X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=132b8c1b4b7a5e6c3f081c94acef00b814f3a82a;hp=3680dd36fc30131867bfac8f588bd0ce30731636;hb=f00c976bb22bc4dbcb2dbb0801f93fc8b6553a90;hpb=a5a8830e97cbf8005d559029d273bdb13a341278 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 3680dd36..132b8c1b 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -23,13 +23,11 @@ //// #include -#include #include "bitcount.h" #include "evaluate.h" #include "material.h" #include "pawns.h" -#include "scale.h" #include "thread.h" #include "ucioption.h" @@ -40,15 +38,54 @@ namespace { - const int Sign[2] = { 1, -1 }; + // Struct EvalInfo contains various information computed and collected + // by the evaluation functions. + struct EvalInfo { + + // Pointer to pawn hash table entry + PawnInfo* 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[2][8]; + + // kingZone[color] is the zone around the enemy 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, kingZone[WHITE] is a bitboard containing the squares f8, h8, + // f7, g7, h7, f6, g6 and h6. + Bitboard kingZone[2]; + + // kingAttackersCount[color] is the number of pieces of the given color + // which attack a square in the kingZone of the enemy king. + int kingAttackersCount[2]; + + // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the + // given color which attack a square in the kingZone 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[2]; + + // 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[2]; + }; // Evaluation grain size, must be a power of 2 const int GrainSize = 8; // Evaluation weights, initialized from UCI options - Score WeightMobility, WeightPawnStructure; - Score WeightPassedPawns, WeightSpace; - Score WeightKingSafety[2]; + enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem }; + Score Weights[6]; + + typedef Value V; + #define S(mg, eg) make_score(mg, eg) // Internal evaluation weights. These are applied on top of the evaluation // weights read from UCI parameters. The purpose is to be able to change @@ -56,115 +93,69 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const Score WeightMobilityInternal = make_score(248, 271); - const Score WeightPawnStructureInternal = make_score(233, 201); - const Score WeightPassedPawnsInternal = make_score(252, 259); - const Score WeightSpaceInternal = make_score( 46, 0); - const Score WeightKingSafetyInternal = make_score(247, 0); - const Score WeightKingOppSafetyInternal = make_score(259, 0); - - // Mobility and outposts bonus modified by Joona Kiiski - - typedef Value V; - #define S(mg, eg) make_score(mg, eg) - - CACHE_LINE_ALIGNMENT - - // Knight mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly piecess. - const Score KnightMobilityBonus[16] = { - S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3), - S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 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 - // queens are also included. - const Score BishopMobilityBonus[16] = { - S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), - S( 31, 26), S( 45, 40), S(57, 52), S(65, 60), - S( 71, 65), S( 74, 69), S(76, 71), S(78, 73), - S( 79, 74), S( 80, 75), S(81, 76), S(81, 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 - // queens and rooks are also included. - const Score RookMobilityBonus[16] = { - S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13), - S( 4, 29), S( 10, 46), S(14, 62), S(19, 79), - S( 23, 95), S( 26,106), S(27,111), S(28,114), - S( 29,116), S( 30,117), S(31,118), S(32,118) + const Score WeightsInternal[] = { + S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) }; - // Queen mobility bonus in middle game and endgame, indexed by the number - // of attacked squares not occupied by friendly pieces. - const Score QueenMobilityBonus[32] = { - S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8), - S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), - S( 16, 35), S(17, 35), S(18, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), S(20, 35), - S( 20, 35), S(20, 35) + // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and + // end game, indexed by piece type and number of attacked squares not occupied + // by friendly pieces. + const Score MobilityBonus[][32] = { + {}, {}, + { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights + S( 31, 22), S( 38, 27), S( 38, 27) }, + { S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops + S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73), + S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) }, + { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks + S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114), + S( 29,116), S( 30,117), S( 31,118), S(32,118) }, + { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens + S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), + S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), + S( 20, 35), S( 20, 35) } }; - // Pointers table to access mobility tables through piece type - const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus, - RookMobilityBonus, QueenMobilityBonus, 0, 0 }; - - // Outpost bonuses for knights and bishops, indexed by square (from white's - // point of view). - const Value KnightOutpostBonus[64] = { - // 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(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 - }; - - const Value