X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=12329fcdceef82a7872aa2f43af3c8dfd1344e2f;hp=3e396af3032d6e11c2329d15763853f0f4f85b8f;hb=d11426c7779b45a5f91f260ecb9e0c4c1e964e2b;hpb=9d5d69e435443cf768be7fdde76070e776db120f diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 3e396af3..12329fcd 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -52,6 +52,7 @@ namespace { int WeightPassedPawnsMidgame = 0x100; int WeightPassedPawnsEndgame = 0x100; int WeightKingSafety[2] = { 0x100, 0x100 }; + 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 @@ -63,8 +64,9 @@ namespace { const int WeightPawnStructureEndgameInternal = 0x100; const int WeightPassedPawnsMidgameInternal = 0x100; const int WeightPassedPawnsEndgameInternal = 0x100; - const int WeightKingSafetyInternal = 0x100; - const int WeightKingOppSafetyInternal = 0x100; + const int WeightKingSafetyInternal = 0x110; + const int WeightKingOppSafetyInternal = 0x110; + const int WeightSpaceInternal = 0x30; // Visually better to define tables constants typedef Value V; @@ -203,6 +205,19 @@ namespace { ((1ULL << SQ_A8) | (1ULL << SQ_H8)) }; + // The SpaceMask[color] contains 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<kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK); + + // Evaluate space for both sides + if (ei.mi->space_weight() > 0) + { + evaluate_space(pos, WHITE, ei); + evaluate_space(pos, BLACK, ei); + } } // Mobility @@ -414,7 +436,7 @@ 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: + // 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)) @@ -527,6 +549,7 @@ void read_weights(Color us) { WeightKingSafety[us] = weight_option("Cowardice", WeightKingSafetyInternal); WeightKingSafety[them] = weight_option("Aggressiveness", WeightKingOppSafetyInternal); + WeightSpace = weight_option("Space", WeightSpaceInternal); init_safety(); } @@ -613,7 +636,6 @@ namespace { void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) { - //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; @@ -744,14 +766,14 @@ namespace { Bitboard occ = p.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.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25) + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3 - + InitKingDanger[relative_square(us, s)] - shelter / 32; + + InitKingDanger[relative_square(us, s)] - (shelter >> 5); // Analyse safe queen contact checks b = undefended & ei.attacked_by(them, QUEEN) & ~p.pieces_of_color(them); @@ -797,25 +819,8 @@ namespace { } } } - // 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: + + // Analyse safe distance checks if (QueenCheckBonus > 0 || RookCheckBonus > 0) { b = p.piece_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us); @@ -931,6 +936,13 @@ namespace { 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.rooks_and_queens(them)) + b3 = b2; + 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? @@ -1101,14 +1113,54 @@ namespace { } - // apply_weight applies an evaluation weight to a value. + // 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. + + void evaluate_space(const Position &pos, Color us, EvalInfo &ei) { + + Color them = opposite_color(us); + + // Find the safe squares for our pieces inside the area defined by + // SpaceMask[us]. A square is unsafe it is attacked by an enemy + // pawn, or if it is undefended and attacked by an enemy piece. + + Bitboard safeSquares = + SpaceMask[us] & ~pos.pawns(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.pawns(us); + if(us == WHITE) { + behindFriendlyPawns |= (behindFriendlyPawns >> 8); + behindFriendlyPawns |= (behindFriendlyPawns >> 16); + } + else { + behindFriendlyPawns |= (behindFriendlyPawns << 8); + behindFriendlyPawns |= (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 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. @@ -1156,7 +1208,6 @@ namespace { void init_safety() { 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");