishop endgames, and use a lower scale for those: - if(phase < PHASE_MIDGAME && pos.opposite_colored_bishops() - && ((factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) || - (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) { - if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == - 2*BishopValueMidgame) { - // Only the two bishops - if(pos.pawn_count(WHITE) + pos.pawn_count(BLACK) == 1) { - // KBP vs KB with only a single pawn; almost certainly a draw. - if(factor[WHITE] == SCALE_FACTOR_NORMAL) - factor[WHITE] = ScaleFactor(8); - if(factor[BLACK] == SCALE_FACTOR_NORMAL) - factor[BLACK] = ScaleFactor(8); - } - else { - // At least two pawns - if(factor[WHITE] == SCALE_FACTOR_NORMAL) - factor[WHITE] = ScaleFactor(32); - if(factor[BLACK] == SCALE_FACTOR_NORMAL) - factor[BLACK] = ScaleFactor(32); + // colored bishop endgames, and use a lower scale for those + if ( phase < PHASE_MIDGAME + && pos.opposite_colored_bishops() + && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) + || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) + { + ScaleFactor sf; + + // Only the two bishops ? + if ( pos.non_pawn_material(WHITE) == BishopValueMidgame + && pos.non_pawn_material(BLACK) == BishopValueMidgame) + { + // Check for KBP vs KB with only a single pawn that is almost + // certainly a draw or at least two pawns. + bool one_pawn = (pos.piece_count(WHITE, PAWN) + pos.piece_count(BLACK, PAWN) == 1); + sf = one_pawn ? ScaleFactor(8) : ScaleFactor(32); } - } - else { - // Endgame with opposite-colored bishops, but also other pieces. - // Still a bit drawish, but not as drawish as with only the two - // bishops. - if(factor[WHITE] == SCALE_FACTOR_NORMAL) - factor[WHITE] = ScaleFactor(50); - if(factor[BLACK] == SCALE_FACTOR_NORMAL) - factor[BLACK] = ScaleFactor(50); - } + else + // Endgame with opposite-colored bishops, but also other pieces. Still + // a bit drawish, but not as drawish as with only the two bishops. + sf = ScaleFactor(50); + + if (factor[WHITE] == SCALE_FACTOR_NORMAL) + factor[WHITE] = sf; + if (factor[BLACK] == SCALE_FACTOR_NORMAL) + factor[BLACK] = sf; } - // Interpolate between the middle game and the endgame score, and - // return: - Value value = scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); + // Interpolate between the middle game and the endgame score + Color stm = pos.side_to_move(); + + Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); - if(ei.mateThreat[stm] != MOVE_NONE) - return 8 * QueenValueMidgame - Sign[stm] * value; - else - return Sign[stm] * value; + return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); } +} // namespace /// quick_evaluate() does a very approximate evaluation of the current position. -/// It currently considers only material and piece square table scores. Perhaps +/// 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) { - Color stm; - Value mgValue, egValue; - ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - Phase phase; assert(pos.is_ok()); - stm = pos.side_to_move(); - - mgValue = pos.mg_value(); - egValue = pos.eg_value(); - phase = pos.game_phase(); + static const + ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - Value value = scale_by_game_phase(mgValue, egValue, phase, factor); + Value mgv = pos.mg_value(); + Value egv = pos.eg_value(); + Phase ph = pos.game_phase(); + Color stm = pos.side_to_move(); - return Sign[stm] * value; + return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf); } -/// init_eval() initializes various tables used by the evaluation function. +/// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { @@ -519,370 +480,398 @@ void init_eval(int threads) { if (!MaterialTable[i]) MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); } - - for (Bitboard b = 0ULL; b < 256ULL; b++) - BitCount8Bit[b] = count_1s(b); } -/// quit_eval() releases heap-allocated memory at program termination. +/// quit_eval() releases heap-allocated memory at program termination void quit_eval() { - for(int i = 0; i < THREAD_MAX; i++) { - delete PawnTable[i]; - delete MaterialTable[i]; + + for (int i = 0; i < THREAD_MAX; i++) + { + delete PawnTable[i]; + delete MaterialTable[i]; + PawnTable[i] = NULL; + MaterialTable[i] = NULL; } } -/// read_weights() reads evaluation weights from the corresponding UCI -/// parameters. - -void read_weights(Color sideToMove) { - WeightMobilityMidgame = - compute_weight(get_option_value_int("Mobility (Middle Game)"), - WeightMobilityMidgameInternal); - WeightMobilityEndgame = - compute_weight(get_option_value_int("Mobility (Endgame)"), - WeightMobilityEndgameInternal); - WeightPawnStructureMidgame = - compute_weight(get_option_value_int("Pawn Structure (Middle Game)"), - WeightPawnStructureMidgameInternal); - WeightPawnStructureEndgame = - compute_weight(get_option_value_int("Pawn Structure (Endgame)"), - WeightPawnStructureEndgameInternal); - WeightPassedPawnsMidgame = - compute_weight(get_option_value_int("Passed Pawns (Middle Game)"), - WeightPassedPawnsMidgameInternal); - WeightPassedPawnsEndgame = - compute_weight(get_option_value_int("Passed Pawns (Endgame)"), - WeightPassedPawnsEndgameInternal); - WeightKingSafety[sideToMove] = - compute_weight(get_option_value_int("Cowardice"), WeightKingSafetyInternal); - WeightKingSafety[opposite_color(sideToMove)] = - compute_weight(get_option_value_int("Aggressiveness"), - WeightKingSafetyInternal); - WeightKingSafety[opposite_color(sideToMove)] = - (get_option_value_int("Aggressiveness") * 0x100) / 100; +/// read_weights() reads evaluation weights from the corresponding UCI parameters + +void read_weights(Color us) { + Color them = opposite_color(us); + + WeightMobilityMidgame = weight_option("Mobility (Middle Game)", WeightMobilityMidgameInternal); + WeightMobilityEndgame = weight_option("Mobility (Endgame)", WeightMobilityEndgameInternal); + WeightPawnStructureMidgame = weight_option("Pawn Structure (Middle Game)", WeightPawnStructureMidgameInternal); + WeightPawnStructureEndgame = weight_option("Pawn Structure (Endgame)", WeightPawnStructureEndgameInternal); + WeightPassedPawnsMidgame = weight_option("Passed Pawns (Middle Game)", WeightPassedPawnsMidgameInternal); + WeightPassedPawnsEndgame = weight_option("Passed Pawns (Endgame)", WeightPassedPawnsEndgameInternal); + WeightSpace = weight_option("Space", WeightSpaceInternal); + WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); + WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); + + // If running in analysis mode, make sure we use symmetrical king safety. We do this + // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + if (get_option_value_bool("UCI_AnalyseMode")) + { + WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; + WeightKingSafety[them] = WeightKingSafety[us]; + } init_safety(); } namespace { - // evaluate_common() computes terms common to all pieces attack + // evaluate_mobility() computes mobility and attacks for every piece + + template + int evaluate_mobility(const Position& pos, Bitboard b, EvalInfo& ei) { - int evaluate_common(const Position&p, const Bitboard& b, Color us, EvalInfo& ei, - int AttackWeight, const Value* mgBonus, const Value* egBonus, - Square s = SQ_NONE, const Value* OutpostBonus = NULL) { + const Color Them = (Us == WHITE ? BLACK : WHITE); + static const int AttackWeight[] = { 0, 0, KnightAttackWeight, BishopAttackWeight, RookAttackWeight, QueenAttackWeight }; + static const Value* MgBonus[] = { 0, 0, MidgameKnightMobilityBonus, MidgameBishopMobilityBonus, MidgameRookMobilityBonus, MidgameQueenMobilityBonus }; + static const Value* EgBonus[] = { 0, 0, EndgameKnightMobilityBonus, EndgameBishopMobilityBonus, EndgameRookMobilityBonus, EndgameQueenMobilityBonus }; + static const int lastIndex[] = { 0, 0, 8, 15, 15, 31 }; - Color them = opposite_color(us); + // Update attack info + ei.attackedBy[Us][Piece] |= b; - // King attack - if (b & ei.attackZone[us]) + // King attacks + if (b & ei.kingZone[Us]) { - ei.attackCount[us]++; - ei.attackWeight[us] += AttackWeight; - Bitboard bb = (b & ei.attackedBy[them][KING]); - if (bb) - ei.attacked[us] += count_1s_max_15(bb); + ei.kingAttackersCount[Us]++; + ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + Bitboard bb = (b & ei.attackedBy[Them][KING]); + if (bb) + ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); } - // Mobility - int mob = count_1s_max_15(b & ~p.pieces_of_color(us)); - ei.mgMobility += Sign[us] * mgBonus[mob]; - ei.egMobility += Sign[us] * egBonus[mob]; + // The squares occupied by enemy pieces will be counted two times instead + // of one. The shift (almost) guarantees that intersection with b is zero + // so when we 'or' the two bitboards togheter and count we get the correct + // sum of '1' in b and attacked bitboards. + Bitboard attacked = Us == WHITE ? ((b & pos.pieces_of_color(Them)) >> 1) + : ((b & pos.pieces_of_color(Them)) << 1); - // Bishop and Knight outposts - if (!OutpostBonus || !p.square_is_weak(s, them)) - return mob; + // Remove squares protected by enemy pawns or occupied by our pieces + b &= ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); - // Initial bonus based on square - Value v, bonus; - v = bonus = OutpostBonus[relative_square(us, s)]; + // Mobility + int mob = (Piece != QUEEN ? count_1s_max_15(b | attacked) + : count_1s(b | attacked)); - // Increase bonus if supported by pawn, especially if the opponent has - // no minor piece which can exchange the outpost piece - if (v && (p.pawn_attacks(them, s) & p.pawns(us))) - { - bonus += v / 2; - if ( p.knight_count(them) == 0 - && (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB) - bonus += v; - } - ei.mgValue += Sign[us] * bonus; - ei.egValue += Sign[us] * bonus; + if (mob > lastIndex[Piece]) + mob = lastIndex[Piece]; + + ei.mgMobility += Sign[Us] * MgBonus[Piece][mob]; + ei.egMobility += Sign[Us] * EgBonus[Piece][mob]; return mob; } - // evaluate_knight() assigns bonuses and penalties to a knight of a given - // color on a given square. + // evaluate_outposts() evaluates bishop and knight outposts squares - void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) { + template + void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { - Bitboard b = p.knight_attacks(s); - ei.attackedBy[us][KNIGHT] |= b; - - // King attack, mobility and outposts - evaluate_common(p, b, us, ei, KnightAttackWeight, MidgameKnightMobilityBonus, - EndgameKnightMobilityBonus, s, KnightOutpostBonus); - } + const Color Them = (Us == WHITE ? BLACK : WHITE); + // Initial bonus based on square + Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] + : KnightOutpostBonus[relative_square(Us, s)]); - // evaluate_bishop() assigns bonuses and penalties to a bishop of a given - // color on a given square. + // Increase bonus if supported by pawn, especially if the opponent has + // no minor piece which can exchange the outpost piece + if (bonus && (pos.attacks_from(s, Them) & pos.pieces(PAWN, Us))) + { + if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB + && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB) + bonus += bonus + bonus / 2; + else + bonus += bonus / 2; + } + ei.mgValue += Sign[Us] * bonus; + ei.egValue += Sign[Us] * bonus; + } - void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) { - Bitboard b = bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us)); - ei.attackedBy[us][BISHOP] |= b; + // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color - // King attack, mobility and outposts - evaluate_common(p, b, us, ei, BishopAttackWeight, MidgameBishopMobilityBonus, - EndgameBishopMobilityBonus, s, BishopOutpostBonus); - } + template + void evaluate_pieces(const Position& pos, EvalInfo& ei) { + Bitboard b; + Square s, ksq; + int mob; + File f; - // evaluate_rook() assigns bonuses and penalties to a rook of a given - // color on a given square. + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square* ptr = pos.piece_list_begin(Us, Piece); - void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) { + while ((s = *ptr++) != SQ_NONE) + { + if (Piece == KNIGHT || Piece == QUEEN) + b = pos.attacks_from(s); + else if (Piece == BISHOP) + b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); + else if (Piece == ROOK) + b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); + else + assert(false); - //Bitboard b = p.rook_attacks(s); - Bitboard b = rook_attacks_bb(s, p.occupied_squares() & ~p.rooks_and_queens(us)); - ei.attackedBy[us][ROOK] |= b; + // Attacks and mobility + mob = evaluate_mobility(pos, b, ei); - // King attack and mobility - int mob = evaluate_common(p, b, us, ei, RookAttackWeight, MidgameRookMobilityBonus, - EndgameRookMobilityBonus); + // Bishop and knight outposts squares + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) + evaluate_outposts(pos, ei, s); - // Rook on 7th rank - Color them = opposite_color(us); + // 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 ( relative_rank(us, s) == RANK_7 - && relative_rank(us, p.king_square(them)) == RANK_8) - { - ei.mgValue += Sign[us] * MidgameRookOn7thBonus; - ei.egValue += Sign[us] * EndgameRookOn7thBonus; - } + if (Chess960 && bit_is_set(MaskA1H1[Us], s)) + evaluate_trapped_bishop_a1h1(pos, s, Us, ei); + } - // Open and half-open files - File f = square_file(s); - if (ei.pi->file_is_half_open(us, f)) - { - if (ei.pi->file_is_half_open(them, f)) + if (Piece == ROOK || Piece == QUEEN) { - ei.mgValue += Sign[us] * RookOpenFileBonus; - ei.egValue += Sign[us] * RookOpenFileBonus; + // Queen or rook on 7th rank + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) + { + ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); + ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + } } - else + + // Special extra evaluation for rooks + if (Piece == ROOK) { - ei.mgValue += Sign[us] * RookHalfOpenFileBonus; - ei.egValue += Sign[us] * RookHalfOpenFileBonus; - } - } + // Open and half-open files + f = square_file(s); + if (ei.pi->file_is_half_open(Us, f)) + { + if (ei.pi->file_is_half_open(Them, f)) + { + ei.mgValue += Sign[Us] * RookOpenFileBonus; + ei.egValue += Sign[Us] * RookOpenFileBonus; + } + else + { + ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; + ei.egValue += Sign[Us] * RookHalfOpenFileBonus; + } + } - // Penalize rooks which are trapped inside a king. Penalize more if - // king has lost right to castle - if (mob > 6 || ei.pi->file_is_half_open(us, f)) - return; - - Square ksq = p.king_square(us); - if ( square_file(ksq) >= FILE_E - && square_file(s) > square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(us, square_file(ksq))) - ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); - } - else if ( square_file(ksq) <= FILE_D - && square_file(s) < square_file(ksq) - && (relative_rank(us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(us, square_file(ksq))) - ei.mgValue -= p.can_castle(us)? Sign[us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[us] * (TrappedRookPenalty - mob * 16); + // Penalize rooks which are trapped inside a king. Penalize more if + // king has lost right to castle. + if (mob > 6 || ei.pi->file_is_half_open(Us, f)) + continue; + + ksq = pos.king_square(Us); + + if ( square_file(ksq) >= FILE_E + && square_file(s) > square_file(ksq) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + { + // Is there a half-open file between the king and the edge of the board? + if (!ei.pi->has_open_file_to_right(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); + } + else if ( square_file(ksq) <= FILE_D + && square_file(s) < square_file(ksq) + && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + { + // Is there a half-open file between the king and the edge of the board? + if (!ei.pi->has_open_file_to_left(Us, square_file(ksq))) + ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) + : Sign[Us] * (TrappedRookPenalty - mob * 