BishopOutpostBonus[64] = { + // OutpostBonus[PieceType][Square] contains outpost bonuses of knights and + // bishops, indexed by piece type and square (from white's point of view). + const Value OutpostBonus[][64] = { + { // 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(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(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 + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), + V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), + V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), + V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0) }, + { + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops + V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), + V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), + V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), + V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), + V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0) } }; - // ThreatBonus[][] contains bonus according to which piece type - // attacks which one. - #define Z S(0, 0) - - const Score ThreatBonus[8][8] = { - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, S(18,37), Z, S(37,47), S(55,97), S(55,97), Z, Z }, // KNIGHT attacks - { Z, S(18,37), S(37,47), Z, S(55,97), S(55,97), Z, Z }, // BISHOP attacks - { Z, S( 9,27), S(27,47), S(27,47), Z, S(37,47), Z, Z }, // ROOK attacks - { Z, S(27,37), S(27,37), S(27,37), S(27,37), Z, Z, Z }, // QUEEN attacks - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, Z, Z, Z, Z, Z, Z, Z }, // not used - { Z, Z, Z, Z, Z, Z, Z, Z } // not used + // ThreatBonus[attacking][attacked] contains threat bonuses according to + // which piece type attacks which one. + const Score ThreatBonus[][8] = { + {}, {}, + { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT + { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP + { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK + { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; - // ThreatedByPawnPenalty[] contains a penalty according to which piece - // type is attacked by an enemy pawn. - const Score ThreatedByPawnPenalty[8] = { - Z, Z, S(56, 70), S(56, 70), S(76, 99), S(86, 118), Z, Z + // ThreatedByPawnPenalty[PieceType] contains a penalty according to which + // piece type is attacked by an enemy pawn. + const Score ThreatedByPawnPenalty[] = { + S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; - #undef Z #undef S - // Bonus for unstoppable passed pawns - const Value UnstoppablePawnValue = Value(0x500); - // Rooks and queens on the 7th rank (modified by Joona Kiiski) const Score RookOn7thBonus = make_score(47, 98); const Score QueenOn7thBonus = make_score(27, 54); @@ -177,70 +168,38 @@ namespace { // 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. - const Score TrappedBishopA7H7Penalty = make_score(300, 300); - - // 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 - // happen in Chess960 games. - const Score TrappedBishopA1H1Penalty = make_score(100, 100); - - // 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)) - }; - - // The SpaceMask[color] contains the area of the board which is considered + // The SpaceMask[Color] contains the area of the board which is considered // 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); + Value do_evaluate(const Position& pos, Value& margin); + + template + void init_eval_info(const Position& pos, EvalInfo& ei); template - void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - void evaluate_king(const Position& pos, EvalInfo& ei); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin); template - void evaluate_threats(const Position& pos, EvalInfo& ei); + Score evaluate_threats(const Position& pos, EvalInfo& ei); template - void evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(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); - inline Score apply_weight(Score v, Score weight); - Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); + template + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); + + Score apply_weight(Score v, Score weight); + Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); void init_safety(); } @@ -294,122 +252,98 @@ namespace { //// Functions //// + +/// Prefetches in pawn hash tables + +void prefetchPawn(Key key, int threadID) { + + PawnTable[threadID]->prefetch(key); +} + + /// 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, Value& margin) { - return CpuHasPOPCNT ? do_evaluate(pos, ei, threadID) - : do_evaluate(pos, ei, threadID); + return CpuHasPOPCNT ? do_evaluate(pos, margin) + : do_evaluate(pos, margin); } namespace { template -Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { +Value do_evaluate(const Position& pos, Value& margin) { + + EvalInfo ei; + Score mobilityWhite, mobilityBlack; assert(pos.is_ok()); - assert(threadID >= 0 && threadID < MAX_THREADS); + assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(!pos.is_check()); - memset(&ei, 0, sizeof(EvalInfo)); + // Initialize value by reading the incrementally updated scores included + // in the position object (material + piece square tables). + Score bonus = pos.value(); - // Initialize by reading the incrementally updated scores included in the - // position object (material + piece square tables) - ei.value = pos.value(); + // margin is the uncertainty