X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=540f402e7187bdbe6fbca0a1e9fe3bb81b62d8c5;hp=d8448ea57e19db9b6da77a62f8cb1c658bad40f2;hb=843a5961e1d9c938e692a115b6bc8774f20d5769;hpb=db31efb8a6177b2e285bf45978d9811bb08b429b diff --git a/src/evaluate.cpp b/src/evaluate.cpp index d8448ea5..540f402e 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) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2012 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 @@ -17,15 +17,10 @@ along with this program. If not, see . */ - -//// -//// Includes -//// - #include -#include #include #include +#include #include "bitcount.h" #include "evaluate.h" @@ -34,10 +29,7 @@ #include "thread.h" #include "ucioption.h" - -//// -//// Local definitions -//// +Color EvalRootColor; namespace { @@ -45,7 +37,8 @@ namespace { // by the evaluation functions. struct EvalInfo { - // Pointer to pawn hash table entry + // Pointers to material and pawn hash table entries + MaterialInfo* mi; PawnInfo* pi; // attackedBy[color][piece type] is a bitboard representing all squares @@ -53,20 +46,20 @@ namespace { // all squares attacked by the given color. Bitboard attackedBy[2][8]; - // kingZone[color] is the zone around the enemy king which is considered + // kingRing[color] is the zone around the king which is considered // by the king safety evaluation. This consists of the squares directly // adjacent to the king, and the three (or two, for a king on an edge file) // squares two ranks in front of the king. For instance, if black's king - // is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8, + // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, // f7, g7, h7, f6, g6 and h6. - Bitboard kingZone[2]; + Bitboard kingRing[2]; // kingAttackersCount[color] is the number of pieces of the given color - // which attack a square in the kingZone of the enemy king. + // which attack a square in the kingRing of the enemy king. int kingAttackersCount[2]; // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the - // given color which attack a square in the kingZone of the enemy king. The + // given color which attack a square in the kingRing of the enemy king. The // weights of the individual piece types are given by the variables // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and // KnightAttackWeight in evaluate.cpp @@ -84,7 +77,7 @@ namespace { const int GrainSize = 8; // Evaluation weights, initialized from UCI options - enum { Mobility, PawnStructure, PassedPawns, Space, KingDangerUs, KingDangerThem }; + enum { Mobility, PassedPawns, Space, KingDangerUs, KingDangerThem }; Score Weights[6]; typedef Value V; @@ -97,7 +90,7 @@ namespace { // // Values modified by Joona Kiiski const Score WeightsInternal[] = { - S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) + S(252, 344), S(216, 266), S(46, 0), S(247, 0), S(259, 0) }; // MobilityBonus[PieceType][attacked] contains mobility bonuses for middle and @@ -151,9 +144,9 @@ namespace { { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; - // ThreatedByPawnPenalty[PieceType] contains a penalty according to which + // ThreatenedByPawnPenalty[PieceType] contains a penalty according to which // piece type is attacked by an enemy pawn. - const Score ThreatedByPawnPenalty[] = { + const Score ThreatenedByPawnPenalty[] = { S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; @@ -164,8 +157,8 @@ namespace { const Score QueenOn7thBonus = make_score(27, 54); // Rooks on open files (modified by Joona Kiiski) - const Score RookOpenFileBonus = make_score(43, 43); - const Score RookHalfOpenFileBonus = make_score(19, 19); + 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. @@ -224,7 +217,7 @@ namespace { // TracedTerms[Color][PieceType || TracedType] contains a breakdown of the // evaluation terms, used when tracing. - Score TracedTerms[2][16]; + Score TracedScores[2][16]; std::stringstream TraceStream; enum TracedType { @@ -233,138 +226,119 @@ namespace { }; // Function prototypes - template + template Value do_evaluate(const Position& pos, Value& margin); - template + template void init_eval_info(const Position& pos, EvalInfo& ei); - template + template Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); - template + template Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template Score evaluate_threats(const