X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=4a4ae2ad982b430d941dbcaca85af66a0eb0bf12;hp=42ce525882f5d47bf9937328cbb03ba8b59de02e;hb=2bfaf454551ae5a9d99d271d0d87d2a6c829c7e4;hpb=f0a7bed6fb8a95d7f3a8a226fc21159cb9b29810 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 42ce5258..4a4ae2ad 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -79,9 +79,9 @@ namespace { constexpr Bitboard Center = (FileDBB | FileEBB) & (Rank4BB | Rank5BB); constexpr Bitboard KingFlank[FILE_NB] = { - QueenSide, QueenSide, QueenSide, + QueenSide ^ FileDBB, QueenSide, QueenSide, CenterFiles, CenterFiles, - KingSide, KingSide, KingSide + KingSide, KingSide, KingSide ^ FileEBB }; // Threshold for lazy and space evaluation @@ -140,47 +140,41 @@ namespace { 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. - constexpr Score ThreatByKing[] = { S(30, 62), S(-9, 160) }; - // PassedRank[Rank] contains a bonus according to the rank of a passed pawn 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) + S(0, 0), S(5, 18), S(12, 23), S(10, 31), S(57, 62), S(163, 167), S(271, 250) }; // PassedFile[File] contains a bonus according to the file of a passed pawn 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) + S( -1, 7), S( 0, 9), S(-9, -8), S(-30,-14), + 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, 2, 7, 12, 19 }; - - // KingProtector[PieceType-2] contains a penalty according to distance from king - constexpr Score KingProtector[] = { S(4, 6), S(6, 3), S(1, 0), S(0, -2) }; + constexpr int PassedDanger[RANK_NB] = { 0, 0, 0, 3, 7, 11, 20 }; // Assorted bonuses and penalties - constexpr Score BishopPawns = S( 3, 5); - constexpr Score CloseEnemies = S( 8, 0); - constexpr Score Connectivity = S( 3, 1); + constexpr Score BishopPawns = S( 3, 7); + constexpr Score CloseEnemies = S( 6, 0); constexpr Score CorneredBishop = S( 50, 50); - constexpr Score Hanging = S( 52, 30); - constexpr Score HinderPassedPawn = S( 5, -1); + constexpr Score Hanging = S( 57, 32); + constexpr Score HinderPassedPawn = S( 8, 0); + constexpr Score KingProtector = S( 6, 6); constexpr Score KnightOnQueen = S( 21, 11); - constexpr Score LongDiagonalBishop = S( 22, 0); + constexpr Score LongDiagonalBishop = S( 46, 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 Overload = S( 13, 6); + constexpr Score PawnlessFlank = S( 19, 84); + constexpr Score RookOnPawn = S( 10, 30); constexpr Score SliderOnQueen = S( 42, 21); - constexpr Score ThreatByPawnPush = S( 49, 30); + constexpr Score ThreatByKing = S( 23, 76); + constexpr Score ThreatByPawnPush = S( 45, 40); constexpr Score ThreatByRank = S( 16, 3); - constexpr Score ThreatBySafePawn = S(165,133); + constexpr Score ThreatBySafePawn = S(173,102); constexpr Score TrappedRook = S( 92, 0); constexpr Score WeakQueen = S( 50, 10); - constexpr Score WeakUnopposedPawn = S( 5, 26); + constexpr Score WeakUnopposedPawn = S( 5, 29); #undef S @@ -330,9 +324,6 @@ namespace { mobility[Us] += MobilityBonus[Pt - 2][mob]; - // Penalty if the piece is far from the king - score -= KingProtector[Pt - 2] * distance(s, pos.square(Us)); - if (Pt == BISHOP || Pt == KNIGHT) { // Bonus if piece is on an outpost square or can reach one @@ -343,11 +334,13 @@ namespace { else if (bb &= b & ~pos.pieces(Us)) score += Outpost[Pt == BISHOP][bool(attackedBy[Us][PAWN] & bb)]; - // Bonus when behind a pawn - if ( relative_rank(Us, s) < RANK_5 - && (pos.pieces(PAWN) & (s + pawn_push(Us)))) + // Knight and Bishop bonus for being right behind a pawn + if (shift(pos.pieces(PAWN)) & s) score += MinorBehindPawn; + // Penalty if the piece is far from the king + score -= KingProtector * distance(s, pos.square(Us)); + if (Pt == BISHOP) { // Penalty according to number of pawns on the same color square as the @@ -358,7 +351,7 @@ namespace { * (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))) + if (more_than_one(attacks_bb(s, pos.pieces(PAWN)) & Center)) score += LongDiagonalBishop; } @@ -420,11 +413,19 @@ namespace { : AllSquares ^ Rank1BB ^ Rank2BB ^ Rank3BB); const Square ksq = pos.square(Us); - Bitboard weak, b, b1, b2, safe, unsafeChecks; + Bitboard kingFlank, weak, b, b1, b2, safe, unsafeChecks; // King shelter and enemy pawns storm Score score = pe->king_safety(pos, ksq); + // 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. + kingFlank = KingFlank[file_of(ksq)]; + b1 = attackedBy[Them][ALL_PIECES] & kingFlank & Camp; + b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; + + int tropism = popcount(b1) + popcount(b2); + // Main king safety evaluation if (kingAttackersCount[Them] > 1 - pos.count(Them)) { @@ -474,12 +475,13 @@ namespace { unsafeChecks &= mobilityArea[Them]; kingDanger += kingAttackersCount[Them] * kingAttackersWeight[Them] - + 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 ; + + 69 * kingAttacksCount[Them] + + 185 * popcount(kingRing[Us] & weak) + + 129 * popcount(pos.blockers_for_king(Us) | unsafeChecks) + + 4 * tropism + - 873 * !pos.count(Them) + - 6 * mg_value(score) / 8 + - 30; // Transform the kingDanger units into a Score, and subtract it from the evaluation if (kingDanger > 0) @@ -490,19 +492,12 @@ namespace { } } - Bitboard kf = KingFlank[file_of(ksq)]; - // Penalty when our king is on a pawnless flank - if (!(pos.pieces(PAWN) & kf)) + if (!(pos.pieces(PAWN) & kingFlank)) score -= PawnlessFlank; - // 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. - b1 = attackedBy[Them][ALL_PIECES] & kf & Camp; - b2 = b1 & attackedBy2[Them] & ~attackedBy[Us][PAWN]; - - // King tropism, to anticipate slow motion attacks on our king - score -= CloseEnemies * (popcount(b1) + popcount(b2)); + // King tropism bonus, to anticipate slow motion attacks on our king + score -= CloseEnemies * tropism; if (T) Trace::add(KING, Us, score); @@ -520,7 +515,7 @@ namespace { constexpr Direction Up = (Us == WHITE ? NORTH : SOUTH); constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); - Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safeThreats; + Bitboard b, weak, defended, nonPawnEnemies, stronglyProtected, safe; Score score = SCORE_ZERO; // Non-pawn enemies @@ -537,6 +532,9 @@ namespace { // Enemies not strongly protected and under our attack weak = pos.pieces(Them) & ~stronglyProtected & attackedBy[Us][ALL_PIECES]; + // Safe or protected squares + safe = ~attackedBy[Them][ALL_PIECES] | attackedBy[Us][ALL_PIECES]; + // Bonus according to the kind of attacking pieces if (defended | weak) { @@ -547,27 +545,29 @@ namespace { score += ThreatByMinor[type_of(pos.piece_on(s))]; if (type_of(pos.piece_on(s)) != PAWN) score += ThreatByRank * (int)relative_rank(Them, s); + + else if (pos.blockers_for_king(Them) & s) + score += ThreatByRank * (int)relative_rank(Them, s) / 2; } - b = (pos.pieces(Them, QUEEN) | weak) & attackedBy[Us][ROOK]; + b = weak & attackedBy[Us][ROOK]; while (b) { Square s = pop_lsb(&b); score += ThreatByRook[type_of(pos.piece_on(s))]; if (type_of(pos.piece_on(s)) != PAWN) score += ThreatByRank * (int)relative_rank(Them, s); + + else if (pos.blockers_for_king(Them) & s) + score += ThreatByRank * (int)relative_rank(Them, s) / 2; } - b = weak & attackedBy[Us][KING]; - if (b) - score += ThreatByKing[more_than_one(b)]; + if (weak & attackedBy[Us][KING]) + score += ThreatByKing; 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]; + b = weak & nonPawnEnemies & attackedBy[Them][ALL_PIECES]; score += Overload * popcount(b); } @@ -575,48 +575,39 @@ namespace { 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(); - // Keep only the squares which are not completely unsafe - b &= ~attackedBy[Them][PAWN] - & (attackedBy[Us][ALL_PIECES] | ~attackedBy[Them][ALL_PIECES]); + // Keep only the squares which are relatively safe + b &= ~attackedBy[Them][PAWN] & safe; // Bonus for safe pawn threats on the next move - b = pawn_attacks_bb(b) - & pos.pieces(Them) - & ~attackedBy[Us][PAWN]; - + b = pawn_attacks_bb(b) & pos.pieces(Them); score += ThreatByPawnPush * popcount(b); + // Our safe or protected pawns + b = pos.pieces(Us, PAWN) & safe; + + b = pawn_attacks_bb(b) & nonPawnEnemies; + score += ThreatBySafePawn * popcount(b); + // Bonus for threats on the next moves against enemy queen if (pos.count(Them) == 1) { Square s = pos.square(Them); - safeThreats = mobilityArea[Us] & ~stronglyProtected; + safe = mobilityArea[Us] & ~stronglyProtected; b = attackedBy[Us][KNIGHT] & pos.attacks_from(s); - score += KnightOnQueen * popcount(b & safeThreats); + score += KnightOnQueen * popcount(b & safe); b = (attackedBy[Us][BISHOP] & pos.attacks_from(s)) | (attackedBy[Us][ROOK ] & pos.attacks_from(s)); - score += SliderOnQueen * popcount(b & safeThreats & attackedBy2[Us]); + score += SliderOnQueen * popcount(b & safe & attackedBy2[Us]); } - // Connectivity: ensure that knights, bishops, rooks, and queens are protected - b = (pos.pieces(Us) ^ pos.pieces(Us, PAWN, KING)) & attackedBy[Us][ALL_PIECES]; - score += Connectivity * popcount(b); - if (T) Trace::add(THREAT, Us, score); @@ -647,8 +638,8 @@ namespace { assert(!(pos.pieces(Them, PAWN) & forward_file_bb(Us, s + Up))); - bb = forward_file_bb(Us, s) & pos.pieces(Them); - score -= HinderPassedPawn * popcount(bb); + if (forward_file_bb(Us, s) & pos.pieces(Them)) + score -= HinderPassedPawn; int r = relative_rank(Us, s); int w = PassedDanger[r]; @@ -727,14 +718,14 @@ namespace { template template Score Evaluation::space() const { + if (pos.non_pawn_material() < SpaceThreshold) + return SCORE_ZERO; + 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 available squares for our pieces inside the area defined by SpaceMask Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) @@ -767,7 +758,7 @@ namespace { int outflanking = distance(pos.square(WHITE), pos.square(BLACK)) - distance(pos.square(WHITE), pos.square(BLACK)); - bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) + bool pawnsOnBothFlanks = (pos.pieces(PAWN) & QueenSide) && (pos.pieces(PAWN) & KingSide); // Compute the initiative bonus for the attacking side @@ -776,7 +767,7 @@ namespace { + 12 * outflanking + 16 * pawnsOnBothFlanks + 48 * !pos.non_pawn_material() - -136 ; + -118 ; // Now apply the bonus: note that we find the attacking side by extracting // the sign of the endgame value, and that we carefully cap the bonus so