X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=3481b03d7c77ad2a01622eb7abd1960ffab7ca4a;hp=49dc07fe671ef0885ca9b5fbfd29a8fd2cc885ad;hb=3e4dfb49a747be902d25ae06783f98ba29fb5030;hpb=0901e12102cf61559e6bfbbda0a040c72048dc8c diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 49dc07fe..3481b03d 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -40,8 +40,8 @@ namespace { Pawns::Entry* 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. + // attacked by a given color and piece type, attackedBy[color][ALL_PIECES] + // contains all squares attacked by the given color. Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // kingRing[color] is the zone around the king which is considered @@ -75,8 +75,8 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - enum { Mobility, PassedPawns, Space }; - Score Weights[3]; + enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem }; + Score Weights[6]; typedef Value V; #define S(mg, eg) make_score(mg, eg) @@ -88,7 +88,7 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(252, 344), S(216, 266), S(46, 0) + S(289, 344), S(221, 273), S(46, 0), S(271, 0), S(307, 0) }; // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and @@ -150,6 +150,8 @@ namespace { #undef S + const Score BishopPinBonus = make_score(66, 11); + // Bonus for having the side to move (modified by Joona Kiiski) const Score Tempo = make_score(24, 11); @@ -195,10 +197,6 @@ namespace { // the strength of the enemy attack are added up into an integer, which // is used as an index to KingDangerTable[]. // - // King safety evaluation is asymmetrical and different for us (root color) - // and for our opponent. These values are used to init KingDangerTable. - const int KingDangerWeights[] = { 259, 247 }; - // KingAttackWeights[PieceType] contains king attack weights by piece type const int KingAttackWeights[] = { 0, 0, 2, 2, 3, 5 }; @@ -285,16 +283,11 @@ namespace Eval { void init() { - Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); - Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); - Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); - - int KingDanger[] = { KingDangerWeights[0], KingDangerWeights[1] }; - - // If running in analysis mode, make sure we use symmetrical king safety. - // We do so by replacing both KingDanger weights by their average. - if (Options["UCI_AnalyseMode"]) - KingDanger[0] = KingDanger[1] = (KingDanger[0] + KingDanger[1]) / 2; + Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); + 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]); const int MaxSlope = 30; const int Peak = 1280; @@ -303,8 +296,8 @@ namespace Eval { { t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope)); - KingDangerTable[0][i] = apply_weight(make_score(t, 0), make_score(KingDanger[0], 0)); - KingDangerTable[1][i] = apply_weight(make_score(t, 0), make_score(KingDanger[1], 0)); + KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]); + KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]); } } @@ -496,7 +489,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // Init king safety tables only if we are going to use them if ( pos.piece_count(Us, QUEEN) - && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg) + && pos.non_pawn_material(Us) > QueenValueMg + PawnValueMg) { ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); b &= ei.attackedBy[Us][PAWN]; @@ -577,23 +570,22 @@ Value do_evaluate(const Position& pos, Value& margin) { mobility += MobilityBonus[Piece][mob]; - // Add a bonus if a slider is pinning an enemy piece - if ( (Piece == BISHOP || Piece == ROOK || Piece == QUEEN) - && (PseudoAttacks[Piece][pos.king_square(Them)] & s)) - { - b = BetweenBB[s][pos.king_square(Them)] & pos.pieces(); - - assert(b); - - if (!more_than_one(b) && (b & pos.pieces(Them))) - score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))]; - } - // Decrease score if we are attacked by an enemy pawn. Remaining part // of threat evaluation must be done later when we have full attack info. if (ei.attackedBy[Them][PAWN] & s) score -= ThreatenedByPawnPenalty[Piece]; + // Otherwise give a bonus if we are a bishop and can pin a piece or + // can give a discovered check through an x-ray attack. + else if ( Piece == BISHOP + && (PseudoAttacks[Piece][pos.king_square(Them)] & s) + && !more_than_one(BetweenBB[s][pos.king_square(Them)] & pos.pieces())) + score += BishopPinBonus; + + // Penalty for bishop with same coloured pawns + if (Piece == BISHOP) + score -= make_score(4, 4) * ei.pi->same_colored_pawn_count(s, Us); + // Bishop and knight outposts squares if ( (Piece == BISHOP || Piece == KNIGHT) && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s))) @@ -696,16 +688,15 @@ Value do_evaluate(const Position& pos, Value& margin) { // Undefended minors get penalized even if not under attack undefendedMinors = pos.pieces(Them) & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) - & ~ei.attackedBy[Them][0]; + & ~ei.attackedBy[Them][ALL_PIECES]; if (undefendedMinors) - score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2 - : UndefendedMinorPenalty; + score += UndefendedMinorPenalty; // Enemy pieces not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] - & ei.attackedBy[Us][0]; + & ei.attackedBy[Us][ALL_PIECES]; if (!weakEnemies) return score; @@ -744,9 +735,9 @@ Value do_evaluate(const Position& pos, Value& margin) { score += evaluate_pieces(pos, ei, mobility, mobilityArea); // Sum up all attacked squares - ei.attackedBy[Us][0] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] - | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] - | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; + ei.attackedBy[Us][ALL_PIECES] = ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] + | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] + | ei.attackedBy[Us][QUEEN] | ei.attackedBy[Us][KING]; return score; } @@ -772,7 +763,7 @@ Value do_evaluate(const Position& pos, Value& margin) { { // Find the attacked squares around the king which has no defenders // apart from the king itself - undefended = ei.attackedBy[Them][0] & ei.attackedBy[Us][KING]; + undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING]; undefended &= ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); @@ -820,7 +811,7 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]); + safe = ~(pos.pieces(Them) | ei.attackedBy[Us][ALL_PIECES]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; @@ -907,7 +898,7 @@ Value do_evaluate(const Position& pos, Value& margin) { if (pos.is_empty(blockSq)) { squaresToQueen = forward_bb(Us, s); - defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; + defendedSquares = squaresToQueen & ei.attackedBy[Us][ALL_PIECES]; // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. Otherwise consider only @@ -916,7 +907,7 @@ Value do_evaluate(const Position& pos, Value& margin) { && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); // If there aren't enemy attacks or pieces along the path to queen give // huge bonus. Even bigger if we protect the pawn's path. @@ -993,7 +984,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // Compute plies to queening and check direct advancement movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2); oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move()); - pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath); + pathDefended = ((ei.attackedBy[c][ALL_PIECES] & queeningPath) == queeningPath); if (movesToGo >= oppMovesToGo && !pathDefended) continue; @@ -1140,7 +1131,7 @@ Value do_evaluate(const Position& pos, Value& margin) { Bitboard safe = SpaceMask[Us] & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] - & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); + & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN);