X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=48e305efebf569bf1f672168a0f5da293fe748cf;hp=e6938e189f4312f3eaff82f68c2645f9c0701533;hb=883367d21749eb91a5a3737338b5a7f507751a5a;hpb=a6fe035977830a3a91add3a5b043609d7c9a0c04 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index e6938e18..48e305ef 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -2,7 +2,7 @@ Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad - Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -151,29 +151,26 @@ namespace { S(-30,-14), S(-9, -8), S( 0, 9), S( -1, 7) }; - // PassedDanger[Rank] contains a term to weight the passed score - constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 }; - // Assorted bonuses and penalties - constexpr Score BishopPawns = S( 3, 7); - constexpr Score CloseEnemies = S( 6, 0); + constexpr Score BishopPawns = S( 3, 8); + constexpr Score CloseEnemies = S( 7, 0); constexpr Score CorneredBishop = S( 50, 50); - constexpr Score Hanging = S( 57, 32); - constexpr Score KingProtector = S( 6, 6); - constexpr Score KnightOnQueen = S( 21, 11); - constexpr Score LongDiagonalBishop = S( 46, 0); + constexpr Score Hanging = S( 62, 34); + constexpr Score KingProtector = S( 6, 7); + constexpr Score KnightOnQueen = S( 20, 12); + constexpr Score LongDiagonalBishop = S( 44, 0); constexpr Score MinorBehindPawn = S( 16, 0); - constexpr Score Overload = S( 13, 6); - constexpr Score PawnlessFlank = S( 19, 84); - constexpr Score RookOnPawn = S( 10, 29); - constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByKing = S( 22, 78); - constexpr Score ThreatByPawnPush = S( 45, 40); - constexpr Score ThreatByRank = S( 16, 3); - constexpr Score ThreatBySafePawn = S(173,102); - constexpr Score TrappedRook = S( 96, 5); - constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 15, 19); + constexpr Score PawnlessFlank = S( 18, 94); + constexpr Score RestrictedPiece = S( 7, 6); + constexpr Score RookOnPawn = S( 10, 28); + constexpr Score SliderOnQueen = S( 49, 21); + constexpr Score ThreatByKing = S( 21, 84); + constexpr Score ThreatByPawnPush = S( 48, 42); + constexpr Score ThreatByRank = S( 14, 3); + constexpr Score ThreatBySafePawn = S(169, 99); + constexpr Score TrappedRook = S( 98, 5); + constexpr Score WeakQueen = S( 51, 10); + constexpr Score WeakUnopposedPawn = S( 14, 20); #undef S @@ -261,6 +258,8 @@ namespace { attackedBy[Us][ALL_PIECES] = attackedBy[Us][KING] | attackedBy[Us][PAWN]; attackedBy2[Us] = attackedBy[Us][KING] & attackedBy[Us][PAWN]; + kingRing[Us] = kingAttackersCount[Them] = 0; + // Init our king safety tables only if we are going to use them if (pos.non_pawn_material(Them) >= RookValueMg + KnightValueMg) { @@ -277,8 +276,6 @@ namespace { kingAttackersCount[Them] = popcount(kingRing[Us] & pe->pawn_attacks(Them)); kingAttacksCount[Them] = kingAttackersWeight[Them] = 0; } - else - kingRing[Us] = kingAttackersCount[Them] = 0; } @@ -312,7 +309,7 @@ namespace { attackedBy[Us][Pt] |= b; attackedBy[Us][ALL_PIECES] |= b; - if (b & kingRing[Them]) + if (b & kingRing[Them] & ~double_pawn_attacks_bb(pos.pieces(Them, PAWN))) { kingAttackersCount[Us]++; kingAttackersWeight[Us] += KingAttackWeights[Pt]; @@ -384,7 +381,7 @@ namespace { { File kf = file_of(pos.square(Us)); if ((kf < FILE_E) == (file_of(s) < kf)) - score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); + score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.castling_rights(Us)); } } @@ -415,13 +412,13 @@ namespace { Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm - Score score = pe->king_safety(pos, ksq); + Score score = pe->king_safety(pos); // Find the squares that opponent attacks in our king flank, and the squares - // which are attacked twice in that flank but not defended by our pawns. + // which are attacked twice in that flank. kingFlank = KingFlank[file_of(ksq)]; b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp; - b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; + b2 = b1 & attackedBy2[Them]; int tropism = popcount(b1) + popcount(b2); @@ -477,7 +474,7 @@ namespace { + 69 * kingAttacksCount[Them] + 185 * popcount(kingRing[Us] & weak) + 150 * popcount(pos.blockers_for_king(Us) | unsafeChecks) - + 4 * tropism + + tropism * tropism / 4 - 873 * !pos.count(Them) - 6 * mg_value(score) / 8 + mg_value(mobility[Them] - mobility[Us]) @@ -511,11 +508,11 @@ namespace { constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe, restricted; Score score = SCORE_ZERO; // Non-pawn enemies - nonPawnEnemies = pos.pieces(Them) ^ pos.pieces(Them, PAWN); + nonPawnEnemies = pos.pieces(Them) & ~pos.pieces(Them, PAWN); // 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. @@ -555,12 +552,18 @@ namespace { if (weak & attackedBy[Us][KING]) score += ThreatByKing; - score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]); - - b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES]; - score += Overload * popcount(b); + b = ~attackedBy[Them][ALL_PIECES] + | (nonPawnEnemies & attackedBy2[Us]); + score += Hanging * popcount(weak & b); } + // Bonus for restricting their piece moves + restricted = attackedBy[Them][ALL_PIECES] + & ~attackedBy[Them][PAWN] + & ~attackedBy2[Them] + & attackedBy[Us][ALL_PIECES]; + score += RestrictedPiece * popcount(restricted); + // Bonus for enemy unopposed weak pawns if (pos.pieces(Us, ROOK, QUEEN)) score += WeakUnopposedPawn * pe->weak_unopposed(Them); @@ -629,12 +632,12 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); int r = relative_rank(Us, s); - int w = PassedDanger[r]; Score bonus = PassedRank[r]; - if (w) + if (r > RANK_3) { + int w = (r-2) * (r-2) + 2; Square blockSq = s + Up; // Adjust bonus based on the king's proximity @@ -675,7 +678,7 @@ namespace { bonus += make_score(k * w, k * w); } - } // w != 0 + } // rank > RANK_3 // Scale down bonus for candidate passers which need more than one // pawn push to become passed, or have a pawn in front of them.