16); + } + } } } - // evaluate_queen() assigns bonuses and penalties to a queen of a given - // color on a given square. - - void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) { + // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the + // pieces of a given color. - Bitboard b = p.queen_attacks(s); - ei.attackedBy[us][QUEEN] |= b; + template + void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { - // King attack and mobility - evaluate_common(p, b, us, ei, QueenAttackWeight, MidgameQueenMobilityBonus, - EndgameQueenMobilityBonus); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); + evaluate_pieces(pos, ei); - // Queen on 7th rank - Color them = opposite_color(us); - - if ( relative_rank(us, s) == RANK_7 - && relative_rank(us, p.king_square(them)) == RANK_8) - { - ei.mgValue += Sign[us] * MidgameQueenOn7thBonus; - ei.egValue += Sign[us] * EndgameQueenOn7thBonus; - } + // 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]; } - // evaluate_king() assigns bonuses and penalties to a king of a given - // color on a given square. + // evaluate_king<>() assigns bonuses and penalties to a king of a given color - void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) { + template + void evaluate_king(const Position& pos, EvalInfo& ei) { - int shelter = 0, sign = Sign[us]; + const Color Them = (Us == WHITE ? BLACK : WHITE); + const Square s = pos.king_square(Us); + int shelter = 0; - // King shelter. - if(relative_rank(us, s) <= RANK_4) { - Bitboard pawns = p.pawns(us) & this_and_neighboring_files_bb(s); - Rank r = square_rank(s); - for(int i = 0; i < 3; i++) - shelter += count_1s_8bit(pawns >> ((r+(i+1)*sign) * 8)) * (64>>i); - ei.mgValue += sign * Value(shelter); + // King shelter + if (relative_rank(Us, s) <= RANK_4) + { + shelter = ei.pi->get_king_shelter(pos, Us, s); + ei.mgValue += Sign[Us] * Value(shelter); } - // King safety. This is quite complicated, and is almost certainly far + // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - Color them = opposite_color(us); - if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2 - && p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame - && ei.attacked[them]) { - + if ( pos.piece_count(Them, QUEEN) >= 1 + && ei.kingAttackersCount[Them] >= 2 + && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + && ei.kingAdjacentZoneAttacksCount[Them]) + { // Is it the attackers turn to move? - bool sente = (them == p.side_to_move()); + bool sente = (Them == pos.side_to_move()); // Find the attacked squares around the king which has no defenders - // apart from the king itself: + // 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 = p.occupied_squares(), b, b2; + 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; // Initialize the 'attackUnits' variable, which is used later on as an - // index to the SafetyTable[] array. The initial is based on the number - // and types of the attacking pieces, the number of attacked and + // 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.attackCount[them] * ei.attackWeight[them]) / 2, 25) - + (ei.attacked[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - shelter / 32; - - // Analyse safe queen contact checks: - b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); - if(b) { + Min((ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2, 25) + + (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) * 3 + + 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); + ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) + | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); + b &= attackedByOthers; - if(b) { + if (b) + { // The bitboard b now contains the squares available for safe queen // contact checks. - int count = count_1s_max_15(b); - attackUnits += QueenContactCheckBonus * count * (sente? 2 : 1); + int count = count_1s_max_15(b); + attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); // Is there a mate threat? - if(QueenContactMates && !p.is_check()) { + if (QueenContactMates && !pos.is_check()) + { Bitboard escapeSquares = - p.king_attacks(s) & ~p.pieces_of_color(us) & ~attackedByOthers; - while(b) { - Square from, to = pop_1st_bit(&b); - if(!(escapeSquares - & ~queen_attacks_bb(to, occ & clear_mask_bb(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 < p.queen_count(them); i++) { - from = p.queen_list(them, i); - if(bit_is_set(p.queen_attacks(from), to) - && !bit_is_set(p.pinned_pieces(them), from) - && !(rook_attacks_bb(to, occ & clear_mask_bb(from)) - & p.rooks_and_queens(us)) - && !(rook_attacks_bb(to, occ & clear_mask_bb(from)) - & p.rooks_and_queens(us))) - ei.mateThreat[them] = make_move(from, to); + pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; + + while (b) + { + Square from, to = pop_1st_bit(&b); + 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(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))) + + ei.mateThreat[Them] = make_move(from, to); + } } - } } } } } - // Analyse safe rook contact checks: - if(RookContactCheckBonus) { - b = undefended & ei.attacked_by(them, ROOK) & ~p.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, QUEEN); - b &= attackedByOthers; - if(b) { - int count = count_1s_max_15(b); - attackUnits += (RookContactCheckBonus * count * (sente? 