estimation of position's evaluation + // and typically is used by the search for pruning decisions. + margin = VALUE_ZERO; // Probe the material hash table - ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.value += ei.mi->material_value(); + MaterialInfo* mi = MaterialTable[pos.thread()]->get_material_info(pos); + bonus += 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); - - // 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); + // configuration, call it and return. + if (mi->specialized_eval_exists()) + return mi->evaluate(pos); // Probe the pawn hash table - ei.pi = PawnTable[threadID]->get_pawn_info(pos); - ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure); - - // Initialize king attack bitboards and king attack zones for both sides - ei.attackedBy[WHITE][KING] = pos.attacks_from(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); - - // 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; - - if (b2) - ei.kingAttackersCount[BLACK] = count_1s_max_15(b2)/2; - - // Evaluate pieces - evaluate_pieces_of_color(pos, ei); - evaluate_pieces_of_color(pos, ei); - - // 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. - evaluate_king(pos, ei); - evaluate_king(pos, ei); - - // Evaluate tactical threats, we need full attack info - evaluate_threats(pos, ei); - evaluate_threats(pos, ei); - - // 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. To be called after all attacks - // are computed, included king. - if (ei.pi->passed_pawns()) - evaluate_passed_pawns(pos, ei); - - Phase phase = ei.mi->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.pi = PawnTable[pos.thread()]->get_pawn_info(pos); + bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); - ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); + // Initialize attack and king safety bitboards + init_eval_info(pos, ei); + init_eval_info(pos, ei); - else if ( square_file(pos.king_square(WHITE)) <= FILE_D - && square_file(pos.king_square(BLACK)) >= FILE_E) + // Evaluate pieces and mobility + bonus += evaluate_pieces_of_color(pos, ei, mobilityWhite) + - evaluate_pieces_of_color(pos, ei, mobilityBlack); - ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); + bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]); - // Evaluate space for both sides - if (ei.mi->space_weight() > 0) - { - evaluate_space(pos, ei); - evaluate_space(pos, ei); - } + // Evaluate kings after all other pieces because we need complete attack + // information when computing the king safety evaluation. + bonus += evaluate_king(pos, ei, margin) + - evaluate_king(pos, ei, margin); + + // Evaluate tactical threats, we need full attack information including king + bonus += evaluate_threats(pos, ei) + - evaluate_threats(pos, ei); + + // Evaluate passed pawns, we need full attack information including king + bonus += evaluate_passed_pawns(pos, ei) + - evaluate_passed_pawns(pos, ei); + + // Evaluate space for both sides, only in middle-game. + if (mi->space_weight()) + { + int s = evaluate_space(pos, ei) - evaluate_space(pos, ei); + bonus += apply_weight(make_score(s * mi->space_weight(), 0), Weights[Space]); } - // Mobility - ei.value += apply_weight(ei.mobility, WeightMobility); + // Scale winning side if position is more drawish that what it appears + ScaleFactor sf = eg_value(bonus) > VALUE_ZERO ? mi->scale_factor(pos, WHITE) + : mi->scale_factor(pos, BLACK); + Phase phase = mi->game_phase(); // 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 && eg_value(ei.value) > Value(0)) - || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < Value(0)))) + && sf == SCALE_FACTOR_NORMAL) { - ScaleFactor sf; - // Only the two bishops ? if ( pos.non_pawn_material(WHITE) == BishopValueMidgame && pos.non_pawn_material(BLACK) == BishopValueMidgame) @@ -423,23 +357,16 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // 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 - Color stm = pos.side_to_move(); - - Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor); - - return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); + Value v = scale_by_game_phase(bonus, phase, sf); + return pos.side_to_move() == WHITE ? v : -v; } } // namespace + /// init_eval() initializes various tables used by the evaluation function void init_eval(int threads) { @@ -448,18 +375,19 @@ void init_eval(int threads) { for (int i = 0; i < MAX_THREADS; i++) { - if (i >= threads) - { - delete PawnTable[i]; - delete MaterialTable[i]; - PawnTable[i] = NULL; - MaterialTable[i] = NULL; - continue; - } - if (!PawnTable[i]) - PawnTable[i] = new PawnInfoTable(PawnTableSize); - if (!MaterialTable[i]) - MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); + if (i >= threads) + { + delete PawnTable[i]; + delete MaterialTable[i]; + PawnTable[i] = NULL; + MaterialTable[i] = NULL; + continue; + } + if (!PawnTable[i]) + PawnTable[i] = new PawnInfoTable(); + + if (!MaterialTable[i]) + MaterialTable[i] = new MaterialInfoTable(); } } @@ -468,13 +396,7 @@ void init_eval(int threads) { void quit_eval() { - for (int i = 0; i < MAX_THREADS; i++) - { - delete PawnTable[i]; - delete MaterialTable[i]; - PawnTable[i] = NULL; - MaterialTable[i] = NULL; - } + init_eval(0); } @@ -482,41 +404,68 @@ void quit_eval() { void read_weights(Color us) { - Color them = opposite_color(us); + // King safety is asymmetrical. Our king danger level