X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=375c2369a543e8d392b0e4c138f87af97c069fe2;hp=fe28da3f0692ad0253d29f61eea4a70311eeffa7;hb=7b721b3663920a2b74039ad6588ba4ed638c368b;hpb=8b6bcd973134da634a4bd7494f085b68af36fd70 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index fe28da3f..375c2369 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -29,7 +29,6 @@ #include "evaluate.h" #include "material.h" #include "pawns.h" -#include "scale.h" #include "thread.h" #include "ucioption.h" @@ -148,9 +147,6 @@ namespace { #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); @@ -207,7 +203,6 @@ namespace { // Bonuses for enemy's safe checks const int QueenContactCheckBonus = 3; - const int DiscoveredCheckBonus = 3; const int QueenCheckBonus = 2; const int RookCheckBonus = 1; const int BishopCheckBonus = 1; @@ -234,13 +229,12 @@ namespace { MaterialInfoTable* MaterialTable[MAX_THREADS]; PawnInfoTable* PawnTable[MAX_THREADS]; - // Sizes of pawn and material hash tables - const int PawnTableSize = 16384; - const int MaterialTableSize = 1024; - // Function prototypes template - Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID); + Value do_evaluate(const Position& pos, EvalInfo& ei); + + template + void init_attack_tables(const Position& pos, EvalInfo& ei); template void evaluate_pieces_of_color(const Position& pos, EvalInfo& ei); @@ -252,12 +246,11 @@ namespace { void evaluate_threats(const Position& pos, EvalInfo& ei); template - void evaluate_space(const Position& pos, EvalInfo& ei); + int evaluate_space(const Position& pos, EvalInfo& ei); template void evaluate_passed_pawns(const Position& pos, EvalInfo& ei); - void evaluate_unstoppable_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); @@ -271,25 +264,32 @@ 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, EvalInfo& ei) { - return CpuHasPOPCNT ? do_evaluate(pos, ei, threadID) - : do_evaluate(pos, ei, threadID); + return CpuHasPOPCNT ? do_evaluate(pos, ei) + : do_evaluate(pos, ei); } namespace { template -Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { +Value do_evaluate(const Position& pos, EvalInfo& ei) { - Bitboard b; ScaleFactor factor[2]; 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)); @@ -299,7 +299,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { ei.value = pos.value(); // Probe the material hash table - ei.mi = MaterialTable[threadID]->get_material_info(pos); + ei.mi = MaterialTable[pos.thread()]->get_material_info(pos); ei.value += ei.mi->material_value(); // If we have a specialized evaluation function for the current material @@ -312,25 +312,12 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { factor[BLACK] = ei.mi->scale_factor(pos, BLACK); // Probe the pawn hash table - ei.pi = PawnTable[threadID]->get_pawn_info(pos); + ei.pi = PawnTable[pos.thread()]->get_pawn_info(pos); ei.value += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); - // 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); - b = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING]; - if (b) - ei.kingAttackersCount[WHITE] = count_1s_max_15(b)/2; - - ei.attackedBy[BLACK][PAWN] = ei.pi->pawn_attacks(BLACK); - b = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING]; - if (b) - ei.kingAttackersCount[BLACK] = count_1s_max_15(b)/2; + // Initialize attack bitboards with pawns evaluation + init_attack_tables(pos, ei); + init_attack_tables(pos, ei); // Evaluate pieces evaluate_pieces_of_color(pos, ei); @@ -350,32 +337,28 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { evaluate_passed_pawns(pos, ei); evaluate_passed_pawns(pos, ei); - // If one side has only a king, check whether exsists any unstoppable passed pawn - if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) - evaluate_unstoppable_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) + // 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.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); + ei.value += make_score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); - else if ( square_file(pos.king_square(WHITE)) <= FILE_D - && square_file(pos.king_square(BLACK)) >= FILE_E) + else if ( square_file(pos.king_square(WHITE)) <= FILE_D + && square_file(pos.king_square(BLACK)) >= FILE_E) - ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); + ei.value += make_score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); - // Evaluate space for both sides - if (ei.mi->space_weight() > 0) - { - evaluate_space(pos, ei); - evaluate_space(pos, ei); - } + // Evaluate space for both sides + if (ei.mi->space_weight() > 0) + { + int s = evaluate_space(pos, ei) - evaluate_space(pos, ei); + ei.value += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]); + } } // Mobility @@ -385,8 +368,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // 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)))) + && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && eg_value(ei.value) > VALUE_ZERO) + || (factor[BLACK] == SCALE_FACTOR_NORMAL && eg_value(ei.value) < VALUE_ZERO))) { ScaleFactor sf; @@ -433,9 +416,9 @@ void init_eval(int threads) { continue; } if (!PawnTable[i]) - PawnTable[i] = new PawnInfoTable(PawnTableSize); + PawnTable[i] = new PawnInfoTable(); if (!MaterialTable[i]) - MaterialTable[i] = new MaterialInfoTable(MaterialTableSize); + MaterialTable[i] = new MaterialInfoTable(); } } @@ -481,6 +464,23 @@ void read_weights(Color us) { namespace { + // init_attack_tables() initializes king bitboards for both sides adding + // pawn attacks. To be done before other evaluations. + + template + void init_attack_tables(const Position& pos, EvalInfo& ei) { + + const Color Them = (Us == WHITE ? BLACK : WHITE); + + Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); + ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); + ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); + b &= ei.attackedBy[Us][PAWN]; + if (b) + ei.kingAttackersCount[Us] = count_1s_max_15(b) / 2; + } + + // evaluate_outposts() evaluates bishop and knight outposts squares template @@ -630,7 +630,7 @@ namespace { 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) @@ -686,15 +686,11 @@ namespace { Bitboard undefended, b, b1, b2, safe; bool sente; - int attackUnits, shelter = 0; + int attackUnits; const Square ksq = pos.king_square(Us); // King shelter - if (relative_rank(Us, ksq) <= RANK_4) - { - shelter = ei.pi->get_king_shelter(pos, Us, ksq); - ei.value += Sign[Us] * make_score(shelter, 0); - } + ei.value += Sign[Us] * ei.pi->king_shelter(pos, Us, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -721,7 +717,7 @@ namespace { attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s_max_15(undefended)) + InitKingDanger[relative_square(Us, ksq)] - - shelter / 32; + - mg_value(ei.pi->king_shelter(pos, Us, ksq)) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... @@ -761,12 +757,6 @@ namespace { if (b) attackUnits += KnightCheckBonus * count_1s_max_15(b); - // Analyse enemy's discovered checks (only for non-pawns right now, - // consider adding pawns later). - b = pos.discovered_check_candidates(Them) & ~pos.pieces(PAWN); - if (b) - attackUnits += DiscoveredCheckBonus * count_1s_max_15(b) * (sente ? 2 : 1); - // To index KingDangerTable[] attackUnits must be in [0, 99] range attackUnits = Min(99, Max(0, attackUnits)); @@ -789,13 +779,12 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; - Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(Us); + Bitboard b = ei.pi->passed_pawns(Us); 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); @@ -820,14 +809,11 @@ namespace { squaresToQueen = squares_in_front_of(Us, s); defendedSquares = squaresToQueen & ei.attacked_by(Us); - // There are no enemy pawns in the pawn's path - assert(!(squaresToQueen & pos.pieces(PAWN, Them))); - // 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 // 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))) + && (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else unsafeSquares = squaresToQueen & (ei.attacked_by(Them) | pos.pieces_of_color(Them)); @@ -866,8 +852,7 @@ 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; @@ -880,94 +865,6 @@ namespace { } - // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides - - void evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { - - int movesToGo[2] = {0, 0}; - Square pawnToGo[2] = {SQ_NONE, SQ_NONE}; - - for (Color c = WHITE; c <= BLACK; c++) - { - // Skip evaluation if other side has non-pawn pieces - if (pos.non_pawn_material(opposite_color(c))) - continue; - - Bitboard b = ei.pi->passed_pawns() & pos.pieces_of_color(c); - - while (b) - { - Square s = pop_1st_bit(&b); - Square queeningSquare = relative_square(c, make_square(square_file(s), RANK_8)); - int d = square_distance(s, queeningSquare) - - square_distance(pos.king_square(opposite_color(c)), queeningSquare) - + int(c != pos.side_to_move()); - - if (d < 0) - { - int mtg = RANK_8 - relative_rank(c, s); - int blockerCount = count_1s_max_15(squares_in_front_of(c, s) & pos.occupied_squares()); - mtg += blockerCount; - d += blockerCount; - if (d < 0 && (!movesToGo[c] || movesToGo[c] > mtg)) - { - movesToGo[c] = mtg; - pawnToGo[c] = s; - } - } - } - } - - // 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))); - } - } - } - - // 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. @@ -1039,27 +936,24 @@ namespace { // 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) { + int 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)); + Bitboard safe = 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); + 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), Weights[Space]); + return count_1s_max_15(safe) + count_1s_max_15(behind & safe); } @@ -1070,9 +964,8 @@ namespace { } - // 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[]) { @@ -1080,9 +973,11 @@ namespace { 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); + ScaleFactor f = sf[eg > VALUE_ZERO ? WHITE : BLACK]; + Value ev = Value((eg * int(f)) / 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)); }