X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=69f0e4c27fa75e4caff8b23db06d911e23819de6;hp=849185b67e497246048fdf508e040b1cf58b48b4;hb=cedbd3332a4a1574e701bda098a9df1153e299c6;hpb=f30f384757499508ebc670a1c58b99737e2449db diff --git a/src/evaluate.cpp b/src/evaluate.cpp index 849185b6..69f0e4c2 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -138,7 +138,7 @@ namespace { {}, {}, { S(0, 0), S( 7, 39), S( 0, 0), S(24, 49), S(41,100), S(41,100) }, // KNIGHT { S(0, 0), S( 7, 39), S(24, 49), S( 0, 0), S(41,100), S(41,100) }, // BISHOP - { S(0, 0), S(-1, 29), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK + { S(0, 0), S( 0, 22), S(15, 49), S(15, 49), S( 0, 0), S(24, 49) }, // ROOK { S(0, 0), S(15, 39), S(15, 39), S(15, 39), S(15, 39), S( 0, 0) } // QUEEN }; @@ -150,12 +150,19 @@ namespace { #undef S - // Rooks and queens on the 7th rank (modified by Joona Kiiski) - const Score RookOn7thBonus = make_score(47, 98); - const Score QueenOn7thBonus = make_score(27, 54); + // Bonus for having the side to move (modified by Joona Kiiski) + const Score Tempo = make_score(24, 11); + + // Rooks and queens on the 7th rank + const Score RookOn7thBonus = make_score(3, 20); + const Score QueenOn7thBonus = make_score(1, 8); + + // Rooks and queens attacking pawns on the same rank + const Score RookOnPawnBonus = make_score(3, 48); + const Score QueenOnPawnBonus = make_score(1, 40); // Rooks on open files (modified by Joona Kiiski) - const Score RookOpenFileBonus = make_score(43, 21); + 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 @@ -261,6 +268,8 @@ namespace { namespace Eval { Color RootColor; + Value ContemptFactor; + Value ValueDraw[2]; /// evaluate() is the main evaluation function. It always computes two /// values, an endgame score and a middle game score, and interpolates @@ -300,6 +309,11 @@ namespace Eval { KingDangerTable[1][i] = apply_weight(make_score(t, 0), Weights[KingDangerUs]); KingDangerTable[0][i] = apply_weight(make_score(t, 0), Weights[KingDangerThem]); } + + if (Options["UCI_AnalyseMode"]) + ContemptFactor = VALUE_ZERO; + else + ContemptFactor = Options["Contempt Factor"] * PawnValueMg / 100; } @@ -362,14 +376,15 @@ Value do_evaluate(const Position& pos, Value& margin) { Value margins[2]; Score score, mobilityWhite, mobilityBlack; - // Initialize score by reading the incrementally updated scores included - // in the position object (material + piece square tables). - score = pos.psq_score(); - // 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; + // Initialize score by reading the incrementally updated scores included + // in the position object (material + piece square tables) and adding + // Tempo bonus. Score is computed from the point of view of white. + score = pos.psq_score() + (pos.side_to_move() == WHITE ? Tempo : -Tempo); + // Probe the material hash table ei.mi = pos.this_thread()->materialTable.probe(pos); score += ei.mi->material_value(); @@ -431,8 +446,8 @@ Value do_evaluate(const Position& pos, Value& margin) { && sf == SCALE_FACTOR_NORMAL) { // Only the two bishops ? - if ( pos.non_pawn_material(WHITE) == BishopValueMidgame - && pos.non_pawn_material(BLACK) == BishopValueMidgame) + if ( pos.non_pawn_material(WHITE) == BishopValueMg + && pos.non_pawn_material(BLACK) == BishopValueMg) { // Check for KBP vs KB with only a single pawn that is almost // certainly a draw or at least two pawns. @@ -488,7 +503,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // Init king safety tables only if we are going to use them if ( pos.piece_count(Us, QUEEN) - && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame) + && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg) { ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8)); b &= ei.attackedBy[Us][PAWN]; @@ -515,8 +530,8 @@ Value do_evaluate(const Position& pos, Value& margin) { // no minor piece which can exchange the outpost piece. if (bonus && (ei.attackedBy[Us][PAWN] & s)) { - if ( !pos.pieces(KNIGHT, Them) - && !(same_color_squares(s) & pos.pieces(BISHOP, Them))) + if ( !pos.pieces(Them, KNIGHT) + && !