is weighted by + // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". + const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem); + const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs); - WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal); - WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal); - WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal); - WeightSpace = weight_option("Space", "Space", WeightSpaceInternal); - WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal); + Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); + Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]); + Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); + Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); + Weights[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); + Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); // 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. + // by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] by their average. if (get_option_value_bool("UCI_AnalyseMode")) - { - WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; - WeightKingSafety[them] = WeightKingSafety[us]; - } + Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2; + init_safety(); } namespace { + // init_eval_info() initializes king bitboards for given color adding + // pawn attacks. To be done at the beginning of the evaluation. + + template + void init_eval_info(const Position& pos, EvalInfo& ei) { + + const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; + const Color Them = (Us == WHITE ? BLACK : WHITE); + + Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); + ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); + + // Init king safety tables only if we are going to use them + if ( pos.piece_count(Us, QUEEN) + && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame) + { + ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); + b &= ei.attackedBy[Us][PAWN]; + ei.kingAttackersCount[Us] = b ? count_1s(b) / 2 : 0; + ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; + } else + ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0; + } + + // evaluate_outposts() evaluates bishop and knight outposts squares template - void evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { + Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); + assert (Piece == BISHOP || Piece == KNIGHT); + // Initial bonus based on square - Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] - : KnightOutpostBonus[relative_square(Us, s)]); + Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)]; // Increase bonus if supported by pawn, especially if the opponent has - // no minor piece which can exchange the outpost piece + // no minor piece which can exchange the outpost piece. if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s)) { if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB @@ -525,23 +474,28 @@ namespace { else bonus += bonus / 2; } - ei.value += Sign[Us] * make_score(bonus, bonus); + return make_score(bonus, bonus); } // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - void evaluate_pieces(const Position& pos, EvalInfo& ei, Bitboard no_mob_area) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; int mob; File f; + Score bonus = SCORE_ZERO; + const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32; + const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); const Square* ptr = pos.piece_list_begin(Us, Piece); + ei.attackedBy[Us][Piece] = EmptyBoardBB; + while ((s = *ptr++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks @@ -561,44 +515,33 @@ namespace { if (b & ei.kingZone[Us]) { ei.kingAttackersCount[Us]++; - ei.kingAttackersWeight[Us] += AttackWeight[Piece]; + ei.kingAttackersWeight[Us] += KingAttackWeights[Piece]; Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[Us] += count_1s_max_15(bb); + ei.kingAdjacentZoneAttacksCount[Us] += count_1s(bb); } // Mobility - mob = (Piece != QUEEN ? count_1s_max_15(b & no_mob_area) - : count_1s(b & no_mob_area)); + mob = (Piece != QUEEN ? count_1s(b & mobilityArea) + : count_1s(b & mobilityArea)); - ei.mobility += Sign[Us] * MobilityBonus[Piece][mob]; + mobility += MobilityBonus[Piece][mob]; // 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 (bit_is_set(ei.attackedBy[Them][PAWN], s)) - ei.value -= Sign[Us] * ThreatedByPawnPenalty[Piece]; + bonus -= ThreatedByPawnPenalty[Piece]; // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) - evaluate_outposts(pos, ei, s); - - // 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 (Chess960 && bit_is_set(MaskA1H1[Us], s)) - evaluate_trapped_bishop_a1h1(pos, s, Us, ei); - } + if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us)) + bonus += evaluate_outposts(pos, ei, s); // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.value += Sign[Us] * (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); } // Special extra evaluation for rooks @@ -609,9 +552,9 @@ namespace { if (ei.pi->file_is_half_open(Us, f)) { if (ei.pi->file_is_half_open(Them, f)) - ei.value += Sign[Us] * RookOpenFileBonus; + bonus += RookOpenFileBonus; else - ei.value += Sign[Us] * RookHalfOpenFileBonus; + bonus += RookHalfOpenFileBonus; } // Penalize rooks which are trapped inside a king. Penalize more if @@ -627,8 +570,8 @@ namespace { { // 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.