X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=64b1bf4cf750d8d0902ce6f9d22c189eb175480b;hp=f7a59de69319c9bff7192b739e544e2ba5e76b65;hb=a3c8c4b70d6d21572a85d6175202db29e4f4bf2b;hpb=6579a65bbb7037c077bb5bc66161faa8762a76db diff --git a/src/evaluate.cpp b/src/evaluate.cpp index f7a59de6..64b1bf4c 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -17,10 +17,10 @@ along with this program. If not, see . */ +#include #include #include #include -#include #include "bitcount.h" #include "evaluate.h" @@ -158,16 +158,17 @@ namespace { S(0, 0), S(0, 0), S(56, 70), S(56, 70), S(76, 99), S(86, 118) }; + // Hanging[side to move] contains a bonus for each enemy hanging piece + const Score Hanging[2] = { S(23, 20) , S(35, 45) }; + #undef S const Score Tempo = make_score(24, 11); - const Score RookOn7th = make_score(11, 20); const Score RookOnPawn = make_score(10, 28); const Score RookOpenFile = make_score(43, 21); const Score RookSemiopenFile = make_score(19, 10); const Score BishopPawns = make_score( 8, 12); const Score MinorBehindPawn = make_score(16, 0); - const Score UndefendedMinor = make_score(25, 10); const Score TrappedRook = make_score(90, 0); const Score Unstoppable = make_score( 0, 20); @@ -223,20 +224,6 @@ namespace { } - // interpolate() interpolates between a middlegame and an endgame score, - // based on game phase. It also scales the return value by a ScaleFactor array. - - Value interpolate(const Score& v, Phase ph, ScaleFactor sf) { - - assert(-VALUE_INFINITE < mg_value(v) && mg_value(v) < VALUE_INFINITE); - assert(-VALUE_INFINITE < eg_value(v) && eg_value(v) < VALUE_INFINITE); - assert(PHASE_ENDGAME <= ph && ph <= PHASE_MIDGAME); - - int eg = (eg_value(v) * int(sf)) / SCALE_FACTOR_NORMAL; - return Value((mg_value(v) * int(ph) + eg * int(PHASE_MIDGAME - ph)) / PHASE_MIDGAME); - } - - // init_eval_info() initializes king bitboards for given color adding // pawn attacks. To be done at the beginning of the evaluation. @@ -360,11 +347,6 @@ namespace { if (Pt == ROOK) { - // Rook on 7th rank and enemy king trapped on 8th - if ( relative_rank(Us, s) == RANK_7 - && relative_rank(Us, pos.king_square(Them)) == RANK_8) - score += RookOn7th; - // Rook piece attacking enemy pawns on the same rank/file if (relative_rank(Us, s) >= RANK_5) { @@ -537,17 +519,10 @@ namespace { const Color Them = (Us == WHITE ? BLACK : WHITE); - Bitboard b, undefendedMinors, weakEnemies; + Bitboard b, weakEnemies; Score score = SCORE_ZERO; - // Undefended minors get penalized even if they are not under attack - undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) - & ~ei.attackedBy[Them][ALL_PIECES]; - - if (undefendedMinors) - score += UndefendedMinor; - - // Enemy pieces not defended by a pawn and under our attack + // Enemies not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] & ei.attackedBy[Us][ALL_PIECES]; @@ -555,13 +530,18 @@ namespace { // Add a bonus according if the attacking pieces are minor or major if (weakEnemies) { - b = weakEnemies & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); + b = weakEnemies & (ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); if (b) score += Threat[0][type_of(pos.piece_on(lsb(b)))]; b = weakEnemies & (ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); if (b) score += Threat[1][type_of(pos.piece_on(lsb(b)))]; + + b = weakEnemies & ~ei.attackedBy[Them][ALL_PIECES]; + if (b) + score += more_than_one(b) ? Hanging[Us != pos.side_to_move()] * popcount(b) + : Hanging[Us == pos.side_to_move()]; } if (Trace) @@ -589,24 +569,23 @@ namespace { assert(pos.pawn_passed(Us, s)); - int r = int(relative_rank(Us, s) - RANK_2); + int r = relative_rank(Us, s) - RANK_2; int rr = r * (r - 1); // Base bonus based on rank - Value mbonus = Value(17 * rr); - Value ebonus = Value(7 * (rr + r + 1)); + Value mbonus = Value(17 * rr), ebonus = Value(7 * (rr + r + 1)); if (rr) { Square blockSq = s + pawn_push(Us); // Adjust bonus based on the king's proximity - ebonus += Value(square_distance(pos.king_square(Them), blockSq) * 5 * rr) - - Value(square_distance(pos.king_square(Us ), blockSq) * 2 * rr); + ebonus += square_distance(pos.king_square(Them), blockSq) * 5 * rr + - square_distance(pos.king_square(Us ), blockSq) * 2 * rr; // If blockSq is not the queening square then consider also a second push if (relative_rank(Us, blockSq) != RANK_8) - ebonus -= Value(rr * square_distance(pos.king_square(Us), blockSq + pawn_push(Us))); + ebonus -= square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr; // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) @@ -640,25 +619,10 @@ namespace { else if (defendedSquares & blockSq) k += 4; - mbonus += Value(k * rr), ebonus += Value(k * rr); + mbonus += k * rr, ebonus += k * rr; } } // rr != 0 - // Rook pawns are a special case: They are sometimes worse, and - // sometimes better than other passed pawns. It is difficult to find - // good rules for determining whether they are good or bad. For now, - // 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 (file_of(s) == FILE_A || file_of(s) == FILE_H) - { - if (pos.non_pawn_material(Them) <= KnightValueMg) - ebonus += ebonus / 4; - - else if (pos.pieces(Them, ROOK, QUEEN)) - ebonus -= ebonus / 4; - } - if (pos.count(Us) < pos.count(Them)) ebonus += ebonus / 4; @@ -756,7 +720,7 @@ namespace { ei.attackedBy[WHITE][ALL_PIECES] |= ei.attackedBy[WHITE][KING]; ei.attackedBy[BLACK][ALL_PIECES] |= ei.attackedBy[BLACK][KING]; - // Do not include in mobility squares protected by enemy pawns or occupied by our pieces + // Do not include in mobility squares protected by enemy pawns or occupied by our pawns or king Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | pos.pieces(WHITE, PAWN, KING)), ~(ei.attackedBy[WHITE][PAWN] | pos.pieces(BLACK, PAWN, KING)) }; @@ -815,7 +779,11 @@ namespace { sf = ScaleFactor(50 * sf / SCALE_FACTOR_NORMAL); } - Value v = interpolate(score, ei.mi->game_phase(), sf); + // Interpolate between a middlegame and a (scaled by 'sf') endgame score + Value v = mg_value(score) * int(ei.mi->game_phase()) + + eg_value(score) * int(PHASE_MIDGAME - ei.mi->game_phase()) * sf / SCALE_FACTOR_NORMAL; + + v /= int(PHASE_MIDGAME); // In case of tracing add all single evaluation contributions for both white and black if (Trace) @@ -937,12 +905,12 @@ namespace Eval { Weights[KingDangerUs] = weight_option("Cowardice", "Cowardice", WeightsInternal[KingDangerUs]); Weights[KingDangerThem] = weight_option("Aggressiveness", "Aggressiveness", WeightsInternal[KingDangerThem]); - const int MaxSlope = 30; - const int Peak = 1280; + const double MaxSlope = 30; + const double Peak = 1280; for (int t = 0, i = 1; i < 100; ++i) { - t = std::min(Peak, std::min(int(0.4 * i * i), t + MaxSlope)); + t = int(std::min(Peak, std::min(0.4 * i * i, t + MaxSlope))); KingDanger[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]); KingDanger[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]);