Position& pos, EvalInfo& ei); - template + template int evaluate_space(const Position& pos, EvalInfo& ei); template Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); - template Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); inline Score apply_weight(Score v, Score weight); Value scale_by_game_phase(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); - void init_safety(); + double to_cp(Value v); + void trace_add(int idx, Score term_w, Score term_b = SCORE_ZERO); } /// evaluate() is the main evaluation function. It always computes two /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. -Value evaluate(const Position& pos, Value& margin) { - - return CpuHasPOPCNT ? do_evaluate(pos, margin) - : do_evaluate(pos, margin); -} +Value evaluate(const Position& pos, Value& margin) { return do_evaluate(pos, margin); } namespace { -double to_cp(Value v) { return double(v) / double(PawnValueMidgame); } - -void trace_add(int idx, Score term_w, Score term_b = Score(0)) { - - TracedTerms[WHITE][idx] = term_w; - TracedTerms[BLACK][idx] = term_b; -} - -template +template Value do_evaluate(const Position& pos, Value& margin) { EvalInfo ei; Value margins[2]; - Score mobilityWhite, mobilityBlack; + Score score, mobilityWhite, mobilityBlack; - assert(pos.is_ok()); assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS); assert(!pos.in_check()); - // Initialize value by reading the incrementally updated scores included + // Initialize score by reading the incrementally updated scores included // in the position object (material + piece square tables). - Score bonus = pos.value(); + score = pos.value(); // margins[] store the uncertainty estimation of position's evaluation // that typically is used by the search for pruning decisions. margins[WHITE] = margins[BLACK] = VALUE_ZERO; // Probe the material hash table - MaterialInfo* mi = Threads[pos.thread()].materialTable.get_material_info(pos); - bonus += mi->material_value(); + ei.mi = Threads[pos.thread()].materialTable.material_info(pos); + score += ei.mi->material_value(); // If we have a specialized evaluation function for the current material // configuration, call it and return. - if (mi->specialized_eval_exists()) + if (ei.mi->specialized_eval_exists()) { margin = VALUE_ZERO; - return mi->evaluate(pos); + return ei.mi->evaluate(pos); } // Probe the pawn hash table - ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos); - bonus += apply_weight(ei.pi->pawns_value(), Weights[PawnStructure]); + ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos); + score += ei.pi->pawns_value(); // Initialize attack and king safety bitboards - init_eval_info(pos, ei); - init_eval_info(pos, ei); + init_eval_info(pos, ei); + init_eval_info(pos, ei); // Evaluate pieces and mobility - bonus += evaluate_pieces_of_color(pos, ei, mobilityWhite) - - evaluate_pieces_of_color(pos, ei, mobilityBlack); + score += evaluate_pieces_of_color(pos, ei, mobilityWhite) + - evaluate_pieces_of_color(pos, ei, mobilityBlack); - bonus += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]); + score += apply_weight(mobilityWhite - mobilityBlack, Weights[Mobility]); // Evaluate kings after all other pieces because we need complete attack // information when computing the king safety evaluation. - bonus += evaluate_king(pos, ei, margins) - - evaluate_king(pos, ei, margins); + score += evaluate_king(pos, ei, margins) + - evaluate_king(pos, ei, margins); // Evaluate tactical threats, we need full attack information including king - bonus += evaluate_threats(pos, ei) + score += evaluate_threats(pos, ei) - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack information including king - bonus += evaluate_passed_pawns(pos, ei) + score += evaluate_passed_pawns(pos, ei) - evaluate_passed_pawns(pos, ei); // If one side has only a king, check whether exists any unstoppable passed pawn if (!pos.non_pawn_material(WHITE) || !pos.non_pawn_material(BLACK)) - bonus += evaluate_unstoppable_pawns(pos, ei); + score += evaluate_unstoppable_pawns(pos, ei); // Evaluate space for both sides, only in middle-game. - if (mi->space_weight()) + if (ei.mi->space_weight()) { - int s_w = evaluate_space(pos, ei); - int s_b = evaluate_space(pos, ei); - bonus += apply_weight(make_score((s_w - s_b) * mi->space_weight(), 0), Weights[Space]); - - if (Trace) - trace_add(SPACE, apply_weight(make_score(s_w * mi->space_weight(), make_score(0, 0)), Weights[Space]), - apply_weight(make_score(s_b * mi->space_weight(), make_score(0, 0)), Weights[Space])); + int s = evaluate_space(pos, ei) - evaluate_space(pos, ei); + score += apply_weight(make_score(s * ei.mi->space_weight(), 0), Weights[Space]); } // Scale winning side if position is more drawish that what it appears - ScaleFactor sf = eg_value(bonus) > VALUE_DRAW ? mi->scale_factor(pos, WHITE) - : mi->scale_factor(pos, BLACK); - Phase phase = mi->game_phase(); + ScaleFactor sf = eg_value(score) > VALUE_DRAW ? ei.mi->scale_factor(pos, WHITE) + : ei.mi->scale_factor(pos, BLACK); // If we don't already have an unusual scale factor, check for opposite // colored bishop endgames, and use a lower scale for those. - if ( phase < PHASE_MIDGAME + if ( ei.mi->game_phase() < PHASE_MIDGAME && pos.opposite_colored_bishops() && sf == SCALE_FACTOR_NORMAL) { @@ -385,23 +359,27 @@ Value do_evaluate(const Position& pos, Value& margin) { // Interpolate between the middle game and the endgame score margin = margins[pos.side_to_move()]; - Value v = scale_by_game_phase(bonus, phase, sf); + Value v = scale_by_game_phase(score, ei.mi->game_phase(), sf); + // In case of tracing add all single evaluation contributions for both white and black if (Trace) { trace_add(PST, pos.value()); - trace_add(IMBALANCE, mi->material_value()); - trace_add(PAWN, apply_weight(ei.pi->pawns_value(), Weights[PawnStructure])); + trace_add(IMBALANCE, ei.mi->material_value()); + trace_add(PAWN, ei.pi->pawns_value()); trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility])); trace_add(THREAT, evaluate_threats(pos, ei), evaluate_threats(pos, ei)); trace_add(PASSED, evaluate_passed_pawns(pos, ei), evaluate_passed_pawns(pos, ei)); - trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei)); - trace_add(TOTAL, bonus); + trace_add(UNSTOPPABLE, evaluate_unstoppable_pawns(pos, ei)); + Score w = make_score(ei.mi->space_weight() * evaluate_space(pos, ei), 0); + 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(margins[WHITE]) << ", Black: " << to_cp(margins[BLACK]) << "\nScaling: " << std::noshowpos - << std::setw(6) << 100.0 * phase/128.0 << "% MG, " - << std::setw(6) << 100.0 * (1.0 - phase/128.0) << "% * " + << 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) << "% * " << std::setw(6) << (100.0 * sf) / SCALE_FACTOR_NORMAL << "% EG.\n" << "Total evaluation: " << to_cp(v); } @@ -412,28 +390,42 @@ Value do_evaluate(const Position& pos, Value& margin) { } // namespace -/// read_weights() reads evaluation weights from the corresponding UCI parameters +/// eval_init() reads evaluation weights from the corresponding UCI parameters +/// and setup weights and tables. +void eval_init() { -void read_evaluation_uci_options(Color us) { + const Value MaxSlope = Value(30); + const Value Peak = Value(1280); + Value t[100]; // King safety is asymmetrical. Our king danger level is weighted by // "Cowardice" UCI parameter, instead the opponent one by "Aggressiveness". - const int kingDangerUs = (us == WHITE ? KingDangerUs : KingDangerThem); - const int kingDangerThem = (us == WHITE ? KingDangerThem : KingDangerUs); - 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[kingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); - Weights[kingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); + Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); + Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); // 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"].value()) - Weights[kingDangerUs] = Weights[kingDangerThem] = (Weights[kingDangerUs] + Weights[kingDangerThem]) / 2; + if (Options["UCI_AnalyseMode"]) + Weights[KingDangerUs] = Weights[KingDangerThem] = (Weights[KingDangerUs] + Weights[KingDangerThem]) / 2; + + // First setup the base table + for (int i = 0; i < 100; i++) + { + t[i] = Value(int(0.4 * i * i)); + + if (i > 0) + t[i] = std::min(t[i], t[i - 1] + MaxSlope); + + t[i] = std::min(t[i], Peak); + } - init_safety(); + // Then apply the weights and get the final KingDangerTable[] array + for (Color c = WHITE; c <= BLACK; c++) + for (int i = 0; i < 100; i++) + KingDangerTable[c == WHITE][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); } @@ -442,10 +434,9 @@ namespace { // init_eval_info() initializes king bitboards for given color adding // pawn attacks. To be done at the beginning of the evaluation. - template + template void init_eval_info(const Position& pos, EvalInfo& ei) { - const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.king_square(Them)); @@ -455,12 +446,12 @@ namespace { if ( pos.piece_count(Us, QUEEN) && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame) { - ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8)); + ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); b &= ei.attackedBy[Us][PAWN]; - ei.kingAttackersCount[Us] = b ? count_1s(b) / 2 : 0; + ei.kingAttackersCount[Us] = b ? popcount(b) / 2 : 0; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; } else - ei.kingZone[Us] = ei.kingAttackersCount[Us] = 0; + ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; } @@ -478,10 +469,10 @@ namespace { // Increase bonus if supported by pawn, especially if the opponent has // no minor piece which can exchange the outpost piece. - if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s)) + if (bonus && (ei.attackedBy[Us][PAWN] & s)) { - if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB - && (SquaresByColorBB[square_color(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB) + if ( !pos.pieces(KNIGHT, Them) + && !(same_color_squares(s) & pos.pieces(BISHOP, Them))) bonus += bonus + bonus / 2; else bonus += bonus / 2; @@ -492,68 +483,76 @@ namespace { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color - template + template Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; int mob; File f; - Score bonus = SCORE_ZERO; + Score score = SCORE_ZERO; - const BitCountType Full = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64 : CNT32; - const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); - const Square* ptr = pos.piece_list_begin(Us, Piece); + const Square* pl = pos.piece_list(Us, Piece); - ei.attackedBy[Us][Piece] = EmptyBoardBB; + ei.attackedBy[Us][Piece] = 0; - while ((s = *ptr++) != SQ_NONE) + 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 = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); + b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, Us)); else if (Piece == ROOK) - b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); + b = attacks_bb(s, pos.occupied_squares() & ~pos.pieces(ROOK, QUEEN, Us)); else assert(false); - // Update attack info ei.attackedBy[Us][Piece] |= b; - // King attacks - if (b & ei.kingZone[Us]) + if (b & ei.kingRing[Them]) { ei.kingAttackersCount[Us]++; ei.kingAttackersWeight[Us] += KingAttackWeights[Piece]; Bitboard bb = (b & ei.attackedBy[Them][KING]); if (bb) - ei.kingAdjacentZoneAttacksCount[Us] += count_1s(bb); + ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } - // Mobility - mob = (Piece != QUEEN ? count_1s(b & mobilityArea) - : count_1s(b & mobilityArea)); + mob = (Piece != QUEEN ? popcount(b & mobilityArea) + : 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.occupied_squares(); + + assert(b); + + if (single_bit(b) && (b & pos.pieces(Them))) + score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(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 (bit_is_set(ei.attackedBy[Them][PAWN], s)) - bonus -= ThreatedByPawnPenalty[Piece]; + if (ei.attackedBy[Them][PAWN] & s) + score -= ThreatenedByPawnPenalty[Piece]; // Bishop and knight outposts squares - if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Us)) - bonus += evaluate_outposts(pos, ei, s); + if ( (Piece == BISHOP || Piece == KNIGHT) + && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s))) + score += evaluate_outposts(pos, ei, s); // Queen or rook on 7th rank if ( (Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - bonus += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); } // Special extra evaluation for bishops @@ -564,15 +563,15 @@ namespace { // 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) + (square_file(s) == FILE_A ? DELTA_E : DELTA_W); + 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.square_is_empty(s + d + pawn_push(Us))) - bonus -= 2*TrappedBishopA1H1Penalty; + score -= 2*TrappedBishopA1H1Penalty; else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) - bonus -= TrappedBishopA1H1Penalty; + score -= TrappedBishopA1H1Penalty; else - bonus -= TrappedBishopA1H1Penalty / 2; + score -= TrappedBishopA1H1Penalty / 2; } } } @@ -581,13 +580,13 @@ namespace { if (Piece == ROOK) { // Open