X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=42ce525882f5d47bf9937328cbb03ba8b59de02e;hp=bb60107dc42ea069aa754c617bdfa11691535879;hb=f0a7bed6fb8a95d7f3a8a226fc21159cb9b29810;hpb=350dff446481b9e274e54dc727141f0dbfec0b23 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index bb60107d..42ce5258 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -28,8 +28,7 @@ #include "evaluate.h" #include "material.h" #include "pawns.h" - -std::atomic Eval::Contempt; +#include "thread.h" namespace Trace { @@ -74,35 +73,35 @@ using namespace Trace; namespace { - const Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; - const Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; - const Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; - const Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); + constexpr Bitboard QueenSide = FileABB | FileBBB | FileCBB | FileDBB; + constexpr Bitboard CenterFiles = FileCBB | FileDBB | FileEBB | FileFBB; + constexpr Bitboard KingSide = FileEBB | FileFBB | FileGBB | FileHBB; + constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); - const Bitboard KingFlank[FILE_NB] = { + constexpr Bitboard KingFlank[FILE_NB] = { QueenSide, QueenSide, QueenSide, CenterFiles, CenterFiles, KingSide, KingSide, KingSide }; // Threshold for lazy and space evaluation - const Value LazyThreshold = Value(1500); - const Value SpaceThreshold = Value(12222); + constexpr Value LazyThreshold = Value(1500); + constexpr Value SpaceThreshold = Value(12222); // KingAttackWeights[PieceType] contains king attack weights by piece type - const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; + constexpr int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 77, 55, 44, 10 }; // Penalties for enemy's safe checks - const int QueenSafeCheck = 780; - const int RookSafeCheck = 880; - const int BishopSafeCheck = 435; - const int KnightSafeCheck = 790; + constexpr int QueenSafeCheck = 780; + constexpr int RookSafeCheck = 880; + constexpr int BishopSafeCheck = 435; + constexpr int KnightSafeCheck = 790; #define S(mg, eg) make_score(mg, eg) // MobilityBonus[PieceType-2][attacked] contains bonuses for middle and end game, // indexed by piece type and number of attacked squares in the mobility area. - const Score MobilityBonus[][32] = { + constexpr Score MobilityBonus[][32] = { { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights S( 22, 26), S( 29, 29), S( 36, 29) }, { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops @@ -121,66 +120,67 @@ namespace { // Outpost[knight/bishop][supported by pawn] contains bonuses for minor // pieces if they occupy or can reach an outpost square, bigger if that // square is supported by a pawn. - const Score Outpost[][2] = { + constexpr Score Outpost[][2] = { { S(22, 6), S(36,12) }, // Knight { S( 9, 2), S(15, 5) } // Bishop }; // RookOnFile[semiopen/open] contains bonuses for each rook when there is // no (friendly) pawn on the rook file. - const Score RookOnFile[] = { S(20, 7), S(45, 20) }; + constexpr Score RookOnFile[] = { S(20, 7), S(45, 20) }; // ThreatByMinor/ByRook[attacked PieceType] contains bonuses according to // which piece type attacks which one. Attacks on lesser pieces which are // pawn-defended are not considered. - const Score ThreatByMinor[PIECE_TYPE_NB] = { + constexpr Score ThreatByMinor[PIECE_TYPE_NB] = { S(0, 0), S(0, 31), S(39, 42), S(57, 44), S(68, 112), S(47, 120) }; - const Score ThreatByRook[PIECE_TYPE_NB] = { + constexpr Score ThreatByRook[PIECE_TYPE_NB] = { S(0, 0), S(0, 24), S(38, 71), S(38, 61), S(0, 38), S(36, 38) }; // ThreatByKing[on one/on many] contains bonuses for king attacks on // pawns or pieces which are not pawn-defended. - const Score ThreatByKing[] = { S(3, 65), S(9, 145) }; + constexpr Score ThreatByKing[] = { S(30, 62), S(-9, 160) }; // PassedRank[Rank] contains a bonus according to the rank of a passed pawn - const Score PassedRank[RANK_NB] = { - S(0, 0), S(5, 7), S(5, 13), S(32, 42), S(70, 70), S(172, 170), S(217, 269) + constexpr Score PassedRank[RANK_NB] = { + S(0, 0), S(4, 17), S(7, 20), S(14, 36), S(42, 62), S(165, 171), S(279, 252) }; // PassedFile[File] contains a bonus according