2 : 1)); - } - } - } - - // Analyse safe distance checks: - if(QueenCheckBonus > 0 || RookCheckBonus > 0) { - b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); + // Analyse safe distance checks + if (QueenCheckBonus > 0 || RookCheckBonus > 0) + { + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); - // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); - if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); + // Queen checks + b2 = b & ei.attacked_by(Them, QUEEN); + if (b2) + attackUnits += QueenCheckBonus * count_1s_max_15(b2); - // Rook checks - b2 = b & ei.attacked_by(them, ROOK); - if(b2) attackUnits += RookCheckBonus * count_1s_max_15(b2); + // Rook checks + b2 = b & ei.attacked_by(Them, ROOK); + if (b2) + attackUnits += RookCheckBonus * count_1s_max_15(b2); } - if(QueenCheckBonus > 0 || BishopCheckBonus > 0) { - b = p.bishop_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); - // Queen checks - b2 = b & ei.attacked_by(them, QUEEN); - if(b2) attackUnits += QueenCheckBonus * count_1s_max_15(b2); - - // Bishop checks - b2 = b & ei.attacked_by(them, BISHOP); - if(b2) attackUnits += BishopCheckBonus * count_1s_max_15(b2); + if (QueenCheckBonus > 0 || BishopCheckBonus > 0) + { + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); + + // Queen checks + b2 = b & ei.attacked_by(Them, QUEEN); + if (b2) + attackUnits += QueenCheckBonus * count_1s_max_15(b2); + + // Bishop checks + b2 = b & ei.attacked_by(Them, BISHOP); + if (b2) + attackUnits += BishopCheckBonus * count_1s_max_15(b2); } - if(KnightCheckBonus > 0) { - b = p.knight_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); - // Knight checks - b2 = b & ei.attacked_by(them, KNIGHT); - if(b2) attackUnits += KnightCheckBonus * count_1s_max_15(b2); + if (KnightCheckBonus > 0) + { + b = pos.attacks_from(s) & ~pos.pieces_of_color(Them) & ~ei.attacked_by(Us); + + // Knight checks + b2 = b & ei.attacked_by(Them, KNIGHT); + if (b2) + attackUnits += KnightCheckBonus * count_1s_max_15(b2); } // Analyse discovered checks (only for non-pawns right now, consider // adding pawns later). - if(DiscoveredCheckBonus) { - b = p.discovered_check_candidates(them) & ~p.pawns(); - if(b) - attackUnits += - DiscoveredCheckBonus * count_1s_max_15(b) * (sente? 2 : 1); + if (DiscoveredCheckBonus) + { + b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); + if (b) + attackUnits += DiscoveredCheckBonus * count_1s_max_15(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; + 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: - if(attackUnits < 0) attackUnits = 0; - if(attackUnits >= 100) attackUnits = 99; + if (attackUnits < 0) + attackUnits = 0; + + if (attackUnits >= 100) + attackUnits = 99; // Finally, extract the king safety score from the SafetyTable[] array. // Add the score to the evaluation, and also to ei.futilityMargin. The @@ -890,152 +879,168 @@ namespace { // 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. - Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[us]); - ei.mgValue -= sign * v; - if(us == p.side_to_move()) - ei.futilityMargin += v; + Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); + + ei.mgValue -= Sign[Us] * v; + + if (Us == pos.side_to_move()) + ei.futilityMargin += v; } } - // evaluate_passed_pawns() evaluates the passed pawns for both sides. + // evaluate_passed_pawns() evaluates the passed pawns for both sides + + void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { - void evaluate_passed_pawns(const Position &pos, EvalInfo &ei) { bool hasUnstoppable[2] = {false, false}; int movesToGo[2] = {100, 100}; - for(Color us = WHITE; us <= BLACK; us++) { - Color them = opposite_color(us); - Square ourKingSq = pos.king_square(us); - Square theirKingSq = pos.king_square(them); - Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4; - - while(b) { - Square s = pop_1st_bit(&b); - assert(pos.piece_on(s) == pawn_of_color(us)); - assert(pos.pawn_is_passed(us, s)); - - int r = int(relative_rank(us, s) - RANK_2); - int tr = Max(0, r * (r-1)); - Square blockSq = s + pawn_push(us); - - // Base bonus based on rank: - Value mbonus = Value(20 * tr); - Value ebonus = Value(10 + r * r * 10); - - // Adjust bonus based on king proximity: - ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); - ebonus -= - Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); - ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); - - // If the pawn is free to advance, increase bonus: - if(pos.square_is_empty(blockSq)) { - - b2 = squares_in_front_of(us, s); - b3 = b2 & ei.attacked_by(them); - b4 = b2 & ei.attacked_by(us); - if((b2 & pos.pieces_of_color(them)) == EmptyBoardBB) { - // There are no enemy pieces in the pawn's path! Are any of the - // squares in the pawn's path attacked by the enemy? - if(b3 == EmptyBoardBB) - // No enemy attacks, huge bonus! - ebonus += Value(tr * ((b2 == b4)? 17 : 15)); - else - // OK, there are enemy attacks. Are those squares which are - // attacked by the enemy also attacked by us? If yes, big bonus - // (but smaller than when there are no enemy attacks), if no, - // somewhat smaller bonus. - ebonus += Value(tr * (((b3 & b4) == b3)? 