and half-open files - f = square_file(s); + f = file_of(s); if (ei.pi->file_is_half_open(Us, f)) { if (ei.pi->file_is_half_open(Them, f)) - bonus += RookOpenFileBonus; + score += RookOpenFileBonus; else - bonus += RookHalfOpenFileBonus; + score += RookHalfOpenFileBonus; } // Penalize rooks which are trapped inside a king. Penalize more if @@ -597,31 +596,31 @@ namespace { ksq = pos.king_square(Us); - if ( square_file(ksq) >= FILE_E - && square_file(s) > square_file(ksq) - && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + 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, square_file(ksq))) - bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + 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 ( square_file(ksq) <= FILE_D - && square_file(s) < square_file(ksq) - && (relative_rank(Us, ksq) == RANK_1 || square_rank(ksq) == square_rank(s))) + 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, square_file(ksq))) - bonus -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + 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); } } } if (Trace) - TracedTerms[Us][Piece] = bonus; + TracedScores[Us][Piece] = score; - return bonus; + return score; } @@ -634,10 +633,10 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b; - Score bonus = SCORE_ZERO; + Score score = SCORE_ZERO; // Enemy pieces not defended by a pawn and under our attack - Bitboard weakEnemies = pos.pieces_of_color(Them) + Bitboard weakEnemies = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] & ei.attackedBy[Us][0]; if (!weakEnemies) @@ -652,44 +651,43 @@ namespace { if (b) for (PieceType pt2 = PAWN; pt2 < KING; pt2++) if (b & pos.pieces(pt2)) - bonus += ThreatBonus[pt1][pt2]; + score += ThreatBonus[pt1][pt2]; } - return bonus; + return score; } // evaluate_pieces_of_color<>() assigns bonuses and penalties to all the // pieces of a given color. - template + template Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); - Score bonus = mobility = SCORE_ZERO; + 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_of_color(Us)); + const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us)); - bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); - bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); - bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); - bonus += evaluate_pieces(pos, ei, mobility, mobilityArea); + score += evaluate_pieces(pos, ei, mobility, mobilityArea); + score += evaluate_pieces(pos, ei, mobility, mobilityArea); + score += evaluate_pieces(pos, ei, mobility, mobilityArea); + 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]; - return bonus; + return score; } // evaluate_king<>() assigns bonuses and penalties to a king of a given color - template + template Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { - const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard undefended, b, b1, b2, safe; @@ -697,7 +695,7 @@ namespace { const Square ksq = pos.king_square(Us); // King shelter - Score bonus = ei.pi->king_shelter(pos, ksq); + Score score = ei.pi->king_shelter(pos, ksq); // King safety. This is quite complicated, and is almost certainly far // from optimally tuned. @@ -716,14 +714,14 @@ namespace { // the number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king, the square of the // king, and the quality of the pawn shelter. - attackUnits = Min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) - + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + count_1s(undefended)) + attackUnits = std::min(25, (ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) / 2) + + 3 * (ei.kingAdjacentZoneAttacksCount[Them] + popcount(undefended)) + InitKingDanger[relative_square(Us, ksq)] - mg_value(ei.pi->king_shelter(pos, ksq)) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... - b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them); + b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); if (b) { // ...then remove squares not supported by another enemy piece @@ -731,16 +729,16 @@ namespace { | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); if (b) attackUnits += QueenContactCheckBonus - * count_1s(b) + * popcount(b) * (Them == pos.side_to_move() ? 