to the file of a passed pawn - const Score PassedFile[FILE_NB] = { - S( 9, 10), S(2, 10), S(1, -8), S(-20,-12), - S(-20,-12), S(1, -8), S(2, 10), S( 9, 10) + constexpr Score PassedFile[FILE_NB] = { + S( 11, 14), S( 0, -5), S(-2, -8), S(-25,-13), + S(-25,-13), S(-2, -8), S( 0, -5), S( 11, 14) }; // PassedDanger[Rank] contains a term to weight the passed score - const int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; + constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 2, 7, 12, 19 }; // KingProtector[PieceType-2] contains a penalty according to distance from king - const Score KingProtector[] = { S(3, 5), S(4, 3), S(3, 0), S(1, -1) }; + constexpr Score KingProtector[] = { S(4, 6), S(6, 3), S(1, 0), S(0, -2) }; // Assorted bonuses and penalties - const Score BishopPawns = S( 8, 12); - const Score CloseEnemies = S( 7, 0); - const Score Connectivity = S( 3, 1); - const Score CorneredBishop = S( 50, 50); - const Score Hanging = S( 52, 30); - const Score HinderPassedPawn = S( 8, 1); - const Score KnightOnQueen = S( 21, 11); - const Score LongDiagonalBishop = S( 22, 0); - const Score MinorBehindPawn = S( 16, 0); - const Score PawnlessFlank = S( 20, 80); - const Score RookOnPawn = S( 8, 24); - const Score SliderOnQueen = S( 42, 21); - const Score ThreatByPawnPush = S( 47, 26); - const Score ThreatByRank = S( 16, 3); - const Score ThreatBySafePawn = S(175,168); - const Score TrappedRook = S( 92, 0); - const Score WeakQueen = S( 50, 10); - const Score WeakUnopposedPawn = S( 5, 25); + constexpr Score BishopPawns = S( 3, 5); + constexpr Score CloseEnemies = S( 8, 0); + constexpr Score Connectivity = S( 3, 1); + constexpr Score CorneredBishop = S( 50, 50); + constexpr Score Hanging = S( 52, 30); + constexpr Score HinderPassedPawn = S( 5, -1); + constexpr Score KnightOnQueen = S( 21, 11); + constexpr Score LongDiagonalBishop = S( 22, 0); + constexpr Score MinorBehindPawn = S( 16, 0); + constexpr Score Overload = S( 10, 5); + constexpr Score PawnlessFlank = S( 20, 80); + constexpr Score RookOnPawn = S( 8, 24); + constexpr Score SliderOnQueen = S( 42, 21); + constexpr Score ThreatByPawnPush = S( 49, 30); + constexpr Score ThreatByRank = S( 16, 3); + constexpr Score ThreatBySafePawn = S(165,133); + constexpr Score TrappedRook = S( 92, 0); + constexpr Score WeakQueen = S( 50, 10); + constexpr Score WeakUnopposedPawn = S( 5, 26); #undef S @@ -250,17 +250,17 @@ namespace { template template void Evaluation::initialize() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Direction Down = (Us == WHITE ? SOUTH : NORTH); - const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); // Find our pawns that are blocked or on the first two ranks Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); - // Squares occupied by those pawns, by our king, or controlled by enemy pawns + // Squares occupied by those pawns, by our king or queen, or controlled by enemy pawns // are excluded from the mobility area. - mobilityArea[Us] = ~(b | pos.square(Us) | pe->pawn_attacks(Them)); + mobilityArea[Us] = ~(b | pos.pieces(Us, KING, QUEEN) | pe->pawn_attacks(Them)); // Initialise attackedBy bitboards for kings and pawns attackedBy[Us][KING] = pos.attacks_from(pos.square(Us)); @@ -275,7 +275,13 @@ namespace { if (relative_rank(Us, pos.square(Us)) == RANK_1) kingRing[Us] |= shift(kingRing[Us]); - kingAttackersCount[Them] = popcount(attackedBy[Us][KING] & pe->pawn_attacks(Them)); + if (file_of(pos.square(Us)) == FILE_H) + kingRing[Us] |= shift(kingRing[Us]); + + else if (file_of(pos.square(Us)) == FILE_A) + kingRing[Us] |= shift(kingRing[Us]); + + kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } else @@ -287,9 +293,10 @@ namespace { template template Score Evaluation::pieces() { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB - : Rank5BB | Rank4BB | Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Down = (Us == WHITE ? SOUTH : NORTH); + constexpr Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB + : Rank5BB | Rank4BB | Rank3BB); const Square* pl = pos.squares(Us); Bitboard b, bb; @@ -343,8 +350,12 @@ namespace { if (Pt == BISHOP) { - // Penalty according to number of pawns on the