13 : 8)); - } - else { - // There are some enemy pieces in the pawn's path. While this is - // sad, we still assign a moderate bonus if all squares in the path - // which are either occupied by or attacked by enemy pieces are - // also attacked by us. - if(((b3 | (b2 & pos.pieces_of_color(them))) & ~b4) == EmptyBoardBB) - ebonus += Value(tr * 6); - } - // At last, add a small bonus when there are no *friendly* pieces - // in the pawn's path: - if((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) - ebonus += Value(tr); - } + for (Color us = WHITE; us <= BLACK; us++) + { + Color them = opposite_color(us); + Square ourKingSq = pos.king_square(us); + Square theirKingSq = pos.king_square(them); + Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4; - // If the pawn is supported by a friendly pawn, increase bonus. - b2 = pos.pawns(us) & neighboring_files_bb(s); - if(b2 & rank_bb(s)) - ebonus += Value(r * 20); - else if(pos.pawn_attacks(them, s) & b2) - ebonus += Value(r * 12); - - // If the other side has only a king, check whether the pawn is - // unstoppable: - if(pos.non_pawn_material(them) == Value(0)) { - Square qsq; - int d; - - qsq = relative_square(us, make_square(square_file(s), RANK_8)); - d = square_distance(s, qsq) - square_distance(theirKingSq, qsq) - + ((us == pos.side_to_move())? 0 : 1); - - if(d < 0) { - int mtg = RANK_8 - relative_rank(us, s); - int blockerCount = - count_1s_max_15(squares_in_front_of(us,s)&pos.occupied_squares()); - mtg += blockerCount; - d += blockerCount; - if(d < 0) { - hasUnstoppable[us] = true; - movesToGo[us] = Min(movesToGo[us], mtg); + while (b) + { + Square s = pop_1st_bit(&b); + + assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN)); + assert(pos.pawn_is_passed(us, s)); + + int r = int(relative_rank(us, s) - RANK_2); + int tr = Max(0, r * (r - 1)); + Square blockSq = s + pawn_push(us); + + // Base bonus based on rank + Value mbonus = Value(20 * tr); + Value ebonus = Value(10 + r * r * 10); + + // Adjust bonus based on king proximity + if (tr != 0) + { + ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr); + ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr); + ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr); + + // If the pawn is free to advance, increase bonus + if (pos.square_is_empty(blockSq)) + { + b2 = squares_in_front_of(us, s); + b3 = b2 & ei.attacked_by(them); + b4 = b2 & ei.attacked_by(us); + + // If there is an enemy rook or queen attacking the pawn from behind, + // add all X-ray attacks by the rook or queen. + if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s) + && (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them))) + b3 = b2; + + // Squares attacked or occupied by enemy pieces + b3 |= (b2 & pos.pieces_of_color(them)); + + // There are no enemy pawns in the pawn's path + assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB); + + // Are any of the squares in the pawn's path attacked or occupied by the enemy? + if (b3 == EmptyBoardBB) + // No enemy attacks or pieces, huge bonus! + ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + else + // OK, there are enemy attacks or pieces (but not pawns). Are those + // squares which are attacked by the enemy also attacked by us? + // If yes, big bonus (but smaller than when there are no enemy attacks), + // if no, somewhat smaller bonus. + ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8)); + + // At last, add a small bonus when there are no *friendly* pieces + // in the pawn's path. + if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB) + ebonus += Value(tr); + } } - } - } - // Rook pawns are a special case: They are sometimes worse, and - // sometimes better than other passed pawns. It is difficult to find - // good rules for determining whether they are good or bad. For now, - // we try the following: Increase the value for rook pawns if the - // other side has no pieces apart from a knight, and decrease the - // value if the other side has a rook or queen. - if(square_file(s) == FILE_A || square_file(s) == FILE_H) { - if(pos.non_pawn_material(them) == KnightValueMidgame - && pos.knight_count(them) == 1) - ebonus += ebonus / 4; - else if(pos.rooks_and_queens(them)) - ebonus -= ebonus / 4; - } - // Add the scores for this pawn to the middle game and endgame eval. - ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame); - ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame); - } + // If the pawn is supported by a friendly pawn, increase bonus + b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s); + if (b2 & rank_bb(s)) + ebonus += Value(r * 20); + else if (pos.attacks_from(s, them) & b2) + ebonus += Value(r * 12); + + // If the other side has only a king, check whether the pawn is + // unstoppable + if (pos.non_pawn_material(them) == Value(0)) + { + Square qsq; + int d; + + qsq = relative_square(us, make_square(square_file(s), RANK_8)); + d = square_distance(s, qsq) + - square_distance(theirKingSq, qsq) + + (us != pos.side_to_move()); + + if (d < 0) + { + int mtg = RANK_8 - relative_rank(us, s); + int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares()); + mtg += blockerCount; + d += blockerCount; + if (d < 0) + { + hasUnstoppable[us] = true; + movesToGo[us] = Min(movesToGo[us], mtg); + } + } + } + // Rook pawns are a special case: They are sometimes worse, and + // sometimes better than other passed pawns. It is difficult to find + // good rules for