(same_color_squares(s) & pos.pieces(Them, BISHOP))) bonus += bonus + bonus / 2; else bonus += bonus / 2; @@ -547,9 +562,9 @@ Value do_evaluate(const Position& pos, Value& margin) { if (Piece == KNIGHT || Piece == QUEEN) b = pos.attacks_from(s); else if (Piece == BISHOP) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(QUEEN, Us)); + b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)); else if (Piece == ROOK) - b = attacks_bb(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us)); + b = attacks_bb(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)); else assert(false); @@ -577,8 +592,8 @@ Value do_evaluate(const Position& pos, Value& margin) { assert(b); - if (single_bit(b) && (b & pos.pieces(Them))) - score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))]; + if (!more_than_one(b) && (b & pos.pieces(Them))) + score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))]; } // Decrease score if we are attacked by an enemy pawn. Remaining part @@ -588,15 +603,21 @@ Value do_evaluate(const Position& pos, Value& margin) { // Bishop and knight outposts squares if ( (Piece == BISHOP || Piece == KNIGHT) - && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s))) + && !(pos.pieces(Them, PAWN) & 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) + if ((Piece == ROOK || Piece == QUEEN) && relative_rank(Us, s) >= RANK_5) { - score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + // Major piece on 7th rank + if ( relative_rank(Us, s) == RANK_7 + && relative_rank(Us, pos.king_square(Them)) == RANK_8) + score += (Piece == ROOK ? RookOn7thBonus : QueenOn7thBonus); + + // Major piece attacking pawns on the same rank + Bitboard pawns = pos.pieces(Them, PAWN) & rank_bb(s); + if (pawns) + score += (Piece == ROOK ? RookOnPawnBonus + : QueenOnPawnBonus) * popcount(pawns); } // Special extra evaluation for bishops @@ -610,7 +631,7 @@ Value do_evaluate(const Position& pos, Value& margin) { 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_empty(s + d + pawn_push(Us))) + if (!pos.is_empty(s + d + pawn_push(Us))) score -= 2*TrappedBishopA1H1Penalty; else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) score -= TrappedBishopA1H1Penalty; @@ -685,8 +706,8 @@ Value do_evaluate(const Position& pos, Value& margin) { & ~ei.attackedBy[Them][0]; if (undefendedMinors) - score += single_bit(undefendedMinors) ? UndefendedMinorPenalty - : UndefendedMinorPenalty * 2; + score += more_than_one(undefendedMinors) ? UndefendedMinorPenalty * 2 + : UndefendedMinorPenalty; // Enemy pieces not defended by a pawn and under our attack weakEnemies = pos.pieces(Them) @@ -771,7 +792,7 @@ Value do_evaluate(const Position& pos, Value& margin) { 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_safety(pos, ksq)) / 32; + - mg_value(score) / 32; // Analyse enemy's safe queen contact checks. First find undefended // squares around the king attacked by enemy queen... @@ -866,7 +887,7 @@ Value do_evaluate(const Position& pos, Value& margin) { return SCORE_ZERO; do { - Square s = pop_1st_bit(&b); + Square s = pop_lsb(&b); assert(pos.pawn_is_passed(Us, s)); @@ -890,16 +911,16 @@ Value do_evaluate(const Position& pos, Value& margin) { 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_empty(blockSq)) + if (pos.is_empty(blockSq)) { - squaresToQueen = squares_in_front_of(Us, s); + squaresToQueen = forward_bb(Us, s); defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; // If there is an enemy rook or queen attacking the pawn from behind, // add all X-ray attacks by the rook or queen. Otherwise consider only // the squares in the pawn's path attacked or occupied by the enemy. - if ( (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them)) - && (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from(s))) + if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN)) + && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from(s))) unsafeSquares = squaresToQueen; else unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them)); @@ -919,7 +940,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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) & adjacent_files_bb(file_of(s)); + supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s)); if (supportingPawns & rank_bb(s)) ebonus += Value(r * 20); @@ -934,9 +955,9 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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) <= KnightValueMidgame) + if (pos.non_pawn_material(Them) <= KnightValueMg) ebonus += ebonus / 4; - else if (pos.pieces(ROOK, QUEEN, Them)) + else if (pos.pieces(Them, ROOK, QUEEN)) ebonus -= ebonus / 4; } score += make_score(mbonus, ebonus); @@ -972,9 +993,9 @@ Value do_evaluate(const Position& pos, Value& margin) { while (b) { - s = pop_1st_bit(&b); - queeningSquare = relative_square(c, make_square(file_of(s), RANK_8)); - queeningPath = squares_in_front_of(c, s); + s = pop_lsb(&b); + queeningSquare = relative_square(c, file_of(s) | RANK_8); + queeningPath = forward_bb(c, s); // Compute plies to queening and check direct advancement movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(c, s) == RANK_2); @@ -1009,20 +1030,20 @@ Value do_evaluate(const Position& pos, Value& margin) { 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); + b = candidates = pos.pieces(loserSide, PAWN); while (b) { - s = pop_1st_bit(&b); + s = pop_lsb(&b); // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); + queeningSquare = relative_square(loserSide, 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))) + || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN))) candidates ^= s; } @@ -1035,26 +1056,26 @@ Value do_evaluate(const Position& pos, Value& margin) { while (b) { - s = pop_1st_bit(&b); + s = pop_lsb(&b); sacptg = blockersCount = 0; minKingDist = kingptg = 256; // Compute plies from queening - queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8)); + queeningSquare = relative_square(loserSide, 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 = 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); + opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN); + blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN); assert(blockers); // How many plies does it take to remove all the blocking pawns? while (blockers) { - blockSq = pop_1st_bit(&blockers); + blockSq = pop_lsb(&blockers); movesToGo = 256; // Check pawns that can give support to overcome obstacle, for instance @@ -1065,7 +1086,7 @@ Value do_evaluate(const Position& pos, Value& margin) { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { - d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; + d = square_distance(blockSq, pop_lsb(&b2)) - 2; movesToGo = std::min(movesToGo, d); } } @@ -1075,7 +1096,7 @@ Value do_evaluate(const Position& pos, Value& margin) { while (b2) // This while-loop could be replaced with LSB/MSB (depending on color) { - d = square_distance(blockSq, pop_1st_bit(&b2)) - 2; + d = square_distance(blockSq, pop_lsb(&b2)) - 2; movesToGo = std::min(movesToGo, d); } @@ -1104,7 +1125,7 @@ Value do_evaluate(const Position& pos, Value& margin) { } // Winning pawn is unstoppable and will promote as first, return big score - Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]); + Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]); return winnerSide == WHITE ? score : -score; } @@ -1124,12 +1145,12 @@ Value do_evaluate(const Position& pos, Value& margin) { // SpaceMask[]. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safe = SpaceMask[Us] - & ~pos.pieces(PAWN, Us) + & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] & (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]); // Find all squares which are at most three squares behind some friendly pawn - Bitboard behind = pos.pieces(PAWN, Us); + Bitboard behind = pos.pieces(Us, PAWN); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); @@ -1168,7 +1189,7 @@ Value do_evaluate(const Position& pos, Value& margin) { // 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. - double to_cp(Value v) { return double(v) / double(PawnValueMidgame); } + double to_cp(Value v) { return double(v) / double(PawnValueMg); } void trace_add(int idx, Score wScore, Score bScore) {