same color square as the bishop - score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s); + // Penalty according to number of pawns on the same color square as the + // bishop, bigger when the center files are blocked with pawns. + Bitboard blocked = pos.pieces(Us, PAWN) & shift(pos.pieces()); + + score -= BishopPawns * pe->pawns_on_same_color_squares(Us, s) + * (1 + popcount(blocked & CenterFiles)); // Bonus for bishop on a long diagonal which can "see" both center squares if (more_than_one(Center & (attacks_bb(s, pos.pieces(PAWN)) | s))) @@ -368,7 +379,7 @@ namespace { if (Pt == ROOK) { - // Bonus for aligning rook with with enemy pawns on the same rank/file + // Bonus for aligning rook with enemy pawns on the same rank/file if (relative_rank(Us, s) >= RANK_5) score += RookOnPawn * popcount(pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]); @@ -404,12 +415,12 @@ namespace { template template Score Evaluation::king() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB - : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard Camp = (Us == WHITE ? AllSquares ^ Rank6BB ^ Rank7BB ^ Rank8BB + : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); - Bitboard weak, b, b1, b2, safe, unsafeChecks, pinned; + Bitboard weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm Score score = pe->king_safety(pos, ksq); @@ -461,15 +472,14 @@ namespace { // Unsafe or occupied checking squares will also be considered, as long as // the square is in the attacker's mobility area. unsafeChecks &= mobilityArea[Them]; - pinned = pos.blockers_for_king(Us) & pos.pieces(Us); kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 102 * kingAttacksCount[Them] - + 191 * popcount(kingRing[Us] & weak) - + 143 * popcount(pinned | unsafeChecks) - - 848 * !pos.count(Them) - - 9 * mg_value(score) / 8 - + 40; + + 64 * kingAttacksCount[Them] + + 183 * popcount(kingRing[Us] & weak) + + 122 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + - 860 * !pos.count(Them) + - 7 * mg_value(score) / 8 + + 17 ; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -506,26 +516,15 @@ namespace { template template Score Evaluation::threats() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); - const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; Score score = SCORE_ZERO; - // Non-pawn enemies attacked by a pawn + // Non-pawn enemies nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN); - weak = nonPawnEnemies & attackedBy[Us][PAWN]; - - if (weak) - { - // Our safe or protected pawns - b = pos.pieces(Us, PAWN) - & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]); - - safeThreats = pawn_attacks_bb(b) & weak; - score += ThreatBySafePawn * popcount(safeThreats); - } // Squares strongly protected by the enemy, either because they defend the // square with a pawn, or because they defend the square twice and we don't. @@ -559,17 +558,30 @@ namespace { score += ThreatByRank * (int)relative_rank(Them, s); } - score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - b = weak & attackedBy[Us][KING]; if (b) score += ThreatByKing[more_than_one(b)]; + + score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); + + // Bonus for overload (non-pawn enemies attacked and defended exactly once) + b = nonPawnEnemies + & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us] + & attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them]; + score += Overload * popcount(b); } // Bonus for enemy unopposed weak pawns if (pos.pieces(Us, ROOK, QUEEN)) score += WeakUnopposedPawn * pe->weak_unopposed(Them); + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) + & (~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]); + + safeThreats = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(safeThreats); + // Find squares where our pawns can push on the next move b = shift(pos.pieces(Us, PAWN)) & ~pos.pieces(); b |= shift(b & TRank3BB) & ~pos.pieces(); @@ -617,8 +629,8 @@ namespace { template template Score Evaluation::passed() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Direction Up = (Us == WHITE ? NORTH : SOUTH); + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); auto king_proximity = [&](Color c, Square s) { return std::min(distance(pos.square(c), s), 5); @@ -635,7 +647,7 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - bb = forward_file_bb(Us, s) & (attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); + bb = forward_file_bb(Us, s) & pos.pieces(Them); score -= HinderPassedPawn * popcount(bb); int r = relative_rank(Us, s); @@ -687,10 +699,10 @@ namespace { } else if (pos.pieces(Us) & blockSq) bonus += make_score(w + r * 2, w + r * 2); - } // rr != 0 + } // w != 0 // Scale down bonus for candidate passers which need more than one - // pawn push to become passed or have a pawn in front of them. + // pawn push to become passed, or have a pawn in front of them. if ( !pos.pawn_passed(Us, s + Up) || (pos.pieces(PAWN) & forward_file_bb(Us, s))) bonus = bonus / 2; @@ -715,21 +727,18 @@ namespace { template template Score Evaluation::space() const { - const Color Them = (Us == WHITE ? BLACK : WHITE); - const Bitboard SpaceMask = + constexpr Color Them = (Us == WHITE ? BLACK : WHITE); + constexpr Bitboard SpaceMask = Us == WHITE ? CenterFiles & (Rank2BB | Rank3BB | Rank4BB) : CenterFiles & (Rank7BB | Rank6BB | Rank5BB); if (pos.non_pawn_material() < SpaceThreshold) return SCORE_ZERO; - // Find the safe squares for our pieces inside the area defined by - // SpaceMask. A square is unsafe if it is attacked by an enemy - // pawn, or if it is undefended and attacked by an enemy piece. + // Find the available squares for our pieces inside the area defined by SpaceMask Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) - & ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + & ~attackedBy[Them][PAWN]; // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); @@ -762,9 +771,9 @@ namespace { && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side - int complexity = 8 * outflanking - + 8 * pe->pawn_asymmetry() + int complexity = 8 * pe->pawn_asymmetry() + 12 * pos.count() + + 12 * outflanking + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() -136 ; @@ -789,29 +798,15 @@ namespace { Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; int sf = me->scale_factor(pos, strongSide); - // If we don't already have an unusual scale factor, check for certain - // types of endgames, and use a lower scale for those. - if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN) + // If scale is not already specific, scale down the endgame via general heuristics + if (sf == SCALE_FACTOR_NORMAL) { - if (pos.opposite_bishops()) - { - // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) - // is almost a draw, in case of KBP vs KB, it is even more a draw. - if ( pos.non_pawn_material(WHITE) == BishopValueMg - && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = more_than_one(pos.pieces(PAWN)) ? 31 : 9; - - // Endgame with opposite-colored bishops, but also other pieces. Still - // a bit drawish, but not as drawish as with only the two bishops. - else - sf = 46; - } - // Endings where weaker side can place his king in front of the enemy's - // pawns are drawish. - else if ( abs(eg) <= BishopValueEg - && pos.count(strongSide) <= 2 - && !pos.pawn_passed(~strongSide, pos.square(~strongSide))) - sf = 37 + 7 * pos.count(strongSide); + if ( pos.opposite_bishops() + && pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) + sf = 31; + else + sf = std::min(40 + (pos.opposite_bishops() ? 2 : 7) * pos.count(strongSide), sf); } return ScaleFactor(sf); @@ -838,7 +833,7 @@ namespace { // Initialize score by reading the incrementally updated scores included in // the position object (material + piece square tables) and the material // imbalance. Score is computed internally from the white point of view. - Score score = pos.psq_score() + me->imbalance() + Eval::Contempt; + Score score = pos.psq_score() + me->imbalance() + pos.this_thread()->contempt; // Probe the pawn hash table pe = Pawns::probe(pos); @@ -909,7 +904,7 @@ std::string Eval::trace(const Position& pos) { std::memset(scores, 0, sizeof(scores)); - Eval::Contempt = SCORE_ZERO; // Reset any dynamic contempt + pos.this_thread()->contempt = SCORE_ZERO; // Reset any dynamic contempt Value v = Evaluation(pos).value();