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); + bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } else if ( square_file(ksq) <= FILE_D && square_file(s) < square_file(ksq) @@ -636,11 +579,12 @@ namespace { { // 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.value -= Sign[Us] * make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); + bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } } } + return bonus; } @@ -648,23 +592,23 @@ namespace { // and the type of attacked one. template - void evaluate_threats(const Position& pos, EvalInfo& ei) { + Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b; - Score bonus = make_score(0, 0); + Score bonus = SCORE_ZERO; // Enemy pieces not defended by a pawn and under our attack Bitboard weakEnemies = pos.pieces_of_color(Them) & ~ei.attackedBy[Them][PAWN] & ei.attackedBy[Us][0]; if (!weakEnemies) - return; + return SCORE_ZERO; - // Add bonus according to type of attacked enemy pieces and to the + // Add bonus according to type of attacked enemy piece and to the // type of attacking piece, from knights to queens. Kings are not - // considered because are already special handled in king evaluation. + // considered because are already handled in king evaluation. for (PieceType pt1 = KNIGHT; pt1 < KING; pt1++) { b = ei.attackedBy[Us][pt1] & weakEnemies; @@ -673,7 +617,7 @@ namespace { if (b & pos.pieces(pt2)) bonus += ThreatBonus[pt1][pt2]; } - ei.value += Sign[Us] * bonus; + return bonus; } @@ -681,302 +625,215 @@ namespace { // pieces of a given color. template - void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei) { + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); + Score bonus = mobility = SCORE_ZERO; + // Do not include in mobility squares protected by enemy pawns or occupied by our pieces - const Bitboard no_mob_area = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us)); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); - evaluate_pieces(pos, ei, no_mob_area); + bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); + bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); + bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); + bonus += 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]; + return bonus; } // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - void evaluate_king(const Position& pos, EvalInfo& ei) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value& margin) { + const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard undefended, attackedByOthers, escapeSquares, occ, b, b2, safe; - Square from, to; - bool sente; - int attackUnits, count, shelter = 0; - const Square s = pos.king_square(Us); + Bitboard undefended, b, b1, b2, safe; + int attackUnits; + const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, s) <= RANK_4) - { - shelter = ei.pi->get_king_shelter(pos, Us, s); - ei.value += Sign[Us] * make_score(shelter, 0); - } + Score bonus = ei.pi->king_shelter(pos, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. - if ( pos.piece_count(Them, QUEEN) >= 1 - && ei.kingAttackersCount[Them] >= 2 - && pos.non_pawn_material(Them) >= QueenValueMidgame + RookValueMidgame + if ( ei.kingAttackersCount[Them] >= 2 && ei.kingAdjacentZoneAttacksCount[Them]) { - // Is it the attackers turn to move? - sente = (Them == pos.side_to_move()); - - // Find the attacked squares around the king which has no defenders - // apart from the king itself - undefended = ei.attacked_by(Them) & ei.attacked_by(Us, KING); - undefended &= ~( ei.attacked_by(Us, PAWN) | ei.attacked_by(Us, KNIGHT) - | ei.attacked_by(Us, BISHOP) | ei.attacked_by(Us, ROOK) - | ei.attacked_by(Us, QUEEN)); - - // Initialize the 'attackUnits' variable, which is used later on as an - // index to the 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. - attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) - + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) - + InitKingDanger[relative_square(Us, s)] - - (shelter >> 5); - - // Analyse safe queen contact checks - b = undefended & ei.attacked_by(Them, QUEEN) & ~pos.pieces_of_color(Them); - if (b) - { - attackedByOthers = ei.attacked_by(Them, PAWN) | ei.attacked_by(Them, KNIGHT) - | ei.attacked_by(Them, BISHOP) | ei.attacked_by(Them, ROOK); - - b &= attackedByOthers; - - // Squares attacked by the queen and supported by another enemy piece and - // not defended by other pieces but our king. + // 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[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN]); + + // Initialize the 'attackUnits' variable, which is used later on as an + // index to the KingDangerTable[] array. The initial value is based on + // the number and types of the enemy's attacking pieces, the number of + // attacked and undefended squares around our king, the square of the + // king, and the quality of the pawn shelter. + attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s(undefended)) + + InitKingDanger[relative_square(Us, ksq)] + - mg_value(ei.pi->king_shelter(pos, ksq)) / 32; + + // Analyse enemy's safe queen contact checks. First find undefended + // squares around the king attacked by enemy queen... + b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them); if (b) { - // The bitboard b now contains the squares available for safe queen - // contact checks. - count = count_1s_max_15(b); - attackUnits += QueenContactCheckBonus * count * (sente ? 