2 : 1); } // Analyse enemy's safe rook contact checks. First find undefended // squares around the king attacked by enemy rooks... - b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them); + b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them); // Consider only squares where the enemy rook gives check - b &= RookPseudoAttacks[ksq]; + b &= PseudoAttacks[ROOK][ksq]; if (b) { @@ -749,12 +747,12 @@ namespace { | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][QUEEN]); if (b) attackUnits += RookContactCheckBonus - * count_1s(b) + * popcount(b) * (Them == pos.side_to_move() ? 2 : 1); } // Analyse enemy's safe distance checks for sliders and knights - safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]); + safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; @@ -762,39 +760,39 @@ namespace { // Enemy queen safe checks b = (b1 | b2) & ei.attackedBy[Them][QUEEN]; if (b) - attackUnits += QueenCheckBonus * count_1s(b); + attackUnits += QueenCheckBonus * popcount(b); // Enemy rooks safe checks b = b1 & ei.attackedBy[Them][ROOK]; if (b) - attackUnits += RookCheckBonus * count_1s(b); + attackUnits += RookCheckBonus * popcount(b); // Enemy bishops safe checks b = b2 & ei.attackedBy[Them][BISHOP]; if (b) - attackUnits += BishopCheckBonus * count_1s(b); + attackUnits += BishopCheckBonus * popcount(b); // Enemy knights safe checks b = pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe; if (b) - attackUnits += KnightCheckBonus * count_1s(b); + attackUnits += KnightCheckBonus * popcount(b); // To index KingDangerTable[] attackUnits must be in [0, 99] range - attackUnits = Min(99, Max(0, attackUnits)); + attackUnits = std::min(99, std::max(0, attackUnits)); // Finally, extract the king danger score from the KingDangerTable[] // array and subtract the score from evaluation. Set also margins[] // value that will be used for pruning because this value can sometimes // 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. - bonus -= KingDangerTable[Us][attackUnits]; - margins[Us] += mg_value(KingDangerTable[Us][attackUnits]); + score -= KingDangerTable[Us == EvalRootColor][attackUnits]; + margins[Us] += mg_value(KingDangerTable[Us == EvalRootColor][attackUnits]); } if (Trace) - TracedTerms[Us][KING] = bonus; + TracedScores[Us][KING] = score; - return bonus; + return score; } @@ -805,9 +803,10 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Score bonus = SCORE_ZERO; - Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; - Bitboard b = ei.pi->passed_pawns(Us); + Bitboard b, squaresToQueen, defendedSquares, unsafeSquares, supportingPawns; + Score score = SCORE_ZERO; + + b = ei.pi->passed_pawns(Us); if (!b) return SCORE_ZERO; @@ -829,9 +828,12 @@ namespace { Square blockSq = s + pawn_push(Us); // Adjust bonus based on kings proximity - ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 3 * rr); - ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr); - ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 6 * rr); + ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr); + ebonus -= Value(square_distance(pos.king_square(Us), blockSq) * 2 * rr); + + // If blockSq is not the queening square then consider also a second push + if (rank_of(blockSq) != (Us == WHITE ? RANK_8 : RANK_1)) + ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr); // If the pawn is free to advance, increase bonus if (pos.square_is_empty(blockSq)) @@ -846,7 +848,7 @@ namespace { && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else - unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them)); + unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | 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. @@ -858,19 +860,15 @@ namespace { // 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)); - - // At last, add a small bonus when there are no *friendly* pieces - // in the pawn's path. - if (!