X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=62620a77bad7f0ef0b4add0e073c099c6a478249;hp=a00dbf8afb952a8ebe89c4cb9903d56d6a98ebe8;hb=c243cd5f4a8a2cd37896eff1dbc705bc69aade1f;hpb=243a9f5484a14024ba1e081f827f2874a1c2b6c2 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index a00dbf8a..62620a77 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -75,7 +75,6 @@ namespace { Material::Entry* me; Pawns::Entry* pe; - Bitboard pinnedPieces[COLOR_NB]; Bitboard mobilityArea[COLOR_NB]; // attackedBy[color][piece type] is a bitboard representing all squares @@ -120,34 +119,28 @@ namespace { // indexed by piece type and number of attacked squares in the mobility area. const Score MobilityBonus[][32] = { {}, {}, - { S(-75,-76), S(-56,-54), S( -9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights - S( 22, 26), S( 30, 28), S( 36, 29) }, - { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops - S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), - S( 92, 90), S( 97, 94) }, - { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks - S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160), - S( 43,165), S( 49,168), S( 59,169) }, - { S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens - S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102), - S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130), - S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161), - S(118,174), S(119,177), S(123,191), S(128,199) } + { S(-75,-76), S(-57,-54), S( -9,-28), S( -2,-10), S( 6, 5), S( 14, 12), // Knights + S( 22, 26), S( 29, 29), S( 36, 29) }, + { S(-48,-59), S(-20,-23), S( 16, -3), S( 26, 13), S( 38, 24), S( 51, 42), // Bishops + S( 55, 54), S( 63, 57), S( 63, 65), S( 68, 73), S( 81, 78), S( 81, 86), + S( 91, 88), S( 98, 97) }, + { S(-60,-77), S(-26,-20), S(-11, 27), S( -6, 57), S( -3, 69), S( -1, 82), // Rooks + S( 10,109), S( 16,121), S( 24,131), S( 25,143), S( 32,155), S( 32,163), + S( 43,167), S( 48,171), S( 56,173) }, + { S(-39,-36), S(-21,-15), S( 3, 8), S( 3, 18), S( 14, 34), S( 22, 54), // Queens + S( 28, 61), S( 41, 73), S( 43, 79), S( 48, 92), S( 56, 94), S( 60,104), + S( 60,113), S( 66,120), S( 67,123), S( 70,126), S( 71,133), S( 73,136), + S( 79,140), S( 88,143), S( 88,148), S( 99,166), S(102,170), S(102,175), + S(106,184), S(109,191), S(113,206), S(116,212) } }; - // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and - // bishops outposts, bigger if outpost piece is supported by a pawn. + // Outpost[knight/bishop][supported by pawn] contains bonuses for minor + // pieces if they can reach an outpost square, bigger if that square is + // supported by a pawn. If the minor piece occupies an outpost square + // then score is doubled. const Score Outpost[][2] = { - { S(43,11), S(65,20) }, // Knights - { S(20, 3), S(29, 8) } // Bishops - }; - - // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for - // knights and bishops which can reach an outpost square in one move, bigger - // if outpost square is supported by a pawn. - const Score ReachableOutpost[][2] = { - { S(21, 5), S(35, 8) }, // Knights - { S( 8, 0), S(14, 4) } // Bishops + { S(22, 6), S(33, 9) }, // Knight + { S( 9, 2), S(14, 4) } // Bishop }; // RookOnFile[semiopen/open] contains bonuses for each rook when there is no @@ -197,7 +190,6 @@ namespace { const Score OtherCheck = S(10, 10); const Score CloseEnemies = S( 7, 0); const Score PawnlessFlank = S(20, 80); - const Score LooseEnemies = S( 0, 25); const Score ThreatByHangingPawn = S(71, 61); const Score ThreatByRank = S(16, 3); const Score Hanging = S(48, 27); @@ -216,14 +208,13 @@ namespace { const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 78, 56, 45, 11 }; // Penalties for enemy's safe checks - const int QueenContactCheck = 997; const int QueenCheck = 745; const int RookCheck = 688; const int BishopCheck = 588; const int KnightCheck = 924; // Threshold for lazy evaluation - const Value LazyEval = Value(1500); + const Value LazyThreshold = Value(1500); // eval_init() initializes king and attack bitboards for a given color // adding pawn attacks. To be done at the beginning of the evaluation. @@ -236,8 +227,6 @@ namespace { const Square Down = (Us == WHITE ? SOUTH : NORTH); const Bitboard LowRanks = (Us == WHITE ? Rank2BB | Rank3BB: Rank7BB | Rank6BB); - ei.pinnedPieces[Us] = pos.pinned_pieces(Us); - // Find our pawns on the first two ranks, and those which are blocked Bitboard b = pos.pieces(Us, PAWN) & (shift(pos.pieces()) | LowRanks); @@ -289,7 +278,7 @@ namespace { : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) : pos.attacks_from(s); - if (ei.pinnedPieces[Us] & s) + if (pos.pinned_pieces(Us) & s) b &= LineBB[pos.square(Us)][s]; ei.attackedBy2[Us] |= ei.attackedBy[Us][ALL_PIECES] & b; @@ -302,11 +291,6 @@ namespace { ei.kingAdjacentZoneAttacksCount[Us] += popcount(b & ei.attackedBy[Them][KING]); } - if (Pt == QUEEN) - b &= ~( ei.attackedBy[Them][KNIGHT] - | ei.attackedBy[Them][BISHOP] - | ei.attackedBy[Them][ROOK]); - int mob = popcount(b & ei.mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; @@ -316,12 +300,12 @@ namespace { // Bonus for outpost squares bb = OutpostRanks & ~ei.pe->pawn_attacks_span(Them); if (bb & s) - score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)]; + score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)] * 2; else { bb &= b & ~pos.pieces(Us); if (bb) - score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; + score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; } // Bonus when behind a pawn @@ -435,19 +419,13 @@ namespace { kingDanger = std::min(807, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + 101 * ei.kingAdjacentZoneAttacksCount[Them] + 235 * popcount(undefended) - + 134 * (popcount(b) + !!ei.pinnedPieces[Us]) + + 134 * (popcount(b) + !!pos.pinned_pieces(Us)) - 717 * !pos.count(Them) - 7 * mg_value(score) / 5 - 5; - // Analyse the enemy's safe queen contact checks. Firstly, find the - // undefended squares around our king reachable by the enemy queen... - b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); - - // ...and keep squares supported by another enemy piece. - kingDanger += QueenContactCheck * popcount(b & ei.attackedBy2[Them]); - // Analyse the safe enemy's checks which are possible on next move - safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); + safe = ~pos.pieces(Them); + safe &= ~ei.attackedBy[Us][ALL_PIECES] | (undefended & ei.attackedBy2[Them]); b1 = pos.attacks_from(ksq); b2 = pos.attacks_from(ksq); @@ -536,11 +514,6 @@ namespace { Bitboard b, weak, defended, safeThreats; Score score = SCORE_ZERO; - // Small bonus if the opponent has loose pawns or pieces - if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING)) - & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES])) - score += LooseEnemies; - // Non-pawn enemies attacked by a pawn weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; @@ -615,10 +588,11 @@ namespace { } - // evaluate_passed_pawns() evaluates the passed pawns of the given color + // evaluate_passer_pawns() evaluates the passed pawns and candidate passed + // pawns of the given color. template - Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { + Score evaluate_passer_pawns(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -631,7 +605,6 @@ namespace { { Square s = pop_lsb(&b); - assert(pos.pawn_passed(Us, s)); assert(!(pos.pieces(PAWN) & forward_bb(Us, s))); bb = forward_bb(Us, s) & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); @@ -688,9 +661,10 @@ namespace { mbonus += rr + r * 2, ebonus += rr + r * 2; } // rr != 0 - // Assign a small bonus when the opponent has no pieces left - if (!pos.non_pawn_material(Them)) - ebonus += 20; + // Scale down bonus for candidate passers which need more than one pawn + // push to become passed. + if (!pos.pawn_passed(Us, s + pawn_push(Us))) + mbonus /= 2, ebonus /= 2; score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; } @@ -771,8 +745,7 @@ namespace { // If we don't already have an unusual scale factor, check for certain // types of endgames, and use a lower scale for those. - if ( ei.me->game_phase() < PHASE_MIDGAME - && (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)) + if (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN) { if (pos.opposite_bishops()) { @@ -780,36 +753,23 @@ namespace { // is almost a draw, in case of KBP vs KB, it is even more a draw. if ( pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) - sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); + return more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); // Endgame with opposite-colored bishops, but also other pieces. Still // a bit drawish, but not as drawish as with only the two bishops. - else - sf = ScaleFactor(46); + return ScaleFactor(46); } // Endings where weaker side can place his king in front of the opponent's // pawns are drawish. else if ( abs(eg) <= BishopValueEg && pos.count(strongSide) <= 2 && !pos.pawn_passed(~strongSide, pos.square(~strongSide))) - sf = ScaleFactor(37 + 7 * pos.count(strongSide)); + return ScaleFactor(37 + 7 * pos.count(strongSide)); } return sf; } - - Value lazy_eval(Value mg, Value eg) { - - if (mg > LazyEval && eg > LazyEval) - return LazyEval + ((mg + eg) / 2 - LazyEval) / 4; - - else if (mg < -LazyEval && eg < -LazyEval) - return -LazyEval + ((mg + eg) / 2 + LazyEval) / 4; - - return VALUE_ZERO; - } - } // namespace @@ -822,6 +782,7 @@ Value Eval::evaluate(const Position& pos) { assert(!pos.checkers()); Score mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; + Value v; EvalInfo ei; // Probe the material hash table @@ -841,11 +802,10 @@ Value Eval::evaluate(const Position& pos) { ei.pe = Pawns::probe(pos); score += ei.pe->pawns_score(); - // We have taken into account all cheap evaluation terms. - // If score exceeds a threshold return a lazy evaluation. - Value lazy = lazy_eval(mg_value(score), eg_value(score)); - if (lazy) - return pos.side_to_move() == WHITE ? lazy : -lazy; + // Early exit if score is high + v = (mg_value(score) + eg_value(score)) / 2; + if (abs(v) > LazyThreshold) + return pos.side_to_move() == WHITE ? v : -v; // Initialize attack and king safety bitboards eval_init(pos, ei); @@ -865,8 +825,8 @@ Value Eval::evaluate(const Position& pos) { - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack information including king - score += evaluate_passed_pawns(pos, ei) - - evaluate_passed_pawns(pos, ei); + score += evaluate_passer_pawns(pos, ei) + - evaluate_passer_pawns(pos, ei); // Evaluate space for both sides, only during opening if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222) @@ -880,8 +840,8 @@ Value Eval::evaluate(const Position& pos) { ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score)); // Interpolate between a middlegame and a (scaled by 'sf') endgame score - Value v = mg_value(score) * int(ei.me->game_phase()) - + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; + v = mg_value(score) * int(ei.me->game_phase()) + + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; v /= int(PHASE_MIDGAME);