determining whether they are good or bad. For now, + // we try the following: Increase the value for rook pawns if the + // other side has no pieces apart from a knight, and decrease the + // value if the other side has a rook or queen. + if (square_file(s) == FILE_A || square_file(s) == FILE_H) + { + if ( pos.non_pawn_material(them) <= KnightValueMidgame + && pos.piece_count(them, KNIGHT) <= 1) + ebonus += ebonus / 4; + else if (pos.pieces(ROOK, QUEEN, them)) + ebonus -= ebonus / 4; + } + + // Add the scores for this pawn to the middle game and endgame eval. + ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame); + ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame); + } } // Does either side have an unstoppable passed pawn? - if(hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) - ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); - else if(hasUnstoppable[BLACK] && !hasUnstoppable[WHITE]) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); - else if(hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) { - // 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()]--; - - // If one side queens at least three plies before the other, that - // side wins: - if(movesToGo[WHITE] <= movesToGo[BLACK] - 3) - ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); - else if(movesToGo[BLACK] <= movesToGo[WHITE] - 3) - ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); - - // We could also add some rules about the situation when one side - // queens exactly one ply before the other: Does the first queen - // check the opponent's king, or attack the opponent's queening square? - // This is slightly tricky to get right, because it is possible that - // the opponent's king has moved somewhere before the first pawn queens. + if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK]) + ei.egValue += UnstoppablePawnValue - Value(0x40 * movesToGo[WHITE]); + else if (hasUnstoppable[BLACK] && !hasUnstoppable[WHITE]) + ei.egValue -= UnstoppablePawnValue - Value(0x40 * movesToGo[BLACK]); + else if (hasUnstoppable[BLACK] && hasUnstoppable[WHITE]) + { + // 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()]--; + + // If one side queens at least three plies before the other, that + // side wins. + if (movesToGo[WHITE] <= movesToGo[BLACK] - 3) + ei.egValue += UnstoppablePawnValue - Value(0x40 * (movesToGo[WHITE]/2)); + else if (movesToGo[BLACK] <= movesToGo[WHITE] - 3) + ei.egValue -= UnstoppablePawnValue - Value(0x40 * (movesToGo[BLACK]/2)); + + // We could also add some rules about the situation when one side + // queens exactly one ply before the other: Does the first queen + // check the opponent's king, or attack the opponent's queening square? + // This is slightly tricky to get right, because it is possible that + // the opponent's king has moved somewhere before the first pawn queens. } } @@ -1044,117 +1049,131 @@ namespace { // (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) { - Piece pawn = pawn_of_color(opposite_color(us)); - Square b6, b8; + void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo &ei) { assert(square_is_ok(s)); - assert(pos.piece_on(s) == bishop_of_color(us)); + assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - if(square_file(s) == FILE_A) { - b6 = relative_square(us, SQ_B6); - b8 = relative_square(us, SQ_B8); - } - else { - b6 = relative_square(us, SQ_G6); - b8 = relative_square(us, SQ_G8); - } + 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) == pawn && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) { - ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty; - ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty; + 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.mgValue -= Sign[us] * TrappedBishopA7H7Penalty; + ei.egValue -= 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 + // 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 = pawn_of_color(us); + 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) == bishop_of_color(us)); + 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); + 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); + 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) { - Value penalty; + if (pos.piece_on(b2) == pawn) + { + Value penalty; - if(!pos.square_is_empty(b3)) - penalty = 2*TrappedBishopA1H1Penalty; - else if(pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; + if (!pos.square_is_empty(b3)) + penalty = 2*TrappedBishopA1H1Penalty; + else if (pos.piece_on(c3) == pawn) + penalty = TrappedBishopA1H1Penalty; + else + penalty = TrappedBishopA1H1Penalty / 2; - ei.mgValue -= Sign[us] * penalty; - ei.egValue -= Sign[us] * penalty; + ei.mgValue -= Sign[us] * penalty; + ei.egValue -= 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 + // squares one, two or three squares behind a friendly pawn are counted + // twice. Finally, the space bonus is scaled by a weight taken from the + // material hash table. + template + void evaluate_space(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + // Find the safe squares for our pieces inside the area defined by + // SpaceMask[us]. A square is unsafe if it is attacked by an enemy + // pawn, or if it is undefended and attacked by an enemy piece. + + Bitboard safeSquares = SpaceMask[Us] + & ~pos.pieces(PAWN, Us) + & ~ei.attacked_by(Them, PAWN) + & ~(~ei.attacked_by(Us) & ei.attacked_by(Them)); + + // Find all squares which are at most three squares behind some friendly + // pawn. + Bitboard behindFriendlyPawns = pos.pieces(PAWN, Us); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 8 : behindFriendlyPawns << 8); + behindFriendlyPawns |= (Us == WHITE ? behindFriendlyPawns >> 16 : behindFriendlyPawns << 16); + + int space = count_1s_max_15(safeSquares) + + count_1s_max_15(behindFriendlyPawns & safeSquares); + + ei.