(squaresToQueen & pos.pieces_of_color(Us))) - ebonus += Value(rr); } } // rr != 0 // Increase the bonus if the passed pawn is supported by a friendly pawn // on the same rank and a bit smaller if it's on the previous rank. - supportingPawns = pos.pieces(PAWN, Us) & neighboring_files_bb(s); + supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s)); if (supportingPawns & rank_bb(s)) ebonus += Value(r * 20); + else if (supportingPawns & rank_bb(s - pawn_push(Us))) ebonus += Value(r * 12); @@ -880,30 +878,27 @@ namespace { // we try the following: Increase the value for rook pawns if the // other side has no pieces apart from a knight, and decrease the // value if the other side has a rook or queen. - if (square_file(s) == FILE_A || square_file(s) == FILE_H) + if (file_of(s) == FILE_A || file_of(s) == FILE_H) { if (pos.non_pawn_material(Them) <= KnightValueMidgame) ebonus += ebonus / 4; else if (pos.pieces(ROOK, QUEEN, Them)) ebonus -= ebonus / 4; } - bonus += make_score(mbonus, ebonus); + score += make_score(mbonus, ebonus); } while (b); // Add the scores to the middle game and endgame eval - return apply_weight(bonus, Weights[PassedPawns]); + return apply_weight(score, Weights[PassedPawns]); } // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - template Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { - const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; - Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; Color c, winnerSide, loserSide; @@ -916,7 +911,7 @@ namespace { for (c = WHITE; c <= BLACK; c++) { // Skip if other side has non-pawn pieces - if (pos.non_pawn_material(opposite_color(c))) + if (pos.non_pawn_material(~c)) continue; b = ei.pi->passed_pawns(c); @@ -924,12 +919,12 @@ namespace { while (b) { s = pop_1st_bit(&b); - queeningSquare = relative_square(c, make_square(square_file(s), RANK_8)); + queeningSquare = relative_square(c, make_square(file_of(s), RANK_8)); queeningPath = squares_in_front_of(c, s); // 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(opposite_color(c)), queeningSquare) - int(c != pos.side_to_move()); + oppMovesToGo = square_distance(pos.king_square(~c), queeningSquare) - int(c != pos.side_to_move()); pathDefended = ((ei.attackedBy[c][0] & queeningPath) == queeningPath); if (movesToGo >= oppMovesToGo && !pathDefended) @@ -938,16 +933,16 @@ namespace { // Opponent king cannot block because path is defended and position // is not in check. So only friendly pieces can be blockers. assert(!pos.in_check()); - assert(queeningPath & pos.occupied_squares() == queeningPath & pos.pieces_of_color(c)); + assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c))); // Add moves needed to free the path from friendly pieces and retest condition - movesToGo += count_1s(queeningPath & pos.pieces_of_color(c)); + movesToGo += popcount(queeningPath & pos.pieces(c)); if (movesToGo >= oppMovesToGo && !pathDefended) continue; pliesToGo = 2 * movesToGo - int(c == pos.side_to_move()); - pliesToQueen[c] = Min(pliesToQueen[c], pliesToGo); + pliesToQueen[c] = std::min(pliesToQueen[c], pliesToGo); } } @@ -957,7 +952,7 @@ namespace { return SCORE_ZERO; winnerSide = (pliesToQueen[WHITE] < pliesToQueen[BLACK] ? WHITE : BLACK); - loserSide = opposite_color(winnerSide); + loserSide = ~winnerSide; // Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss? b = candidates = pos.pieces(PAWN, loserSide); @@ -967,14 +962,14 @@ namespace { s = pop_1st_bit(&b); // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8)); + queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2); pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move()); // Check if (without even considering any obstacles) we're too far away or doubled if ( pliesToQueen[winnerSide] + 3 <= pliesToGo || (squares_in_front_of(loserSide, s) & pos.pieces(PAWN, loserSide))) - clear_bit(&candidates, s); + candidates ^= s; } // If any candidate is already a passed pawn it _may_ promote in time. We give up. @@ -991,12 +986,12 @@ namespace { minKingDist = kingptg = 256; // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(square_file(s), RANK_8)); + queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2); pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move()); // Generate list of blocking pawns and supporters - supporters = neighboring_files_bb(s) & candidates; + supporters = adjacent_files_bb(file_of(s)) & candidates; opposed = squares_in_front_of(loserSide, s) & pos.pieces(PAWN, winnerSide); blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide); @@ -1017,7 +1012,7 @@ namespace { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; - movesToGo = Min(movesToGo, d); + movesToGo = std::min(movesToGo, d); } } @@ -1027,7 +1022,7 @@ namespace { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; - movesToGo = Min(movesToGo, d); + movesToGo = std::min(movesToGo, d); } // If obstacle can be destroyed with an immediate pawn exchange / sacrifice, @@ -1041,7 +1036,7 @@ namespace { // Plies needed for