2 : 1); - - // Is there a mate threat? - if (QueenContactMates && !pos.is_check()) - { - escapeSquares = pos.attacks_from(s) & ~pos.pieces_of_color(Us) & ~attackedByOthers; - occ = pos.occupied_squares(); - while (b) - { - to = pop_1st_bit(&b); - - // Do we have escape squares from queen contact check attack ? - if (!(escapeSquares & ~queen_attacks_bb(to, occ & ClearMaskBB[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))) - - // Set the mate threat move - ei.mateThreat[Them] = make_move(from, to); - } - } - } - } + // ...then remove squares not supported by another enemy piece + b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] + | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); + if (b) + attackUnits += QueenContactCheckBonus + * count_1s(b) + * (Them == pos.side_to_move() ? 2 : 1); } - } - // Analyse safe distance checks - safe = ~(pos.pieces_of_color(Them) | ei.attacked_by(Us)); + // Analyse enemy's safe rook contact checks. First find undefended + // squares around the king attacked by enemy rooks... + b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them); - if (QueenCheckBonus > 0 || RookCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Consider only squares where the enemy rook gives check + b &= RookPseudoAttacks[ksq]; - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + if (b) + { + // ...then remove squares not supported by another enemy piece + b &= ( ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] + | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]); + if (b) + attackUnits += RookContactCheckBonus + * count_1s(b) + * (Them == pos.side_to_move() ? 2 : 1); + } - // Rook checks - b2 = b & ei.attacked_by(Them, ROOK); - if (b2) - attackUnits += RookCheckBonus * count_1s_max_15(b2); - } - if (QueenCheckBonus > 0 || BishopCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Analyse enemy's safe distance checks for sliders and knights + safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]); - // Queen checks - b2 = b & ei.attacked_by(Them, QUEEN); - if (b2) - attackUnits += QueenCheckBonus * count_1s_max_15(b2); + b1 = pos.attacks_from(ksq) & safe; + b2 = pos.attacks_from(ksq) & safe; - // Bishop checks - b2 = b & ei.attacked_by(Them, BISHOP); - if (b2) - attackUnits += BishopCheckBonus * count_1s_max_15(b2); - } - if (KnightCheckBonus > 0) - { - b = pos.attacks_from(s) & safe; + // Enemy queen safe checks + b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; + if (b) + attackUnits += QueenCheckBonus * count_1s(b); - // Knight checks - b2 = b & ei.attacked_by(Them, KNIGHT); - if (b2) - attackUnits += KnightCheckBonus * count_1s_max_15(b2); - } + // Enemy rooks safe checks + b = b1 & ei.attackedBy[Them][ROOK]; + if (b) + attackUnits += RookCheckBonus * count_1s(b); - // Analyse discovered checks (only for non-pawns right now, consider - // adding pawns later). - if (DiscoveredCheckBonus) - { - b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); - if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); - } + // Enemy bishops safe checks + b = b2 & ei.attackedBy[Them][BISHOP]; + if (b) + attackUnits += BishopCheckBonus * count_1s(b); - // Has a mate threat been found? We don't do anything here if the - // side with the mating move is the side to move, because in that - // case the mating side will get a huge bonus at the end of the main - // evaluation function instead. - if (ei.mateThreat[Them] != MOVE_NONE) - attackUnits += MateThreatBonus; - - // Ensure that attackUnits is between 0 and 99, in order to avoid array - // out of bounds errors. - attackUnits = Min(99, Max(0, attackUnits)); - - // Finally, extract the king safety score from the SafetyTable[] array. - // Add the score to the evaluation, and also to ei.futilityMargin. The - // reason for adding the king safety score to the futility margin is - // that the king safety scores can sometimes be very big, and that - // capturing a single attacking piece can therefore result in a score - // change far bigger than the value of the captured piece. - Score v = apply_weight(make_score(SafetyTable[attackUnits], 0), WeightKingSafety[Us]); - ei.value -= Sign[Us] * v; - ei.futilityMargin[Us] += mg_value(v); + // Enemy knights safe checks + b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe; + if (b) + attackUnits += KnightCheckBonus * count_1s(b); + + // To index KingDangerTable[] attackUnits must be in [0, 99] range + attackUnits = Min(99, Max(0, attackUnits)); + + // Finally, extract the king danger score from the KingDangerTable[] + // array and subtract the score from evaluation. Set also margins[] + // value that will be used for pruning because this value can sometimes + // be very big, and so capturing a single attacking piece can therefore + // result in a score change far bigger than the value of the captured piece. + bonus -= KingDangerTable[Us][attackUnits]; + if (pos.side_to_move() == Us) + margin += mg_value(KingDangerTable[Us][attackUnits]); } + return bonus; } - // evaluate_passed_pawns() evaluates the passed pawns of the given color + // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - void evaluate_passed_pawns_of_color(const Position& pos, int movesToGo[], Square pawnToGo[], EvalInfo& ei) { + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b2, b3, b4; - Square