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); } - // apply_weight applies an evaluation weight to a value. + // apply_weight() applies an evaluation weight to a value inline Value apply_weight(Value v, int w) { return (v*w) / 0x100; } - // scale_by_game_phase interpolates between a middle game and an endgame + // scale_by_game_phase() interpolates between a middle game and an endgame // score, based on game phase. It also scales the return value by a // ScaleFactor array. - Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) { + Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) { + assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE); assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - if(ev > Value(0)) - ev = apply_scale_factor(ev, sf[WHITE]); - else - ev = apply_scale_factor(ev, sf[BLACK]); + ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]); - // Superlinear interpolator - int sli_ph = int(ph); - sli_ph -= (64 - sli_ph) / 4; - sli_ph = Min(PHASE_MIDGAME, Max(PHASE_ENDGAME, sli_ph)); // ceiling - - Value result = Value(int((mv * sli_ph + ev * (128 - sli_ph)) / 128)); + Value result = Value(int((mv * ph + ev * (128 - ph)) / 128)); return Value(int(result) & ~(GrainSize - 1)); } - // count_1s_8bit() counts the number of nonzero bits in the 8 least - // significant bits of a Bitboard. This function is used by the king - // shield evaluation. - - int count_1s_8bit(Bitboard b) { - return int(BitCount8Bit[b & 0xFF]); - } - - - // compute_weight() computes the value of an evaluation weight, by combining + // weight_option() computes the value of an evaluation weight, by combining // an UCI-configurable weight with an internal weight. - int compute_weight(int uciWeight, int internalWeight) { + int weight_option(const std::string& opt, int internalWeight) { + + int uciWeight = get_option_value_int(opt); uciWeight = (uciWeight * 0x100) / 100; return (uciWeight * internalWeight) / 0x100; } @@ -1164,39 +1183,40 @@ namespace { // parameters. It is called from read_weights(). void init_safety() { - double a, b; - int maxSlope, peak, i, j; QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus"); - RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus"); - QueenCheckBonus = get_option_value_int("Queen Check Bonus"); - RookCheckBonus = get_option_value_int("Rook Check Bonus"); - BishopCheckBonus = get_option_value_int("Bishop Check Bonus"); - KnightCheckBonus = get_option_value_int("Knight Check Bonus"); - DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus"); - MateThreatBonus = get_option_value_int("Mate Threat Bonus"); - - a = get_option_value_int("King Safety Coefficient") / 100.0; - b = get_option_value_int("King Safety X Intercept") * 1.0; - maxSlope = get_option_value_int("King Safety Max Slope"); - peak = (get_option_value_int("King Safety Max Value") * 256) / 100; - - for(i = 0; i < 100; i++) { - if(i < b) SafetyTable[i] = Value(0); - else if(get_option_value_string("King Safety Curve") == "Quadratic") - SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - else if(get_option_value_string("King Safety Curve") == "Linear") - SafetyTable[i] = Value((int)(100 * a * (i - b))); + QueenCheckBonus = get_option_value_int("Queen Check Bonus"); + RookCheckBonus = get_option_value_int("Rook Check Bonus"); + BishopCheckBonus = get_option_value_int("Bishop Check Bonus"); + KnightCheckBonus = get_option_value_int("Knight Check Bonus"); + DiscoveredCheckBonus = get_option_value_int("Discovered Check Bonus"); + MateThreatBonus = get_option_value_int("Mate Threat Bonus"); + + int maxSlope = get_option_value_int("King Safety Max Slope"); + int peak = get_option_value_int("King Safety Max Value") * 256 / 100; + double a = get_option_value_int("King Safety Coefficient") / 100.0; + double b = get_option_value_int("King Safety X Intercept"); + bool quad = (get_option_value_string("King Safety Curve") == "Quadratic"); + bool linear = (get_option_value_string("King Safety Curve") == "Linear"); + + for (int i = 0; i < 100; i++) + { + if (i < b) + SafetyTable[i] = Value(0); + else if (quad) + SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); + else if (linear) + SafetyTable[i] = Value((int)(100 * a * (i - b))); } - for(i = 0; i < 100; i++) - if(SafetyTable[i+1] - SafetyTable[i] > maxSlope) { - for(j = i + 1; j < 100; j++) - SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope); - } - for(i = 0; i < 100; i++) - if(SafetyTable[i] > Value(peak)) - SafetyTable[i] = Value(peak); - } + for (int i = 0; i < 100; i++) + { + if (SafetyTable[i+1] - SafetyTable[i] > maxSlope) + for (int j = i + 1; j < 100; j++) + SafetyTable[j] = SafetyTable[j-1] + Value(maxSlope); + if (SafetyTable[i] > Value(peak)) + SafetyTable[i] = Value(peak); + } + } }