the king to capture all the blocking pawns d = square_distance(pos.king_square(loserSide), blockSq); - minKingDist = Min(minKingDist, d); + minKingDist = std::min(minKingDist, d); kingptg = (minKingDist + blockersCount) * 2; } @@ -1066,10 +1061,9 @@ namespace { // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. - template + template int evaluate_space(const Position& pos, EvalInfo& ei) { - const BitCountType Max15 = HasPopCnt ? CNT_POPCNT : CpuIs64Bit ? CNT64_MAX15 : CNT32_MAX15; const Color Them = (Us == WHITE ? BLACK : WHITE); // Find the safe squares for our pieces inside the area defined by @@ -1085,15 +1079,15 @@ namespace { behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); - return count_1s(safe) + count_1s(behind & safe); + return popcount(safe) + popcount(behind & safe); } // apply_weight() applies an evaluation weight to a value trying to prevent overflow inline Score apply_weight(Score v, Score w) { - return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, - (int(eg_value(v)) * eg_value(w)) / 0x100); + return make_score((int(mg_value(v)) * mg_value(w)) / 0x100, + (int(eg_value(v)) * eg_value(w)) / 0x100); } @@ -1118,63 +1112,47 @@ namespace { Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight) { // Scale option value from 100 to 256 - int mg = Options[mgOpt].value() * 256 / 100; - int eg = Options[egOpt].value() * 256 / 100; + int mg = Options[mgOpt] * 256 / 100; + int eg = Options[egOpt] * 256 / 100; return apply_weight(make_score(mg, eg), internalWeight); } - // init_safety() initizes the king safety evaluation, based on UCI - // parameters. It is called from read_weights(). + // A couple of little helpers used by tracing code, to_cp() converts a value to + // a double in centipawns scale, trace_add() stores white and black scores. - void init_safety() { + double to_cp(Value v) { return double(v) / double(PawnValueMidgame); } - const Value MaxSlope = Value(30); - const Value Peak = Value(1280); - Value t[100]; - - // First setup the base table - for (int i = 0; i < 100; i++) - { - t[i] = Value(int(0.4 * i * i)); + void trace_add(int idx, Score wScore, Score bScore) { - if (i > 0) - t[i] = Min(t[i], t[i - 1] + MaxSlope); - - t[i] = Min(t[i], Peak); - } - - // Then apply the weights and get the final KingDangerTable[] array - for (Color c = WHITE; c <= BLACK; c++) - for (int i = 0; i < 100; i++) - KingDangerTable[c][i] = apply_weight(make_score(t[i], 0), Weights[KingDangerUs + c]); + TracedScores[WHITE][idx] = wScore; + TracedScores[BLACK][idx] = bScore; } - // trace_row() is an helper function used by tracing code to register the // values of a single evaluation term. void trace_row(const char *name, int idx) { - Score term_w = TracedTerms[WHITE][idx]; - Score term_b = TracedTerms[BLACK][idx]; + Score wScore = TracedScores[WHITE][idx]; + Score bScore = TracedScores[BLACK][idx]; switch (idx) { case PST: case IMBALANCE: case PAWN: case UNSTOPPABLE: case TOTAL: TraceStream << std::setw(20) << name << " | --- --- | --- --- | " - << std::setw(6) << to_cp(mg_value(term_w)) << " " - << std::setw(6) << to_cp(eg_value(term_w)) << " \n"; + << std::setw(6) << to_cp(mg_value(wScore)) << " " + << std::setw(6) << to_cp(eg_value(wScore)) << " \n"; break; default: TraceStream << std::setw(20) << name << " | " << std::noshowpos - << std::setw(5) << to_cp(mg_value(term_w)) << " " - << std::setw(5) << to_cp(eg_value(term_w)) << " | " - << std::setw(5) << to_cp(mg_value(term_b)) << " " - << std::setw(5) << to_cp(eg_value(term_b)) << " | " + << std::setw(5) << to_cp(mg_value(wScore)) << " " + << std::setw(5) << to_cp(eg_value(wScore)) << " | " + << std::setw(5) << to_cp(mg_value(bScore)) << " " + << std::setw(5) << to_cp(eg_value(bScore)) << " | " << std::showpos - << std::setw(6) << to_cp(mg_value(term_w - term_b)) << " " - << std::setw(6) << to_cp(eg_value(term_w - term_b)) << " \n"; + << std::setw(6) << to_cp(mg_value(wScore - bScore)) << " " + << std::setw(6) << to_cp(eg_value(wScore - bScore)) << " \n"; } } } @@ -1191,9 +1169,9 @@ std::string trace_evaluate(const Position& pos) { TraceStream.str(""); TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); - memset(TracedTerms, 0, 2 * 16 * sizeof(Score)); + memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin); + do_evaluate(pos, margin); totals = TraceStream.str(); TraceStream.str("");