ourKingSq = pos.king_square(Us); - Square theirKingSq = pos.king_square(Them); - Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us); + Score bonus = SCORE_ZERO; + Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; + Bitboard b = ei.pi->passed_pawns(Us); - while (b) - { + if (!b) + return SCORE_ZERO; + + do { 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)); + int rr = r * (r - 1); // Base bonus based on rank - Value mbonus = Value(20 * tr); - Value ebonus = Value(10 + r * r * 10); + Value mbonus = Value(20 * rr); + Value ebonus = Value(10 * (rr + r + 1)); - // Adjust bonus based on king proximity - if (tr) + if (rr) { Square blockSq = s + pawn_push(Us); - 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); + // Adjust bonus based on kings proximity + ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr); + ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr); + ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr); // If the pawn is free to advance, increase bonus if (pos.square_is_empty(blockSq)) { - // There are no enemy pawns in the pawn's path - b2 = squares_in_front_of(Us, s); - - assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB); - - // Squares attacked by us - b4 = b2 & ei.attacked_by(Us); - - // Squares attacked or occupied by enemy pieces - b3 = b2 & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); + squaresToQueen = squares_in_front_of(Us, s); + defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; // If there is an enemy rook or queen attacking the pawn from behind, - // add all X-ray attacks by the rook or queen. + // add all X-ray attacks by the rook or queen. Otherwise consider only + // the squares in the pawn's path attacked or occupied by the enemy. if ( (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)) - && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) - b3 = b2; - - // 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! - // Even bigger if we protect the pawn's path - ebonus += Value(tr * (b2 == b4 ? 17 : 15)); + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) + unsafeSquares = squaresToQueen; + else + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(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. + if (!unsafeSquares) + ebonus += Value(rr * (squaresToQueen == defendedSquares ? 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)); + ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 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); + if (!(squaresToQueen & pos.pieces_of_color(Us))) + ebonus += Value(rr); } - } // tr != 0 + } // rr != 0 - // 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)) + // Increase the bonus if the passed pawn is supported by a friendly pawn + // on the same rank and a bit smaller if it's on the previous rank. + supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + if (supportingPawns & rank_bb(s)) ebonus += Value(r * 20); - else if (pos.attacks_from(s, Them) & b2) + else if (supportingPawns & rank_bb(s - pawn_push(Us))) 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 && (!movesToGo[Us] || movesToGo[Us] > mtg)) - { - movesToGo[Us] = mtg; - pawnToGo[Us] = s; - } - } - } - // 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, @@ -985,142 +842,17 @@ namespace { // 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) + if (pos.non_pawn_material(Them) <= KnightValueMidgame) ebonus += ebonus / 4; else if (pos.pieces(ROOK, QUEEN, Them)) ebonus -= ebonus / 4; } + bonus += make_score(mbonus, ebonus); - // Add the scores for this pawn to the middle game and endgame eval. - ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns); - - } // while - } - - - // evaluate_passed_pawns() evaluates the passed pawns for both sides - - void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { - - int movesToGo[2] = {0, 0}; - Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; - - // Evaluate pawns for each color - evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); - evaluate_passed_pawns_of_color(pos, movesToGo, pawnToGo, ei); - - // Neither side has an unstoppable passed pawn? - if (!(movesToGo[WHITE] | movesToGo[BLACK])) - return; - - // Does only one side have an unstoppable passed pawn? - if (!movesToGo[WHITE] || !movesToGo[BLACK]) - { - Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; - ei.value += make_score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide]))); - } - else - { // 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()]--; - - Color winnerSide = movesToGo[WHITE] < movesToGo[BLACK] ? WHITE : BLACK; - Color loserSide = opposite_color(winnerSide); - - // If one side queens at least three plies before the other, that side wins - if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - - // If one side queens one ply before the other and checks the king or attacks - // the undefended opponent's queening square, that side wins. To avoid cases - // where the opponent's king could move somewhere before first pawn queens we - // consider only free paths to queen for both pawns. - else if ( !(squares_in_front_of(WHITE, pawnToGo[WHITE]) & pos.occupied_squares()) - && !