X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=3a10acbaaaac59886ee63d093e8510127e196aef;hp=1f396f759dec73b90edd30aa1e406325cf4c725f;hb=bcbc9bfd1f5efeaa3f1e0b020e405f11984e72ec;hpb=e82382703c96cfc480555e9db29d999e1f54a38f diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 1f396f75..3a10acba 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 @@ -88,7 +88,7 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 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 @@ -150,32 +150,23 @@ namespace { #undef S - // 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(3, 20); - const Score QueenOn7thBonus = make_score(1, 8); - - // Rooks and queens attacking pawns on the same rank - const Score RookOnPawnBonus = make_score(3, 48); - const Score QueenOnPawnBonus = make_score(1, 40); - - // 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); + 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 @@ -244,7 +235,7 @@ namespace { Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template Score evaluate_threats(const Position& pos, EvalInfo& ei); @@ -287,14 +278,6 @@ namespace Eval { Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); - // King safety is asymmetrical. Our king danger level is weighted by - // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". - // If running in analysis mode, make sure we use symmetrical king safety. We - // do this by replacing both Weights[kingDangerUs] and Weights[kingDangerThem] - // by their average. - if (Options["UCI_AnalyseMode"]) - Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2; - const int MaxSlope = 30; const int Peak = 1280; @@ -364,27 +347,13 @@ Value do_evaluate(const Position& pos, Value& margin) { assert(!pos.checkers()); EvalInfo ei; + Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; - - Key key = pos.key(); Thread* th = pos.this_thread(); - Eval::Entry* e = th->evalTable[key]; - - // If e->key matches the position's hash key, it means that we have analysed - // this node before, and we can simply return the information we found the last - // time instead of recomputing it. - if (e->key == key) - { - margin = Value(e->margins[pos.side_to_move()]); - return e->value; - } - - // Otherwise we overwrite current content with this node info. - e->key = key; // margins[] store the uncertainty estimation of position's evaluation // that typically is used by the search for pruning decisions. - e->margins[WHITE] = e->margins[BLACK] = VALUE_ZERO; + margins[WHITE] = margins[BLACK] = VALUE_ZERO; // Initialize score by reading the incrementally updated scores included // in the position object (material + piece square tables) and adding @@ -400,8 +369,7 @@ Value do_evaluate(const Position& pos, Value& margin) { if (ei.mi->specialized_eval_exists()) { margin = VALUE_ZERO; - e->value = ei.mi->evaluate(pos); - return e->value; + return ei.mi->evaluate(pos); } // Probe the pawn hash table @@ -420,8 +388,8 @@ Value do_evaluate(const Position& pos, Value& margin) { // Evaluate kings after all other pieces because we need complete attack // information when computing the king safety evaluation. - score += evaluate_king(pos, ei, e->margins) - - evaluate_king(pos, ei, e->margins); + score += evaluate_king(pos, ei, margins) + - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack information including king score += evaluate_threats(pos, ei) @@ -467,7 +435,7 @@ Value do_evaluate(const Position& pos, Value& margin) { sf = ScaleFactor(50); } - margin = Value(e->margins[pos.side_to_move()]); + margin = margins[pos.side_to_move()]; Value v = interpolate(score, ei.mi->game_phase(), sf); // In case of tracing add all single evaluation contributions for both white and black @@ -484,8 +452,8 @@ Value do_evaluate(const Position& pos, Value& margin) { Score b = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); trace_add(SPACE, apply_weight(w, Weights[Space]), apply_weight(b, Weights[Space])); trace_add(TOTAL, score); - TraceStream << "\nUncertainty margin: White: " << to_cp(Value(e->margins[WHITE])) - << ", Black: " << to_cp(Value(e->margins[BLACK])) + TraceStream << "\nUncertainty margin: White: " << to_cp(margins[WHITE]) + << ", Black: " << to_cp(margins[BLACK]) << "\nScaling: " << std::noshowpos << std::setw(6) << 100.0 * ei.mi->game_phase() / 128.0 << "% MG, " << std::setw(6) << 100.0 * (1.0 - ei.mi->game_phase() / 128.0) << "% * " @@ -493,7 +461,7 @@ Value do_evaluate(const Position& pos, Value& margin) { << "Total evaluation: " << to_cp(v); } - return e->value = pos.side_to_move() == WHITE ? v : -v; + return pos.side_to_move() == WHITE ? v : -v; } @@ -510,7 +478,7 @@ 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]; @@ -553,9 +521,7 @@ Value do_evaluate(const Position& pos, Value& margin) { 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); @@ -566,14 +532,9 @@ Value do_evaluate(const Position& pos, Value& margin) { 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; @@ -586,106 +547,78 @@ Value do_evaluate(const Position& pos, Value& margin) { ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } - mob = (Piece != QUEEN ? popcount(b & mobilityArea) - : popcount(b & mobilityArea)); - + int mob = popcount(b & mobilityArea); 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 -= BishopPawnsPenalty * ei.pi->pawns_on_same_color_squares(Us, s); + // Bishop and knight outposts squares if ( (Piece == BISHOP || Piece == KNIGHT) && !(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; } } @@ -708,18 +641,16 @@ Value do_evaluate(const Position& pos, Value& margin) { Score score = SCORE_ZERO; // Undefended minors get penalized even if not under attack - undefendedMinors = pos.pieces(Them) - & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) - & ~ei.attackedBy[Them][0]; + undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) + & ~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; @@ -750,7 +681,7 @@ Value do_evaluate(const Position& pos, Value& margin) { 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); @@ -758,9 +689,9 @@ 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; } @@ -768,7 +699,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, EvalInfo& ei, int16_t margins[]) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -786,7 +717,7 @@ 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]); @@ -834,7 +765,7 @@ 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; @@ -868,7 +799,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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. score -= KingDangerTable[Us == Search::RootColor][attackUnits]; - margins[Us] += int16_t(mg_value(KingDangerTable[Us == Search::RootColor][attackUnits])); + margins[Us] += mg_value(KingDangerTable[Us == Search::RootColor][attackUnits]); } if (Trace) @@ -921,7 +852,7 @@ 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 @@ -930,18 +861,21 @@ 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. - 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 @@ -1007,7 +941,7 @@ 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; @@ -1154,14 +1088,18 @@ 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); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); - return popcount(safe) + popcount(behind & safe); + // Since SpaceMask[Us] is fully on our half of the board + assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); + + // Count safe + (behind & safe) with a single popcount + return popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); }