X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=4575958c0bdd6cad71975417e32b954b0477faa9;hp=80f843e868eb4195b5637f67118a590acfd5fdcc;hb=569bc75eb860f2b644e3797c465205579c7d3ed7;hpb=0544d6c8f7aba2d33b2dc7094efa899f6b0cff60 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 80f843e8..4575958c 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -46,9 +46,11 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - Score WeightMobility, WeightPawnStructure; - Score WeightPassedPawns, WeightSpace; - Score WeightKingSafety[2]; + enum { Mobility, PawnStructure, PassedPawns, Space, KingSafetyUs, KingSafetyThem }; + Score Weights[6]; + + typedef Value V; + #define S(mg, eg) make_score(mg, eg) // Internal evaluation weights. These are applied on top of the evaluation // weights read from UCI parameters. The purpose is to be able to change @@ -56,19 +58,9 @@ namespace { // parameters at 100, which looks prettier. // // Values modified by Joona Kiiski - const Score WeightMobilityInternal = make_score(248, 271); - const Score WeightPawnStructureInternal = make_score(233, 201); - const Score WeightPassedPawnsInternal = make_score(252, 259); - const Score WeightSpaceInternal = make_score( 46, 0); - const Score WeightKingSafetyInternal = make_score(247, 0); - const Score WeightKingOppSafetyInternal = make_score(259, 0); - - // Mobility and outposts bonus modified by Joona Kiiski - - typedef Value V; - #define S(mg, eg) make_score(mg, eg) - - CACHE_LINE_ALIGNMENT + const Score WeightsInternal[] = { + S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) + }; // Knight mobility bonus in middle game and endgame, indexed by the number // of attacked squares not occupied by friendly piecess. @@ -227,9 +219,9 @@ namespace { // Bonuses for safe checks const int QueenContactCheckBonus = 3; const int DiscoveredCheckBonus = 3; - const int QueenCheckBonus = 2; + const int QueenCheckBonus = 2; const int RookCheckBonus = 1; - const int BishopCheckBonus = 1; + const int BishopCheckBonus = 1; const int KnightCheckBonus = 1; // Scan for queen contact mates? @@ -338,7 +330,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the pawn hash table ei.pi = PawnTable[threadID]->get_pawn_info(pos); - ei.value += apply_weight(ei.pi->pawns_value(), WeightPawnStructure); + 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)); @@ -404,7 +396,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.value += apply_weight(ei.mobility, WeightMobility); + ei.value += apply_weight(ei.mobility, Weights[Mobility]); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those @@ -487,22 +479,23 @@ void quit_eval() { void read_weights(Color us) { - Color them = opposite_color(us); + // King safety is asymmetrical. Our king safety is controled by "Cowardice" + // UCI parameter, instead the opponent one by "Aggressiveness". + const int kingSafetyUs = (us == WHITE ? KingSafetyUs : KingSafetyThem); + const int kingSafetyThem = (us == WHITE ? KingSafetyThem : KingSafetyUs); - WeightMobility = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightMobilityInternal); - WeightPawnStructure = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightPawnStructureInternal); - WeightPassedPawns = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightPassedPawnsInternal); - WeightSpace = weight_option("Space", "Space", WeightSpaceInternal); - WeightKingSafety[us] = weight_option("Cowardice", "Cowardice", WeightKingSafetyInternal); - WeightKingSafety[them] = weight_option("Aggressiveness", "Aggressiveness", WeightKingOppSafetyInternal); + Weights[Mobility] = weight_option("Mobility (Middle Game)", "Mobility (Endgame)", WeightsInternal[Mobility]); + Weights[PawnStructure] = weight_option("Pawn Structure (Middle Game)", "Pawn Structure (Endgame)", WeightsInternal[PawnStructure]); + Weights[PassedPawns] = weight_option("Passed Pawns (Middle Game)", "Passed Pawns (Endgame)", WeightsInternal[PassedPawns]); + Weights[Space] = weight_option("Space", "Space", WeightsInternal[Space]); + Weights[kingSafetyUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingSafetyUs]); + Weights[kingSafetyThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingSafetyThem]); // If running in analysis mode, make sure we use symmetrical king safety. We do this - // by replacing both WeightKingSafety[us] and WeightKingSafety[them] by their average. + // by replacing both Weights[kingSafetyUs] and Weights[kingSafetyThem] by their average. if (get_option_value_bool("UCI_AnalyseMode")) - { - WeightKingSafety[us] = (WeightKingSafety[us] + WeightKingSafety[them]) / 2; - WeightKingSafety[them] = WeightKingSafety[us]; - } + Weights[kingSafetyUs] = Weights[kingSafetyThem] = (Weights[kingSafetyUs] + Weights[kingSafetyThem]) / 2; + init_safety(); } @@ -863,13 +856,13 @@ namespace { attackUnits = Min(99, Max(0, attackUnits)); // Finally, extract the king safety score from the SafetyTable[] array. - // Add the score to the evaluation, and also to ei.futilityMargin. The - // reason for adding the king safety score to the futility margin is - // that the king safety scores can sometimes be very big, and that + // Subtract the score from evaluation, and set ei.futilityMargin[]. + // The reason for storing the king safety score to futility margin + // is that the king safety scores can sometimes be very big, and that // capturing a single attacking piece can therefore result in a score // change far bigger than the value of the captured piece. ei.value -= Sign[Us] * SafetyTable[Us][attackUnits]; - ei.futilityMargin[Us] += mg_value(SafetyTable[Us][attackUnits]); + ei.futilityMargin[Us] = mg_value(SafetyTable[Us][attackUnits]); } } @@ -967,8 +960,8 @@ namespace { ebonus -= ebonus / 4; } - // Add the scores for this pawn to the middle game and endgame eval. - ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), WeightPassedPawns); + // Add the scores for this pawn to the middle game and endgame eval + ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]); } // while } @@ -1155,7 +1148,7 @@ namespace { int space = count_1s_max_15(safeSquares) + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), WeightSpace); + ei.value += Sign[Us] * apply_weight(make_score(space * ei.mi->space_weight(), 0), Weights[Space]); } @@ -1233,6 +1226,6 @@ namespace { // Then apply the weights and get the final SafetyTable[] array for (Color c = WHITE; c <= BLACK; c++) for (int i = 0; i < 100; i++) - SafetyTable[c][i] = apply_weight(make_score(t[i], 0), WeightKingSafety[c]); + SafetyTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingSafetyUs + c]); } }