(squares_in_front_of(BLACK, pawnToGo[BLACK]) & pos.occupied_squares())) - { - assert(movesToGo[loserSide] - movesToGo[winnerSide] == 1); - - Square winnerQSq = relative_square(winnerSide, make_square(square_file(pawnToGo[winnerSide]), RANK_8)); - Square loserQSq = relative_square(loserSide, make_square(square_file(pawnToGo[loserSide]), RANK_8)); - - Bitboard b = pos.occupied_squares(); - clear_bit(&b, pawnToGo[winnerSide]); - clear_bit(&b, pawnToGo[loserSide]); - b = queen_attacks_bb(winnerQSq, b); - - if ( (b & pos.pieces(KING, loserSide)) - ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) - ei.value += Sign[winnerSide] * make_score(0, UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); - } - } - } - + } while (b); - // evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7 - // (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) { - - assert(square_is_ok(s)); - assert(pos.piece_on(s) == piece_of_color_and_type(us, BISHOP)); - - 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) == piece_of_color_and_type(opposite_color(us), PAWN) - && pos.see(s, b6) < 0 - && pos.see(s, b8) < 0) - { - ei.value -= 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 - // only occur in Chess960 games. - - 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) == 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); - } - 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) - { - Score penalty; - - if (!pos.square_is_empty(b3)) - penalty = 2 * TrappedBishopA1H1Penalty; - else if (pos.piece_on(c3) == pawn) - penalty = TrappedBishopA1H1Penalty; - else - penalty = TrappedBishopA1H1Penalty / 2; - - ei.value -= Sign[us] * penalty; - } + // Add the scores to the middle game and endgame eval + return apply_weight(bonus, Weights[PassedPawns]); } @@ -1129,54 +861,51 @@ namespace { // 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. + // material hash table. The aim is to improve play on game opening. template - void evaluate_space(const Position& pos, EvalInfo& ei) { + int evaluate_space(const Position& pos, EvalInfo& ei) { + const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; 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 + // SpaceMask[]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. + Bitboard safe = SpaceMask[Us] + & ~pos.pieces(PAWN, Us) + & ~ei.attackedBy[Them][PAWN] + & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); - 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); + // Find all squares which are at most three squares behind some friendly pawn + Bitboard behind = pos.pieces(PAWN, Us); + behind |= (Us == WHITE ? behind >> 8 : behind << 8); + behind |= (Us == WHITE ? behind >> 16 : behind << 16); - ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace); + return count_1s(safe) + count_1s(behind & safe); } // apply_weight() applies an evaluation weight to a value trying to prevent overflow inline Score apply_weight(Score v, Score w) { - return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, (int(eg_value(v)) * eg_value(w)) / 0x100); + return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, + (int(eg_value(v)) * eg_value(w)) / 0x100); } - // 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. + // 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(const Score& v, Phase ph, const ScaleFactor sf[]) { + Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf) { assert(mg_value(v) > -VALUE_INFINITE && mg_value(v) < VALUE_INFINITE); assert(eg_value(v) > -VALUE_INFINITE && eg_value(v) < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - Value ev = apply_scale_factor(eg_value(v), sf[(eg_value(v) > Value(0) ? WHITE : BLACK)]); + Value eg = eg_value(v); + Value ev = Value((eg * int(sf)) / SCALE_FACTOR_NORMAL); - int result = (mg_value(v) * ph + ev * (128 - ph)) / 128; + int result = (mg_value(v) * int(ph) + ev * int(128 - ph)) / 128; return Value(result & ~(GrainSize - 1)); } @@ -1186,45 +915,37 @@ namespace { Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) { - Score uciWeight = make_score(get_option_value_int(mgOpt), get_option_value_int(egOpt)); + // Scale option value from 100 to 256 + int mg = get_option_value_int(mgOpt) * 256 / 100; + int eg = get_option_value_int(egOpt) * 256 / 100; - // Convert to integer to prevent overflow - int mg = mg_value(uciWeight); - int eg = eg_value(uciWeight); - - mg = (mg * 0x100) / 100; - eg = (eg * 0x100) / 100; - mg = (mg * mg_value(internalWeight)) / 0x100; - eg = (eg * eg_value(internalWeight)) / 0x100; - return make_score(mg, eg); + return apply_weight(make_score(mg, eg), internalWeight); } + // init_safety() initizes the king safety evaluation, based on UCI - // parameters. It is called from read_weights(). + // parameters. It is called from read_weights(). void init_safety() { - int maxSlope = 30; - int peak = 0x500; - double a = 0.4; - double b = 0.0; + const Value MaxSlope = Value(30); + const Value Peak = Value(1280); + Value t[100]; + // First setup the base table for (int i = 0; i < 100; i++) { - if (i < b) - SafetyTable[i] = Value(0); - else - SafetyTable[i] = Value((int)(a * (i - b) * (i - b))); - } + t[i] = Value(int(0.4 * i * i)); - 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 (i > 0) + t[i] = Min(t[i], t[i - 1] + MaxSlope); - if (SafetyTable[i] > Value(peak)) - SafetyTable[i] = Value(peak); + t[i] = Min(t[i], Peak); } + + // Then apply the weights and get the final KingDangerTable[] array + for (Color c = WHITE; c <= BLACK; c++) + for (int i = 0; i < 100; i++) + KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); } }