X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=3a10acbaaaac59886ee63d093e8510127e196aef;hp=02d740eccbc765b32386592fdab902e2a7c31d3f;hb=bcbc9bfd1f5efeaa3f1e0b020e405f11984e72ec;hpb=d810441b359508577b736d7b6410190ba13078f5 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 02d740ec..3a10acba 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -24,13 +24,53 @@ #include "bitcount.h" #include "evaluate.h" +#include "material.h" +#include "pawns.h" #include "thread.h" #include "ucioption.h" -using namespace Eval; - namespace { + // Struct EvalInfo contains various information computed and collected + // by the evaluation functions. + struct EvalInfo { + + // Pointers to material and pawn hash table entries + Material::Entry* mi; + Pawns::Entry* pi; + + // attackedBy[color][piece type] is a bitboard representing all squares + // 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 + // 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, kingRing[BLACK] is a bitboard containing the squares f8, h8, + // f7, g7, h7, f6, g6 and h6. + Bitboard kingRing[COLOR_NB]; + + // kingAttackersCount[color] is the number of pieces of the given color + // which attack a square in the kingRing of the enemy king. + int kingAttackersCount[COLOR_NB]; + + // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the + // given color which attack a square in the kingRing 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[COLOR_NB]; + + // 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[COLOR_NB]; + }; + // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@ -110,37 +150,23 @@ 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); - // Rooks and queens on the 7th rank - const Score RookOn7thBonus = make_score(11, 20); - const Score QueenOn7thBonus = make_score( 3, 8); - - // Rooks and queens attacking pawns on the same rank - const Score RookOnPawnBonus = make_score(10, 28); - const Score QueenOnPawnBonus = make_score( 4, 20); - - // Rooks on open files (modified by Joona Kiiski) - const Score RookOpenFileBonus = make_score(43, 21); - const Score RookHalfOpenFileBonus = make_score(19, 10); - - // Penalty for rooks trapped inside a friendly king which has lost the - // right to castle. - const Value TrappedRookPenalty = Value(180); - - // Penalty for bishop with pawns on the same coloured squares - const Score BishopPawnsPenalty = make_score(8, 12); + const Score BishopPinBonus = make_score(66, 11); + const Score RookOn7thBonus = make_score(11, 20); + const Score QueenOn7thBonus = make_score( 3, 8); + const Score RookOnPawnBonus = make_score(10, 28); + const Score QueenOnPawnBonus = make_score( 4, 20); + const Score RookOpenFileBonus = make_score(43, 21); + const Score RookHalfOpenFileBonus = make_score(19, 10); + const Score BishopPawnsPenalty = make_score(8, 12); + const Score UndefendedMinorPenalty = make_score(25, 10); + const Score TrappedRookPenalty = make_score(90, 0); // 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); - - // Penalty for an undefended bishop or knight - const Score UndefendedMinorPenalty = make_score(25, 10); + const Score TrappedBishopA1H1Penalty = make_score(50, 50); // 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 @@ -200,27 +226,27 @@ namespace { // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin, Info& ei); + Value do_evaluate(const Position& pos, Value& margin); template - void init_eval_info(const Position& pos, Info& ei); + void init_eval_info(const Position& pos, EvalInfo& ei); template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, Info& ei); + Score evaluate_threats(const Position& pos, EvalInfo& ei); template - int evaluate_space(const Position& pos, Info& ei); + int evaluate_space(const Position& pos, EvalInfo& ei); template - Score evaluate_passed_pawns(const Position& pos, Info& ei); + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); - Score evaluate_unstoppable_pawns(const Position& pos, Info& ei); + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); Value interpolate(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -236,8 +262,8 @@ namespace Eval { /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. - Value evaluate(const Position& pos, Value& margin, Info* ei) { - return do_evaluate(pos, margin, *ei); + Value evaluate(const Position& pos, Value& margin) { + return do_evaluate(pos, margin); } @@ -273,7 +299,6 @@ namespace Eval { Value margin; std::string totals; - Info ei; Search::RootColor = pos.side_to_move(); @@ -281,7 +306,7 @@ namespace Eval { TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin, ei); + do_evaluate(pos, margin); totals = TraceStream.str(); TraceStream.str(""); @@ -317,10 +342,11 @@ namespace Eval { namespace { template -Value do_evaluate(const Position& pos, Value& margin, Info& ei) { +Value do_evaluate(const Position& pos, Value& margin) { assert(!pos.checkers()); + EvalInfo ei; Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; Thread* th = pos.this_thread(); @@ -443,7 +469,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, Info& ei) { + void init_eval_info(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -466,7 +492,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, Info& ei, Square s) { + Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -492,12 +518,10 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; - Square s, ksq; - int mob; - File f; + Square s; Score score = SCORE_ZERO; const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -508,14 +532,9 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks - if (Piece == KNIGHT || Piece == QUEEN) - b = pos.attacks_from(s); - else if (Piece == BISHOP) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)); - else if (Piece == ROOK) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)); - else - assert(false); + b = Piece == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) + : Piece == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) + : pos.attacks_from(s); ei.attackedBy[Us][Piece] |= b; @@ -528,9 +547,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } - mob = (Piece != QUEEN ? popcount(b & mobilityArea) - : popcount(b & mobilityArea)); - + int mob = popcount(b & mobilityArea); mobility += MobilityBonus[Piece][mob]; // Decrease score if we are attacked by an enemy pawn. Remaining part @@ -538,8 +555,8 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { 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. + // 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())) @@ -554,79 +571,54 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s))) score += evaluate_outposts(pos, ei, s); - if ((Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) >= RANK_5) + if ( (Piece == ROOK || Piece == QUEEN) + && relative_rank(Us, s) >= RANK_5) { - // Major piece on 7th rank + // Major piece on 7th rank and enemy king trapped on 8th if ( relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) - score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + score += Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus; - // Major piece attacking pawns on the same rank + // Major piece attacking enemy pawns on the same rank Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s); if (pawns) - score += (Piece == ROOK ? RookOnPawnBonus - : QueenOnPawnBonus) * popcount(pawns); - } - - // Special extra evaluation for bishops - if (Piece == BISHOP && pos.is_chess960()) - { - // An important Chess960 pattern: A cornered bishop blocked by - // a friendly pawn diagonally in front of it is a very serious - // problem, especially when that pawn is also blocked. - if (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1)) - { - Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); - if (pos.piece_on(s + d) == make_piece(Us, PAWN)) - { - if (!pos.is_empty(s + d + pawn_push(Us))) - score -= 2*TrappedBishopA1H1Penalty; - else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) - score -= TrappedBishopA1H1Penalty; - else - score -= TrappedBishopA1H1Penalty / 2; - } - } + score += popcount(pawns) * (Piece == ROOK ? RookOnPawnBonus : QueenOnPawnBonus); } // Special extra evaluation for rooks if (Piece == ROOK) { - // Open and half-open files - f = file_of(s); - if (ei.pi->file_is_half_open(Us, f)) - { - if (ei.pi->file_is_half_open(Them, f)) - score += RookOpenFileBonus; - else - score += RookHalfOpenFileBonus; - } + // Give a bonus for a rook on a open or half-open file + if (ei.pi->half_open(Us, file_of(s))) + score += ei.pi->half_open(Them, file_of(s)) ? RookOpenFileBonus + : RookHalfOpenFileBonus; + if (mob > 6 || ei.pi->half_open(Us, file_of(s))) + continue; + + Square ksq = pos.king_square(Us); // 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 ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) + && rank_of(ksq) == rank_of(s) + && relative_rank(Us, ksq) == RANK_1 + && !ei.pi->half_open_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E)) + score -= (TrappedRookPenalty - make_score(mob * 8, 0)) * (pos.can_castle(Us) ? 1 : 2); + } - if ( file_of(ksq) >= FILE_E - && file_of(s) > file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(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, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } - else if ( file_of(ksq) <= FILE_D - && file_of(s) < file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(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, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } + // An important Chess960 pattern: A cornered bishop blocked by a friendly + // pawn diagonally in front of it is a very serious problem, especially + // when that pawn is also blocked. + if ( Piece == BISHOP + && pos.is_chess960() + && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) + { + const enum Piece P = make_piece(Us, PAWN); + Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); + if (pos.piece_on(s + d) == P) + score -= !pos.is_empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1Penalty * 4 + : pos.piece_on(s + d + d) == P ? TrappedBishopA1H1Penalty * 2 + : TrappedBishopA1H1Penalty; } } @@ -641,7 +633,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, Info& ei) { + Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -649,8 +641,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { Score score = SCORE_ZERO; // Undefended minors get penalized even if not under attack - undefendedMinors = pos.pieces(Them) - & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) + undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) & ~ei.attackedBy[Them][ALL_PIECES]; if (undefendedMinors) @@ -683,14 +674,14 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); Score score = mobility = SCORE_ZERO; // Do not include in mobility squares protected by enemy pawns or occupied by our pieces - const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us, PAWN, KING)); score += evaluate_pieces(pos, ei, mobility, mobilityArea); score += evaluate_pieces(pos, ei, mobility, mobilityArea); @@ -708,7 +699,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -821,7 +812,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, Info& ei) { + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -872,16 +863,19 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { else 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. - 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(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); + // If there aren't enemy attacks huge bonus, a bit smaller if at + // least block square is not attacked, otherwise smallest bonus. + int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3; + + // Big bonus if the path to queen is fully defended, a bit less + // if at least block square is defended. + if (defendedSquares == squaresToQueen) + k += 6; + + else if (defendedSquares & blockSq) + k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2; + + mbonus += Value(k * rr), ebonus += Value(k * rr); } } // rr != 0 @@ -919,7 +913,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1084,7 +1078,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. template - int evaluate_space(const Position& pos, Info& ei) { + int evaluate_space(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE);