X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=5ae816edecd1b1d1fb82dff0370fcd906e30fda4;hp=fd0ef5b22cd558f9873560edc1e45b93b3e0eef1;hb=06f06a9be8b888c540e95bbc35a84b541fef4a34;hpb=2f5ee9e4e8ce86cc7e621eb568ba24dc0ac8a936 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index fd0ef5b2..5ae816ed 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -320,7 +320,7 @@ namespace { void evaluate_trapped_bishop_a7h7(const Position& pos, Square s, Color us, EvalInfo& ei); void evaluate_trapped_bishop_a1h1(const Position& pos, Square s, Color us, EvalInfo& ei); inline Value apply_weight(Value v, int w); - Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]); + Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]); int weight_option(const std::string& opt, int weight); void init_safety(); } @@ -352,13 +352,11 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Initialize by reading the incrementally updated scores included in the // position object (material + piece square tables) - ei.mgValue = pos.mg_value(); - ei.egValue = pos.eg_value(); + ei.value = Score(pos.mg_value(), pos.eg_value()); // Probe the material hash table ei.mi = MaterialTable[threadID]->get_material_info(pos); - ei.mgValue += ei.mi->material_value(); - ei.egValue += ei.mi->material_value(); + ei.value += Score(ei.mi->material_value(), ei.mi->material_value()); // If we have a specialized evaluation function for the current material // configuration, call it and return @@ -372,8 +370,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Probe the pawn hash table ei.pi = PawnTable[threadID]->get_pawn_info(pos); - ei.mgValue += apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame); - ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame); + ei.value += Score(apply_weight(ei.pi->mg_value(), WeightPawnStructureMidgame), + apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame)); // Initialize king attack bitboards and king attack zones for both sides ei.attackedBy[WHITE][KING] = pos.attacks_from(pos.king_square(WHITE)); @@ -422,14 +420,12 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { if ( square_file(pos.king_square(WHITE)) >= FILE_E && square_file(pos.king_square(BLACK)) <= FILE_D) - ei.mgValue += ei.pi->queenside_storm_value(WHITE) - - ei.pi->kingside_storm_value(BLACK); + ei.value += Score(ei.pi->queenside_storm_value(WHITE) - ei.pi->kingside_storm_value(BLACK), 0); else if ( square_file(pos.king_square(WHITE)) <= FILE_D && square_file(pos.king_square(BLACK)) >= FILE_E) - ei.mgValue += ei.pi->kingside_storm_value(WHITE) - - ei.pi->queenside_storm_value(BLACK); + ei.value += Score(ei.pi->kingside_storm_value(WHITE) - ei.pi->queenside_storm_value(BLACK), 0); // Evaluate space for both sides if (ei.mi->space_weight() > 0) @@ -440,15 +436,15 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { } // Mobility - ei.mgValue += apply_weight(ei.mgMobility, WeightMobilityMidgame); - ei.egValue += apply_weight(ei.egMobility, WeightMobilityEndgame); + ei.value += Score(apply_weight(ei.mgMobility, WeightMobilityMidgame), + apply_weight(ei.egMobility, WeightMobilityEndgame)); // 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 && pos.opposite_colored_bishops() - && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.egValue > Value(0)) - || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.egValue < Value(0)))) + && ( (factor[WHITE] == SCALE_FACTOR_NORMAL && ei.value.eg() > Value(0)) + || (factor[BLACK] == SCALE_FACTOR_NORMAL && ei.value.eg() < Value(0)))) { ScaleFactor sf; @@ -475,7 +471,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) { // Interpolate between the middle game and the endgame score Color stm = pos.side_to_move(); - Value v = Sign[stm] * scale_by_game_phase(ei.mgValue, ei.egValue, phase, factor); + Value v = Sign[stm] * scale_by_game_phase(ei.value, phase, factor); return (ei.mateThreat[stm] == MOVE_NONE ? v : 8 * QueenValueMidgame - v); } @@ -493,12 +489,11 @@ Value quick_evaluate(const Position &pos) { static const ScaleFactor sf[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL}; - Value mgv = pos.mg_value(); - Value egv = pos.eg_value(); + Score v = Score(pos.mg_value(), pos.eg_value()); Phase ph = pos.game_phase(); Color stm = pos.side_to_move(); - return Sign[stm] * scale_by_game_phase(mgv, egv, ph, sf); + return Sign[stm] * scale_by_game_phase(v, ph, sf); } @@ -623,8 +618,7 @@ namespace { else bonus += bonus / 2; } - ei.mgValue += Sign[Us] * bonus; - ei.egValue += Sign[Us] * bonus; + ei.value += Sign[Us] * Score(bonus, bonus); } @@ -661,10 +655,7 @@ namespace { // 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)) - { - ei.mgValue -= Sign[Us] * MidgameThreatedByPawnPenalty[Piece]; - ei.egValue -= Sign[Us] * EndgameThreatedByPawnPenalty[Piece]; - } + ei.value -= Sign[Us] * Score(MidgameThreatedByPawnPenalty[Piece], EndgameThreatedByPawnPenalty[Piece]); // Bishop and knight outposts squares if ((Piece == BISHOP || Piece == KNIGHT) && pos.square_is_weak(s, Them)) @@ -687,8 +678,8 @@ namespace { if ( relative_rank(Us, s) == RANK_7 && relative_rank(Us, pos.king_square(Them)) == RANK_8) { - ei.mgValue += Sign[Us] * (Piece == ROOK ? MidgameRookOn7thBonus : MidgameQueenOn7thBonus); - ei.egValue += Sign[Us] * (Piece == ROOK ? EndgameRookOn7thBonus : EndgameQueenOn7thBonus); + ei.value += Sign[Us] * (Piece == ROOK ? Score(MidgameRookOn7thBonus, EndgameRookOn7thBonus) + : Score(MidgameQueenOn7thBonus, EndgameQueenOn7thBonus)); } } @@ -700,15 +691,9 @@ namespace { if (ei.pi->file_is_half_open(Us, f)) { if (ei.pi->file_is_half_open(Them, f)) - { - ei.mgValue += Sign[Us] * RookOpenFileBonus; - ei.egValue += Sign[Us] * RookOpenFileBonus; - } + ei.value += Sign[Us] * Score(RookOpenFileBonus, RookOpenFileBonus); else - { - ei.mgValue += Sign[Us] * RookHalfOpenFileBonus; - ei.egValue += Sign[Us] * RookHalfOpenFileBonus; - } + ei.value += Sign[Us] * Score(RookHalfOpenFileBonus, RookHalfOpenFileBonus); } // Penalize rooks which are trapped inside a king. Penalize more if @@ -724,8 +709,8 @@ namespace { { // 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))) - ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[Us] * (TrappedRookPenalty - mob * 16); + ei.value -= Sign[Us] * 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) @@ -733,8 +718,8 @@ namespace { { // 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))) - ei.mgValue -= pos.can_castle(Us)? Sign[Us] * ((TrappedRookPenalty - mob * 16) / 2) - : Sign[Us] * (TrappedRookPenalty - mob * 16); + ei.value -= Sign[Us] * Score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } } } @@ -750,8 +735,7 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b; - Value mgBonus = Value(0); - Value egBonus = Value(0); + Score bonus(0, 0); // Enemy pieces not defended by a pawn and under our attack Bitboard weakEnemies = pos.pieces_of_color(Them) @@ -769,13 +753,9 @@ namespace { if (b) for (PieceType pt2 = PAWN; pt2 < KING; pt2++) if (b & pos.pieces(pt2)) - { - mgBonus += MidgameThreatBonus[pt1][pt2]; - egBonus += EndgameThreatBonus[pt1][pt2]; - } + bonus += Score(MidgameThreatBonus[pt1][pt2], EndgameThreatBonus[pt1][pt2]); } - ei.mgValue += Sign[Us] * mgBonus; - ei.egValue += Sign[Us] * egBonus; + ei.value += Sign[Us] * bonus; } @@ -810,7 +790,7 @@ namespace { if (relative_rank(Us, s) <= RANK_4) { shelter = ei.pi->get_king_shelter(pos, Us, s); - ei.mgValue += Sign[Us] * Value(shelter); + ei.value += Score(Sign[Us] * Value(shelter), 0); } // King safety. This is quite complicated, and is almost certainly far @@ -959,7 +939,7 @@ namespace { // change far bigger than the value of the captured piece. Value v = apply_weight(SafetyTable[attackUnits], WeightKingSafety[Us]); - ei.mgValue -= Sign[Us] * v; + ei.value -= Score(Sign[Us] * v, 0); if (Us == pos.side_to_move()) ei.futilityMargin += v; @@ -1090,8 +1070,8 @@ namespace { } // Add the scores for this pawn to the middle game and endgame eval. - ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame); - ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame); + ei.value += Score(apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame), + apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame)); } // while } @@ -1116,7 +1096,7 @@ namespace { if (!movesToGo[WHITE] || !movesToGo[BLACK]) { Color winnerSide = movesToGo[WHITE] ? WHITE : BLACK; - ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide])); + ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * movesToGo[winnerSide]))); } else { // Both sides have unstoppable pawns! Try to find out who queens @@ -1131,7 +1111,7 @@ namespace { // If one side queens at least three plies before the other, that side wins if (movesToGo[winnerSide] <= movesToGo[loserSide] - 3) - ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)))); // If one side queens one ply before the other and checks the king or attacks // the undefended opponent's queening square, that side wins. To avoid cases @@ -1152,7 +1132,7 @@ namespace { if ( (b & pos.pieces(KING, loserSide)) ||(bit_is_set(b, loserQSq) && !bit_is_set(ei.attacked_by(loserSide), loserQSq))) - ei.egValue += Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2))); + ei.value += Score(0, Sign[winnerSide] * (UnstoppablePawnValue - Value(0x40 * (movesToGo[winnerSide]/2)))); } } } @@ -1174,8 +1154,7 @@ namespace { && pos.see(s, b6) < 0 && pos.see(s, b8) < 0) { - ei.mgValue -= Sign[us] * TrappedBishopA7H7Penalty; - ei.egValue -= Sign[us] * TrappedBishopA7H7Penalty; + ei.value -= Sign[us] * Score(TrappedBishopA7H7Penalty, TrappedBishopA7H7Penalty); } } @@ -1218,8 +1197,7 @@ namespace { else penalty = TrappedBishopA1H1Penalty / 2; - ei.mgValue -= Sign[us] * penalty; - ei.egValue -= Sign[us] * penalty; + ei.value -= Sign[us] * Score(penalty, penalty); } } @@ -1253,7 +1231,7 @@ namespace { int space = count_1s_max_15(safeSquares) + count_1s_max_15(behindFriendlyPawns & safeSquares); - ei.mgValue += Sign[Us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace); + ei.value += Sign[Us] * Score(apply_weight(Value(space * ei.mi->space_weight()), WeightSpace), 0); } @@ -1268,15 +1246,15 @@ namespace { // score, based on game phase. It also scales the return value by a // ScaleFactor array. - Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]) { + Value scale_by_game_phase(const Score& v, Phase ph, const ScaleFactor sf[]) { - assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE); - assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE); + assert(v.mg() > -VALUE_INFINITE && v.mg() < VALUE_INFINITE); + assert(v.eg() > -VALUE_INFINITE && v.eg() < VALUE_INFINITE); assert(ph >= PHASE_ENDGAME && ph <= PHASE_MIDGAME); - ev = apply_scale_factor(ev, sf[(ev > Value(0) ? WHITE : BLACK)]); + Value ev = apply_scale_factor(v.eg(), sf[(v.eg() > Value(0) ? WHITE : BLACK)]); - Value result = Value(int((mv * ph + ev * (128 - ph)) / 128)); + Value result = Value(int((v.mg() * ph + ev * (128 - ph)) / 128)); return Value(int(result) & ~(GrainSize - 1)); } @@ -1333,3 +1311,8 @@ namespace { } } } + +std::ostream& operator<<(std::ostream &os, Score s) { + + return os << "(" << s.mg() << ", " << s.eg() << ")"; +}